{"id":39053,"date":"2019-10-31T22:27:36","date_gmt":"2019-10-31T19:27:36","guid":{"rendered":"https:\/\/prohoster.info\/blog\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt\/"},"modified":"2019-10-31T22:27:36","modified_gmt":"2019-10-31T19:27:36","slug":"kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","status":"publish","type":"post","link":"https:\/\/prohoster.info\/sq\/blog\/novosti-interneta\/kak-osveshhenie-vliyaet-na-gejmdizajn-i-igrovoj-opyt","title":{"rendered":"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs","gt_translate_keys":[{"key":"rendered","format":"text"}]},"content":{"rendered":"<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/1cde9de838dae93f6925388753308f25.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\nN\u00eb pritje t\u00eb PS5 dhe Project Scarlett, t\u00eb cilat do t\u00eb mb\u00ebshtesin ndri\u00e7imin me rrezet p\u00ebr t\u00eb ndihmuar n\u00eb krijimin e atmosfer\u00ebs n\u00eb loj\u00ebra, mendova p\u00ebr ndri\u00e7imin n\u00eb loj\u00ebra. Gjeta nj\u00eb material ku autori shpjegon se \u00e7far\u00eb \u00ebsht\u00eb drita, si ndikon n\u00eb dizajn, ndryshon loj\u00ebn, estetik\u00ebn dhe p\u00ebrvoj\u00ebn. T\u00eb gjitha me shembuj dhe ekran\u00eb. Gjat\u00eb loj\u00ebs, nuk e v\u00ebren menj\u00ebher\u00eb k\u00ebt\u00eb.<br \/>\n<noindex><a rel=\"nofollow\" name=\"habracut\"><\/a><\/noindex><\/p>\n<h2>Hyrje<\/h2>\n<p>\nNdri\u00e7imi nuk \u00ebsht\u00eb vet\u00ebm p\u00ebr t\u00eb lejuar lojtarin t\u00eb shoh\u00eb sken\u00ebn (megjith\u00ebse kjo \u00ebsht\u00eb shum\u00eb e r\u00ebnd\u00ebsishme). Drita ndikon n\u00eb emocionet. Shum\u00eb teknika ndri\u00e7imi n\u00eb teat\u00ebr, kinema dhe arkitektur\u00eb p\u00ebrdoren p\u00ebr t\u00eb p\u00ebrforcuar p\u00ebrmbajtjen emocionale. Pse k\u00ebto principe t\u00eb mos i adoptojn\u00eb dizajner\u00ebt e loj\u00ebrave? Lidhja midis imazhit dhe reagimit emocional ofron nj\u00eb mjet tjet\u00ebr t\u00eb fuqish\u00ebm, q\u00eb ndihmon n\u00eb punimin me karakterin, narativ\u00ebn, tingujt, mekanizmat e loj\u00ebs dhe m\u00eb shum\u00eb. N\u00eb t\u00eb nj\u00ebjt\u00ebn koh\u00eb, nd\u00ebrveprimi i drit\u00ebs me sip\u00ebrfaqen lejon t\u00eb ndikoj\u00eb n\u00eb ndri\u00e7imin, ngjyr\u00ebn, kontrastin, hijet dhe efekte t\u00eb tjera. T\u00eb gjitha k\u00ebto formojn\u00eb nj\u00eb baz\u00eb q\u00eb \u00e7do dizajner duhet ta zot\u00ebroj\u00eb.<\/p>\n<p>Q\u00ebllimi i k\u00ebtij materiali \u00ebsht\u00eb t\u00eb p\u00ebrcaktoj\u00eb se si dizajni i ndri\u00e7imit ndikon n\u00eb estetik\u00ebn e loj\u00ebs dhe p\u00ebrvoj\u00ebn e p\u00ebrdoruesit. Do t\u00eb shqyrtojm\u00eb natyr\u00ebn e drit\u00ebs dhe se si ajo p\u00ebrdoret n\u00eb fushat e tjera t\u00eb artit p\u00ebr t\u00eb analizuar rolin e saj n\u00eb videolojra.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/08b4722bb263107e6cc619021bae2ae6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Liqeni i Labedh\u00ebve, Aleksand\u00ebr Ekman<\/i><\/p>\n<h2>I \u2014 Natur\u00ebn e drit\u00ebs<\/h2>\n<p>\n\u00abHap\u00ebsira, drit\u00eb dhe rend. K\u00ebto jan\u00eb gj\u00ebrat q\u00eb njer\u00ebzit kan\u00eb nevoj\u00eb aq shum\u00eb sa ata kan\u00eb nevoj\u00eb p\u00ebr nj\u00eb cop\u00eb buk\u00eb ose nj\u00eb streh\u00eb\u00bb, \u2014 Le Corbusier.<\/p>\n<p>Drita natyrore na drejton dhe na shoq\u00ebron q\u00eb nga momenti i lindjes. Ajo \u00ebsht\u00eb thelb\u00ebsore, vendos ritmin ton\u00eb natyror. Drita kontrollon proceset e trupit ton\u00eb dhe ndikon n\u00eb or\u00ebt biologjike. Do t\u00eb shqyrtojm\u00eb se \u00e7far\u00eb \u00ebsht\u00eb fluksi i drit\u00ebs, intensiteti i drit\u00ebs, ngjyra dhe piketat fokale. Nd\u00ebrsa do t\u00eb kuptojm\u00eb nga \u00e7far\u00eb p\u00ebrb\u00ebhet drita dhe si ajo sillet.<\/p>\n<h3>1 \u2014 \u00c7far\u00eb sheh syri i njeriut<\/h3>\n<p>\nDrita \u00ebsht\u00eb nj\u00eb pjes\u00eb e spektrit elektromagnetik, e perceptuar nga syri. N\u00eb k\u00ebt\u00eb pjes\u00eb t\u00eb gjat\u00eb val\u00ebsh, ato jan\u00eb n\u00eb nj\u00eb gam\u00eb nga 380 deri n\u00eb 780 nm. Gjat\u00eb dit\u00ebs ne dallojm\u00eb ngjyrat fal\u00eb koniseve, dhe gjat\u00eb nat\u00ebs syri p\u00ebrdor stikat, duke par\u00eb vet\u00ebm nuanca gri.