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Starcraft II. Efectos y técnicas

starcraftii
Un documento en PDf de una conferencia que se presentó en el SIGGRAPH 2008 nos muestra algunos efectos y técnicas en 3D utilizadas en la creación del Starcraft II.
Ojalá que existieran más documentos de este tipo, para aprender más del proceso en la creación de juegos.
starcraftii2

Thus, writing shader code in our game is generally very close to adding a regular C++ file in our project. Figuratively, we treat the shader code as an external library called from C++, with the shader code being a free form body of code organized structurally as a C++ codebase would.
Making our shader framework system as familiar as possible for programmers has enabled us faster turnaround time when debugging shaders. In our case, when our technical artists have some ideas for new shaders they will generally prototype it using 3D Studio MAX renders and a programmer will implement an optimized version of the effect, often times adding reusable abstractions to the shader that may not have been apparent to an artist. In all, Starcraft II uses about 8,000 unique, non?repeating lines of shader code, divided amongst 70 files.
Interestingly enough, we’ve come to the point where the body of shader code alone has grown larger than the entire codebase for games from the early stages of the games industry.

Pueden bajar el PDF de 32 páginas en la página de Reddit

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