<\/p>\n<p>Karakteristikat kryesore t\u00eb drit\u00ebs s\u00eb dukshme jan\u00eb drejtimi, intensiteti, frekuenca dhe polarizimi. Shpejt\u00ebsia e saj n\u00eb vakuum \u00ebsht\u00eb 300,000,000 m\/s, dhe kjo \u00ebsht\u00eb nj\u00eb nga konstantat themelore fizike.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/49f7d0d05d830d3de4db5f4b9cb21ce9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Spektri Elektromagnetik i Duksh\u00ebm<\/i><\/p>\n<h3>2 \u2014 Direksioni i p\u00ebrhapjes<\/h3>\n<p>\nN\u00eb vakuum nuk ka substanca, dhe drita p\u00ebrhapet n\u00eb vij\u00eb t\u00eb drejtp\u00ebrdrejt\u00eb. Megjithat\u00eb, ajo sillet ndryshe kur p\u00ebrballet me uj\u00eb, aj\u00ebr dhe substanca t\u00eb tjera. Pasi t\u00eb kontaktoj\u00eb me nj\u00eb substanc\u00eb, nj\u00eb pjes\u00eb e drit\u00ebs absorbohet dhe shnd\u00ebrrohet n\u00eb energji termoshe. Kur ndodh nj\u00eb p\u00ebrplasje me material t\u00eb tejduksh\u00ebm, nj\u00eb pjes\u00eb e drit\u00ebs gjithashtu absorbohet, por pjesa tjet\u00ebr kalon p\u00ebrmes. Nga objekte t\u00eb l\u00ebmuar, si pasqyra, drita reflektohet. N\u00ebse sip\u00ebrfaqja e objektit \u00ebsht\u00eb e papast\u00ebr, drita shp\u00ebrndahet.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/53bf40a9772bf5c8c672067ab67399b6.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/0397bd3e7f79767bea3628de88640b9c.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Direksioni i p\u00ebrhapjes s\u00eb drit\u00ebs<\/i><\/p>\n<h3>3 \u2014 Karakteristikat Baz\u00eb<\/h3>\n<p>\nFluksi i drit\u00ebs. Sasia e drit\u00ebs q\u00eb emitet nga nj\u00eb burim drit\u00ebs.<br \/>\nNj\u00ebsia e matjes: lm (lumen).<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/f084baec372f82c9418e1e9327ec9dde.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Fuqia e drit\u00ebs.<\/b> Sasia e drit\u00ebs q\u00eb transportohet n\u00eb nj\u00eb drejtim t\u00eb caktuar.<br \/>\nNj\u00ebsia e matjes: cd (kandela).<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/51f544593b8d19aadd9d44dab85f5e48.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Ndri\u00e7imi. <\/b>Sasia e fluksit t\u00eb drit\u00ebs q\u00eb bie mbi sip\u00ebrfaqe.<br \/>\nNdri\u00e7imi = fluksi i drit\u00ebs (lm) \/ sip\u00ebrfaqja (m2).<\/p>\n<p>Nj\u00ebsia e matjes: lk (luksi).<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/132ba4891adb4d8afb2abb6341cdb46e.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Ndri\u00e7imi.<\/b> Kjo \u00ebsht\u00eb karakteristika e vetme baz\u00eb e drit\u00ebs q\u00eb perceptohet nga syri njer\u00ebzor. Nga nj\u00ebra an\u00eb, ajo merr parasysh ndri\u00e7imin e burimit t\u00eb drit\u00ebs, dhe nga ana tjet\u00ebr \u2014 sip\u00ebrfaqen, k\u00ebshtu q\u00eb varet duksh\u00ebm nga shkalla e reflektimit (nga ngjyra dhe sip\u00ebrfaqja).<br \/>\nNj\u00ebsia e matjes: cd\/m\u00b2.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/84b29ea5b46e41888901a0f53d457248.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <\/p>\n<h3>4 \u2014 Temperaturat e ngjyrave<\/h3>\n<p>\nTemperatura e ngjyrave matet n\u00eb Kelvin dhe shfaq ngjyr\u00ebn e burimit t\u00eb caktuar t\u00eb drit\u00ebs. Fizikanti britanik William Kelvin ngroh\u00eb nj\u00eb cop\u00eb qymyri. Ai u nxe n\u00eb gjendje t\u00eb ndezur, duke reflektuar ngjyra t\u00eb ndryshme, q\u00eb p\u00ebrputheshin me temperatura t\u00eb ndryshme. Fillimisht, qymyri shk\u00eblqeu me nj\u00eb t\u00eb kuq t\u00eb err\u00ebt, por me ngrohjen, ngjyra ndryshoi n\u00eb nj\u00eb t\u00eb verdh\u00eb t\u00eb ndritshme. N\u00eb temperatur\u00ebn maksimale, drita e l\u00ebshuar u b\u00eb blu e bardh\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/f58da2399eaf7f64236f1c864be8a617.png\" style=\"display:block;margin: 0 auto;\" \/><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/1895e53b07e68edb696ad7280f3e62bb.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Drita natyrore, 24 or\u00eb, Simon Leaky<\/i><\/p>\n<h2>II \u2014 Teknika t\u00eb dizajnit t\u00eb drit\u00ebs<\/h2>\n<p>\nN\u00eb k\u00ebt\u00eb seksion ne do t\u00eb shqyrtojm\u00eb se cilat modele ndri\u00e7imi mund t\u00eb p\u00ebrdoren p\u00ebr t\u00eb ndikuar n\u00eb shprehjen e p\u00ebrmbajtjes\/rrjeshtit vizual. P\u00ebr k\u00ebt\u00eb, ne do t\u00eb p\u00ebrcaktojm\u00eb ngjashm\u00ebrit\u00eb dhe dallimet e teknikave t\u00eb ndri\u00e7imit q\u00eb artist\u00ebt dhe dizajner\u00ebt e drit\u00ebs kan\u00eb p\u00ebrdorur.<\/p>\n<h3>1 \u2014 Hije dhe tenebriz\u00ebm<\/h3>\n<p>\nDrita dhe hijeshia jan\u00eb nj\u00eb nga konceptet e teoris\u00eb s\u00eb artit, q\u00eb lidhen me shp\u00ebrndarjen e ndri\u00e7imit. Me to, shfaqen kalimet e tonit p\u00ebr t\u00eb shprehur volum dhe ndjesi. George de La Tour \u00ebsht\u00eb i njohur p\u00ebr veprat e tij me drit\u00ebn e nat\u00ebs dhe skenat e ndri\u00e7uara nga flaka e qirinjve. Asnj\u00eb nga artist\u00ebt e tij paraardh\u00ebs nuk i trajtoi kaq mjesht\u00ebrisht k\u00ebto kalime. Drita dhe hijeshia luajn\u00eb nj\u00eb rol t\u00eb r\u00ebnd\u00ebsish\u00ebm n\u00eb veprat e tij dhe jan\u00eb pjes\u00eb e kompozit\u00ebs n\u00eb variacione t\u00eb shumta dhe shpesh alternative. Studimi i pikturave t\u00eb de La Tour ndihmon n\u00eb kuptimin e p\u00ebrdorimit t\u00eb drit\u00ebs dhe vetive t\u00eb saj.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/92d20ad6513bd4989aceb4ba0b6ddfed.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>George de La Tour \u00abMaria Magdalena q\u00eb pendon\u00bb, 1638-1643.<\/i><\/p>\n<h4>a \u2014 Kontrasti i lart\u00eb<\/h4>\n<p>\nN\u00eb k\u00ebt\u00eb piktur\u00eb, fytyra e ndritshme dhe veshjet dallohen n\u00eb sfondin e err\u00ebt. Fal\u00eb kontrastit t\u00eb lart\u00eb t\u00eb tonit, v\u00ebmendja e shikuesit \u00ebsht\u00eb p\u00ebrqendruar n\u00eb k\u00ebt\u00eb pjes\u00eb t\u00eb imazhit. N\u00eb realitet, nj\u00eb kontrast t\u00eb till\u00eb nuk do t\u00eb kishte. Distanca midis fytyr\u00ebs dhe qiriut \u00ebsht\u00eb m\u00eb e madhe se ajo midis qiriut dhe duarve. Megjithat\u00eb, duke krahasuar me fytyr\u00ebn, ne shohim se si tonet dhe kontrasti n\u00eb duar jan\u00eb t\u00eb zbutura. Georges de La Tour p\u00ebrdor kontrast t\u00eb ndrysh\u00ebm p\u00ebr t\u00eb t\u00ebrhequr v\u00ebmendjen e v\u00ebzhguesit.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/37f4240aa239f1a5750dc12420a4c12f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <\/p>\n<h4>b \u2014 Konturi dhe ritmi i drit\u00ebs<\/h4>\n<p>\nP\u00ebr shkak t\u00eb diferenc\u00ebs s\u00eb lart\u00eb t\u00eb toneve, n\u00eb disa zona rreth figurave shfaqen konture. Edhe n\u00eb pjes\u00ebt e err\u00ebta t\u00eb piktur\u00ebs, artisti p\u00eblqente t\u00eb p\u00ebrdorte tone t\u00eb ndryshme p\u00ebr t\u00eb theksuar kufijt\u00eb e objektit. Drita nuk \u00ebsht\u00eb p\u00ebrqendruar n\u00eb nj\u00eb zon\u00eb t\u00eb vetme, ajo rr\u00ebshqet posht\u00eb: nga fytyra te k\u00ebmb\u00ebt.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/2918d3787533f73c1d450cba568099ad.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>c \u2014 Burimi i drit\u00ebs<\/h4>\n<p>\nN\u00eb shumic\u00ebn e veprave t\u00eb tij, Georges de La Tour p\u00ebrdor candela ose llampat si burim drite. N\u00eb piktur\u00eb, shfaqet nj\u00eb qiri i ndezur, por ne dim\u00eb se drita-hija k\u00ebtu nuk varet prej saj. Georges de La Tour vendosi fytyr\u00ebn n\u00eb nj\u00eb sfond t\u00eb err\u00ebt dhe vendosi qirin\u00eb p\u00ebr t\u00eb krijuar nj\u00eb kalim t\u00eb mpreht\u00eb midis toneve. P\u00ebr nj\u00eb kontrast t\u00eb lart\u00eb, tonet e p\u00ebrshtatshme ndodhen af\u00ebr me tonet e err\u00ebta, duke arritur nj\u00eb efekt optimal.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/5b23539e6ec4d10c538aff3b90015548.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>d \u2014 Drita-hija si kompozit\u00eb e figurave gjeometrike<\/h4>\n<p>\nN\u00ebse e thjeshtojm\u00eb drit\u00ebn dhe hijen n\u00eb k\u00ebt\u00eb pun\u00eb, do t\u00eb shohim figura gjeometrike themelore. Bashkimi i toneve t\u00eb lehta dhe t\u00eb err\u00ebta formon nj\u00eb kompozit\u00eb t\u00eb thjesht\u00eb. Ajo n\u00eb m\u00ebnyr\u00eb indirekte p\u00ebrcakton ndjenj\u00ebn e hap\u00ebsir\u00ebs, n\u00eb t\u00eb cil\u00ebn pozita e objekteve dhe figurat tregojn\u00eb planin para dhe at\u00eb mbrapa, duke krijuar tension dhe energji.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/4b892d32ad6a42a99507ca209d60692c.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>2 \u2014 Teknikat kryesore t\u00eb ndri\u00e7imit kinematografik<\/h3>\n<p><\/p>\n<h4>2.1 \u2014 Ndri\u00e7imi me tri pika<\/h4>\n<p>\nNj\u00eb nga m\u00ebnyrat m\u00eb t\u00eb njohura dhe t\u00eb suksesshme p\u00ebr t\u00eb ndri\u00e7uar \u00e7do objekt \u00ebsht\u00eb ndri\u00e7imi me tri pika, nj\u00eb skem\u00eb klasike hollivudiane. Kjo teknik\u00eb lejon t\u00eb transmetohet volumti i objektit.<\/p>\n<p><b>Drita e vizatimit (Key Lighting, pra burimi kryesor i drit\u00ebs)<\/b><br \/>\nSi zakonisht, kjo \u00ebsht\u00eb ndri\u00e7imi m\u00eb i fuqish\u00ebm n\u00eb \u00e7do sken\u00eb. Ai mund t\u00eb vij\u00eb nga \u00e7do vend, burimi i tij mund t\u00eb jet\u00eb nga ana ose pas objektit (Jeremy Birn, \"Ndri\u00e7imi dhe renditja digjitale\").<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/54b29632796f88b130e690bb010e737f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Drita p\u00ebrshkruese (Fill Lighting, dometh\u00ebn\u00eb drita p\u00ebr kontrollin e kontrasteve)<\/b><br \/>\nNga emri, \u00ebsht\u00eb e qart\u00eb se p\u00ebrdoret p\u00ebr t\u00eb \"mbushur\" dhe p\u00ebr t\u00eb hequr zonat e err\u00ebta q\u00eb krijon drita kryesore. Drita p\u00ebrshkruese \u00ebsht\u00eb duksh\u00ebm m\u00eb pak intensive dhe \u00ebsht\u00eb e vendosur n\u00ebn nj\u00eb k\u00ebnd n\u00eb raport me burimin kryesor t\u00eb drit\u00ebs.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/dc4d53ec6b73c32d93425ed8b7f96f5f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n <br \/>\n<b>Drita prapa (Backlighting, dometh\u00ebn\u00eb ndar\u00ebs i sfondit)<\/b><br \/>\nP\u00ebrdoret p\u00ebr t\u00eb transmetuar volumin e sken\u00ebs. Ai ndan objektin nga sfondi. Po ashtu si drita p\u00ebrshkruese, drita prapa \u00ebsht\u00eb m\u00eb pak intensive dhe mbulon nj\u00eb sip\u00ebrfaqe m\u00eb t\u00eb gjer\u00eb t\u00eb objektit.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/c7168b703e228756dbbbca4886221ecd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h4>2.2 \u2014 Nga posht\u00eb<\/h4>\n<p>\nP\u00ebr shkak t\u00eb l\u00ebvizjes s\u00eb Diellit, jemi m\u00ebsuar t\u00eb shohim njer\u00ebzit t\u00eb ndri\u00e7uar nga \u00e7do k\u00ebnd, p\u00ebrve\u00e7 nga posht\u00eb. Ky stil duket shum\u00eb i pazakonsh\u00ebm.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/3c4ee5385ccf2505a0273f4e1bdba12b.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\"Frankenstein\", James Whale, 1931.<\/i><\/p>\n<h4>2.3 \u2014 Nga prapa<\/h4>\n<p>\nObjekti \u00ebsht\u00eb i vendosur nd\u00ebrmjet burimit t\u00eb drit\u00ebs dhe shikuesit. P\u00ebr k\u00ebt\u00eb arsye, rreth objektit krijohet nj\u00eb shk\u00eblqim, nd\u00ebrsa pjes\u00ebt e tjera mbeten n\u00eb hije.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/52623dbab4ae47ee9a98c2861c12c3dd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\"P\u00ebrbind\u00ebshi\", Steven Spielberg, 1982.<\/i><\/p>\n<h4>2.4 \u2014 Nga ana<\/h4>\n<p>\nKy\u00e7ja e till\u00eb p\u00ebrdoret p\u00ebr t\u00eb ndri\u00e7uar sken\u00ebn nga nj\u00eb an\u00eb. Kjo krijon nj\u00eb kontrast t\u00eb qart\u00eb, e cila pasqyron teksturat dhe thekson konturet e objektit. Kjo teknik\u00eb \u00ebsht\u00eb e ngjashme me metod\u00ebn e drit\u00ebs dhe hijeve.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/e6a08bcff2a4f3e7b17527cc0dc160cf.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abBlade Runner\u00bb, Ridley Scott, viti 1982<\/i><\/p>\n<h4>2.5 \u2014 Ndri\u00e7imi praktik<\/h4>\n<p>\nKy \u00ebsht\u00eb ndri\u00e7imi i v\u00ebrtet\u00eb n\u00eb sken\u00eb, pra \u2014 llambat, qirinj, ekrani i televizorit dhe t\u00eb tjer\u00eb. Ky drit\u00eb shtes\u00eb mund t\u00eb p\u00ebrdoret p\u00ebr t\u00eb p\u00ebrforcuar intensitetin e ndri\u00e7imit.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/6f7362fbf5a6d28aee8573b5f2ad923f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abBarry Lyndon\u00bb, Stanley Kubrick, viti 1975<\/i><\/p>\n<h4>2.6 \u2014 Drita e reflektuar<\/h4>\n<p>\nDrita nga nj\u00eb burim i fuqish\u00ebm shp\u00ebrndahet p\u00ebrmes nj\u00eb reflektori ose ndonj\u00eb sip\u00ebrfaqe, si muret ose tavani. K\u00ebshtu, drita mbulon nj\u00eb sip\u00ebrfaqe m\u00eb t\u00eb madhe dhe shtrihet m\u00eb nj\u00ebtrajtsh\u00ebm.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/2cc6cd8d7c02bc56acf1eb9e9de2a7df.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abThe Dark Knight Rises\u00bb, Christopher Nolan, viti 2012<\/i><\/p>\n<h4>2.7 \u2014 Drita e fort\u00eb dhe e but\u00eb<\/h4>\n<p>\nDallimi kryesor midis drit\u00ebs s\u00eb fort\u00eb dhe asaj t\u00eb but\u00eb \u00ebsht\u00eb madh\u00ebsia e burimit t\u00eb drit\u00ebs n\u00eb lidhje me objektin. Dielli \u00ebsht\u00eb burimi m\u00eb i madh i drit\u00ebs n\u00eb sistemin diellor. Megjithat\u00eb, ai ndodhet 90 milion kilometra larg nesh, q\u00eb do t\u00eb thot\u00eb se \u00ebsht\u00eb nj\u00eb burim i vog\u00ebl drit\u00ebs. Ai krijon hije t\u00eb forta dhe, p\u00ebr rrjedhoj\u00eb, drit\u00eb t\u00eb fort\u00eb. N\u00ebse shfaqen re, i gjith\u00eb qielli b\u00ebhet nj\u00eb burim i madh drit\u00ebs dhe \u00ebsht\u00eb m\u00eb e v\u00ebshtir\u00eb t\u00eb dallosh hije. K\u00ebshtu, krijohet drita e but\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/0ba39f90fa009cf2e99735b5dddcf033.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Shembuj 3D me LEGO, Joan Prada, 2017<\/i><\/p>\n<h4>2.8 \u2014 High dhe low key<\/h4>\n<p>\nNdri\u00e7imi high key p\u00ebrdoret p\u00ebr t\u00eb krijuar skena shum\u00eb t\u00eb ndritshme. Ai shpesh \u00ebsht\u00eb af\u00ebr ekspozit\u00ebs s\u00eb tepruar. T\u00eb gjith\u00eb burimet e drit\u00ebs jan\u00eb p\u00ebraf\u00ebrsisht t\u00eb barabarta n\u00eb fuqi.<br \/>\nNdryshe nga ndri\u00e7imi high key, n\u00eb low key skena \u00ebsht\u00eb shum\u00eb e err\u00ebt, dhe mund t\u00eb ket\u00eb nj\u00eb burim t\u00eb fuqish\u00ebm drit\u00ebs. Roli kryesor i jepet hijeve dhe jo drit\u00ebs, p\u00ebr t\u00eb p\u00ebrcjell\u00eb nj\u00eb ndjenj\u00eb suspense ose dramaciteti.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/0d7a81cc68c20e927ce6a7fb6a711ae5.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abTHX 1138\u00bb, George Lucas, 1971<\/i><\/p>\n<h4>2.9 \u2014 Ndri\u00e7imi i motivuar (Motivated Lighting)<\/h4>\n<p>\nKy ndri\u00e7im imiton drit\u00ebn natyrore \u2014 diellore, h\u00ebn\u00ebrore, dritat e rrug\u00ebs etj. Ai p\u00ebrdoret p\u00ebr t\u00eb forcuar ndri\u00e7imin praktik. Teknikat speciale ndihmojn\u00eb n\u00eb krijimin e nj\u00eb ndri\u00e7imi t\u00eb motivuar dhe natyror, p\u00ebr shembull, filtrat (gobo) p\u00ebr t\u00eb krijuar efektin e dritareve t\u00eb p\u00ebrdorura.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/710deca284661bd7408d76e37acd6db2.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abDrive\u00bb, Nicolas Winding Refn, 2011<\/i><\/p>\n<h4>2.10 \u2014 Ndri\u00e7imi i jasht\u00ebm<\/h4>\n<p>\nKjo mund t\u00eb jet\u00eb drit\u00eb diellore, h\u00ebn\u00ebrore ose dritat e rrug\u00ebs q\u00eb shihen n\u00eb sken\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/ca0e9b54669e132e167d5f123cc00909.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>\u00abThings Strange. Sezoni 3\u00bb, v\u00ebllez\u00ebrit Duffer, 2019<\/i><\/p>\n<h2>III \u2014 Bazat e renderimit<\/h2>\n<p>\nDizajner\u00ebt e niveleve jan\u00eb t\u00eb vet\u00ebdijsh\u00ebm p\u00ebr r\u00ebnd\u00ebsin\u00eb e ndri\u00e7imit dhe me t\u00eb arrijn\u00eb nj\u00eb perceptim t\u00eb caktuar t\u00eb sken\u00ebs. P\u00ebr t\u00eb ndri\u00e7uar nivelin dhe p\u00ebr t\u00eb arritur objektivat vizuale t\u00eb d\u00ebshiruara, ata duhet t\u00eb p\u00ebrcaktojn\u00eb burimet statik\u00eb t\u00eb drit\u00ebs, k\u00ebndet e shp\u00ebrndarjes dhe ngjyrat e tyre. Ata caktojn\u00eb nj\u00eb atmosfer\u00eb t\u00eb caktuar dhe nj\u00eb panoram\u00eb t\u00eb nevojshme. Por, gjith\u00e7ka nuk \u00ebsht\u00eb aq e thjesht\u00eb, sepse ndri\u00e7imi varet nga karakteristika t\u00eb tilla teknike \u2014 p\u00ebr shembull, nga kapaciteti i procesorit. Prandaj ekzistojn\u00eb dy lloje ndri\u00e7imi: ndri\u00e7imi i paracaktuar dhe renderimi n\u00eb koh\u00eb reale.<\/p>\n<h3>1 \u2014 Ndri\u00e7imi i llogaritur paraprakisht (Precomputed lighting)<\/h3>\n<p>\nDizajner\u00ebt p\u00ebrdorin ndri\u00e7im statik p\u00ebr t\u00eb caktuara karakteristikat e ndri\u00e7imit p\u00ebr \u00e7do burim \u2014 duke p\u00ebrfshir\u00eb pozitat, k\u00ebndet dhe ngjyr\u00ebn e tij. Zakonisht, realizimi i ndri\u00e7imit global n\u00eb koh\u00eb reale \u00ebsht\u00eb i pamundur p\u00ebr shkak t\u00eb performanc\u00ebs. <\/p>\n<p>Ndri\u00e7imi global statik i llogaritur paraprakisht mund t\u00eb p\u00ebrdoret n\u00eb shumic\u00ebn e motor\u00ebve, duke p\u00ebrfshir\u00eb Unreal Engine dhe Unity. Motori 'ng\u00ebrthen' k\u00ebt\u00eb ndri\u00e7im n\u00eb nj\u00eb tekstur\u00eb speciale, e njohur si 'harta e ndri\u00e7imit' (lightmap). K\u00ebto lightmap ruhen s\u00eb bashku me skedar\u00eb t\u00eb tjer\u00eb map dhe motori i qaset atyre gjat\u00eb renderimit t\u00eb sken\u00ebs. <\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/6ec8f2d21bb3d884c417b97e6b35100f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>E nj\u00ebjta sken\u00eb: pa ndri\u00e7im (majtas), vet\u00ebm me ndri\u00e7im t\u00eb drejtp\u00ebrdrejt\u00eb (n\u00eb mes) dhe me ndri\u00e7im global t\u00eb t\u00ebrthort\u00eb (djathtas). Ilustrimet nga Unity Learn<\/i><\/p>\n<p>P\u00ebrve\u00e7 hartave t\u00eb lehta, ekzistojn\u00eb harta hijesh, t\u00eb cilat p\u00ebrdoren p\u00ebr krijimin e hijesh. Fillimisht, gjith\u00e7ka skicohet duke marr\u00eb parasysh burimin e drit\u00ebs \u2014 ai krijon hijen, e cila pasqyron thell\u00ebsin\u00eb pikselore t\u00eb sken\u00ebs. Harta e marr\u00eb e thell\u00ebsis\u00eb s\u00eb pikselit quhet harta e hijes. Ajo p\u00ebrmban informacione mbi distanc\u00ebn midis burimit t\u00eb drit\u00ebs dhe objekteve m\u00eb t\u00eb af\u00ebrta p\u00ebr \u00e7do piksel. M\u00eb pas kryhet renderimi, ku \u00e7do piksel i sip\u00ebrfaqes krahasohet me hart\u00ebn e hijes. N\u00ebse distanca midis pikselit dhe burimit t\u00eb drit\u00ebs \u00ebsht\u00eb m\u00eb e madhe se ajo q\u00eb \u00ebsht\u00eb regjistruar n\u00eb hart\u00ebn e hijes, at\u00ebher\u00eb pikseli ndodhet n\u00eb hij\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/ba33f57d5758cc394a9d97eb437d187d.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Algoritmi i aplikimit t\u00eb hart\u00ebs s\u00eb hijes. Ilustrimi me OpenGl-tutorial<\/i><\/p>\n<h3>2 \u2014 Renderimi n\u00eb koh\u00eb reale<\/h3>\n<p>\nNj\u00eb nga modelet klasike t\u00eb ndri\u00e7imit p\u00ebr realitetin e koh\u00ebs quhet modeli i Lambertit (n\u00eb nder t\u00eb matematicienit zviceran Johann Heinrich Lambert). Kur renderimi kryhet n\u00eb koh\u00eb reale, GPU zakonisht d\u00ebrgon objektet nj\u00eb t\u00eb p\u00ebr nj\u00eb. Ky metod p\u00ebrdor p\u00ebrfaq\u00ebsimin e objektit (pozita e tij, k\u00ebndi i rrotullimit dhe shkalla) p\u00ebr t\u00eb p\u00ebrcaktuar se cila nga sip\u00ebrfaqet e tij duhet t\u00eb skicohet. <\/p>\n<p>N\u00eb rastin e ndri\u00e7imit t\u00eb Lambert, drita emanon nga \u00e7do pik\u00eb e sip\u00ebrfaqes n\u00eb t\u00eb gjitha drejtimet. N\u00eb k\u00ebt\u00eb rast, disa nuanca, si reflektimet (artikulli i Chandler Pralla), nuk merren parasysh. P\u00ebr ta b\u00ebr\u00eb sken\u00ebn m\u00eb realiste, efektet shtes\u00eb \u2014 si reflektimet \u2014 aplikohen mbi modelin e Lambertit.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/bf045229812443a8cf4c976c213c24f6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Hekurimi i Lambertit n\u00eb shembujt e sfers. Ilustrimi nga materialet e Petr D'yachikhinit.<\/i><\/p>\n<p>Shumica e motor\u00ebve modern\u00eb (Unity, Unreal Engine, Frostbite dhe t\u00eb tjer\u00eb) p\u00ebrdorin renderimin fizikisht t\u00eb sakt\u00eb (Physically Based Rendering, PBR) dhe hekurojm\u00eb (artikulli i Lucas Orsvarn). Hekurimi PBR ofron m\u00ebnyra dhe parametra m\u00eb intuitiv\u00eb dhe t\u00eb leht\u00eb p\u00ebr t\u00eb p\u00ebrshkruar sip\u00ebrfaqen. N\u00eb Unreal Engine, materialet PBR kan\u00eb k\u00ebta parametra:<\/p>\n<ul>\n<li>Base Color (ngjyra baz\u00eb) \u2014 tekstura reale e sip\u00ebrfaqes. <\/li>\n<li>Roughness (ashp\u00ebrsia) \u2014 sa e papjes\u00ebruar \u00ebsht\u00eb sip\u00ebrfaqja.<\/li>\n<li>Metallic (metalizimi) \u2014 a \u00ebsht\u00eb sip\u00ebrfaqja nj\u00eb metal.<\/li>\n<li>Specular (pasqyrueshm\u00ebria) \u2014 volumi i reflektimeve n\u00eb sip\u00ebrfaqe.<\/li>\n<\/ul>\n<p>\n<img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/25c921ee1aae4e1cc4ee6e32f680f134.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Pa PBR (majtas), PBR (djathtas). Ilustrime nga Meta 3D studio.<\/i><\/p>\n<p>Megjithat\u00eb, ka nj\u00eb qasje tjet\u00ebr p\u00ebr renderimin \u2013 gjurmimi i rrezeve. Kjo teknologji nuk \u00ebsht\u00eb shqyrtuar m\u00eb par\u00eb p\u00ebr shkak t\u00eb problemeve me performanc\u00ebn dhe optimizimin. Ajo \u00ebsht\u00eb p\u00ebrdorur vet\u00ebm n\u00eb industrin\u00eb e kinemas\u00eb dhe televizionit. Por dalja e kartave grafike t\u00eb brezit t\u00eb ri e b\u00ebri t\u00eb mundur p\u00ebrdorimin p\u00ebr her\u00eb t\u00eb par\u00eb t\u00eb k\u00ebtij qasje n\u00eb loj\u00ebrat video. <\/p>\n<p>Gjurmimi i rrezeve \u00ebsht\u00eb nj\u00eb teknologji e vizatimit q\u00eb krijon efekte m\u00eb realiste t\u00eb drit\u00ebs. Ajo p\u00ebrs\u00ebrit principet e p\u00ebrhapjes s\u00eb drit\u00ebs n\u00eb mjedisin real. Rrezet e l\u00ebshuara nga nj\u00eb burim drita sillen ashtu si fotonat. Ato reflektohen nga sip\u00ebrfaqet n\u00eb drejtim t\u00eb rast\u00ebsish\u00ebm. N\u00eb t\u00eb nj\u00ebjt\u00ebn koh\u00eb, duke arritur n\u00eb kamer\u00eb, rrezet e reflektuara ose direkte transmetojn\u00eb informacion vizual p\u00ebr sip\u00ebrfaqen nga e cila jan\u00eb reflektuar (p.sh., p\u00ebr\u00e7ojn\u00eb ngjyr\u00ebn e saj). Shum\u00eb projekte nga E3 2019 do t\u00eb mb\u00ebshtesin k\u00ebt\u00eb teknologji.<\/p>\n<h3>3 \u2013 Llojet e burimeve t\u00eb drit\u00ebs<\/h3>\n<p><\/p>\n<h4>3.1 \u2013 Burimi i pik\u00ebs (Point light)<\/h4>\n<p>\nEmiton drit\u00eb n\u00eb t\u00eb gjitha drejtimet, si nj\u00eb llamb\u00eb e zakonshme n\u00eb jet\u00ebn reale.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/449b23918e398334945853dc38f66e8f.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unreal Engine<\/i><\/p>\n<h4>3.2 \u2013 Burimi i reflektorit (Spot light)<\/h4>\n<p>\nShk\u00eblqen nga nj\u00eb pik\u00eb, nd\u00ebrsa drita p\u00ebrhapet si nj\u00eb konus. Nj\u00eb shembull nga jeta e v\u00ebrtet\u00eb: nj\u00eb lamp\u00eb dor\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/df3af27b5543a4f43bfc937765e32431.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unreal Engine<\/i><\/p>\n<h4>3.3 \u2014 Burimi i drit\u00ebs, q\u00eb ka sip\u00ebrfaqe (Area light)<\/h4>\n<p>\nShk\u00eblqen rreze t\u00eb drejta drit\u00eb nga nj\u00eb kontur t\u00eb caktuar (p.sh., nga nj\u00eb drejtk\u00ebnd\u00ebsh ose nj\u00eb rreth). Ky lloj drit\u00eb ngarkon shum\u00eb procesorin, sepse kompjuteri llogarit t\u00eb gjitha pikat q\u00eb e emitojn\u00eb drit\u00ebn.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/e77a3fc195bcc6715cdab4eaf4f798be.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unity<\/i><\/p>\n<h4>3.4 \u2014 Burimi i drit\u00ebs s\u00eb drejtuar (Directional light)<\/h4>\n<p>\nImiton Diellin ose nj\u00eb burim tjet\u00ebr t\u00eb larg\u00ebt t\u00eb drit\u00ebs. T\u00eb gjitha rrezet l\u00ebvizin n\u00eb nj\u00eb drejtim dhe mund t\u00eb konsiderohen paralele.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/f24e2a2054cabf08197a197c40325579.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unity<\/i><\/p>\n<h4>3.5 \u2014 Burimi i emetuar (Emissive light)<\/h4>\n<p>\nBurimi i drit\u00ebs emituese ose materialet emituese (Emissive Materials n\u00eb UE4) krijojn\u00eb leht\u00ebsisht iluzionin q\u00eb materiali emeton drit\u00eb. Shfaqet efekti i mjegull\u00ebs s\u00eb drit\u00ebs \u2014 \u00ebsht\u00eb e dukshme kur shikohet nj\u00eb objekt shum\u00eb t\u00eb ndritsh\u00ebm.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/47e859827d53c79a71405bb19e718e37.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unreal Engine<\/i><\/p>\n<h4>3.6 \u2014 Drita e shp\u00ebrndar\u00eb (Ambient Light)<\/h4>\n<p>\nNj\u00eb sken\u00eb nga Doom 3 ndri\u00e7ohet nga llampat n\u00eb mure, motori krijon hije. N\u00ebse sip\u00ebrfaqja \u00ebsht\u00eb n\u00eb hije, ajo ngjyroset n\u00eb t\u00eb zez\u00eb. N\u00eb jet\u00ebn e v\u00ebrtet\u00eb, grimcat e drit\u00ebs (fotoni) mund t\u00eb reflektohen nga sip\u00ebrfaqet. N\u00eb sistemet m\u00eb t\u00eb avancuara t\u00eb renderimit, drita p\u00ebrfshihet n\u00eb tekstura ose llogaritet n\u00eb koh\u00eb reale (ndri\u00e7imi global). Motoret e vjet\u00ebr t\u00eb loj\u00ebrave \u2014 p\u00ebr shembull, ID Tech 3 (Doom) \u2014 shpenzonin shum\u00eb burime p\u00ebr t\u00eb llogaritur ndri\u00e7imin e drejtp\u00ebrdrejt\u00eb. P\u00ebr t\u00eb zgjidhur problemin e munges\u00ebs s\u00eb ndri\u00e7imit t\u00eb drejtp\u00ebrdrejt\u00eb, u p\u00ebrdor drita e shp\u00ebrndar\u00eb. T\u00eb gjitha sip\u00ebrfaqet ishin t\u00eb pakt\u00ebn paksa t\u00eb ndri\u00e7uara.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/c9b513ed8459e2faac69e53200c09ee6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Motori i Doom 3 (motori IdTech 4)<\/i><\/p>\n<h4>3.7 \u2014 Ndri\u00e7imi global (Global illumination)<\/h4>\n<p>\nNdri\u00e7imi global \u00ebsht\u00eb p\u00ebrpjekja p\u00ebr t\u00eb llogaritur reflektimin e drit\u00ebs nga objektet e nj\u00ebra-tjetr\u00ebs. Ky proces ngarkon shum\u00eb m\u00eb tep\u00ebr procesorin sesa drita e shp\u00ebrndar\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/82a34b9e8acf5f701e052480ef0440b0.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Dokumentacioni i Unreal Engine<\/i><\/p>\n<h2>IV \u2014 Dizajni i drit\u00ebs n\u00eb loj\u00ebrat video<\/h2>\n<p>\nKompozita vizuale (pozita e drit\u00ebs, k\u00ebndet e saj, ngjyrat, fusha e shikimit, l\u00ebvizja) ka nj\u00eb ndikim t\u00eb madh n\u00eb m\u00ebnyr\u00ebn se si p\u00ebrdoruesit perceptojn\u00eb ambientin e loj\u00ebs.<\/p>\n<p>Dizajneri Will Wright n\u00eb GDC foli p\u00ebr funksionet e kompozit\u00ebs vizuale n\u00eb ambientin e loj\u00ebrave. N\u00eb ve\u00e7anti, ajo drejton v\u00ebmendjen e lojtarit ndaj elementeve t\u00eb r\u00ebnd\u00ebsish\u00ebm \u2014 kjo ndodh p\u00ebrmes rregullimit t\u00eb saturimit, ndri\u00e7imit dhe ngjyr\u00ebs s\u00eb objekteve n\u00eb nivel. <br \/>\nE gjith\u00eb kjo ndikon n\u00eb loj\u00eb. <\/p>\n<p>Atmosfera e duhur angazhon emocionalisht lojtarin. Dizajner\u00ebt duhet t\u00eb kujdesen p\u00ebr k\u00ebt\u00eb, duke krijuar nj\u00eb integrim vizual. <\/p>\n<p>Maggie Saf El-Nasr kreu disa eksperimente \u2014 ajo i propozoi p\u00ebrdoruesve, t\u00eb cil\u00ebt nuk ishin t\u00eb njohur me loj\u00ebrat FPS, t\u00eb luanin n\u00eb Unreal Tournament. P\u00ebr shkak t\u00eb dizajnit t\u00eb dob\u00ebt t\u00eb ndri\u00e7imit, lojtar\u00ebt e v\u00ebrejt\u00ebn von\u00eb armikun dhe vdiq\u00ebn shpejt. Ata u d\u00ebshp\u00ebruan dhe n\u00eb shumic\u00ebn e rasteve abandonuan loj\u00ebn.<\/p>\n<p>Drita krijon efekte, por n\u00eb loj\u00ebrat video mund t\u00eb p\u00ebrdoret ndryshe nga teatri, kinemaja dhe arkitektura. N\u00eb k\u00ebndv\u00ebshtrimin e dizajnit, mund t\u00eb dallohen shtat\u00eb kategori q\u00eb p\u00ebrshkruajn\u00eb modelet e ndri\u00e7imit. Dhe k\u00ebtu nuk duhet harruar emocionet.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/4b92f78d9488bb44d5416ed99da17fc9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<i>Elementet e dizajnit n\u00eb artin e nivelit, Jeremy Price<\/i><\/p>\n<h3>1 \u2014 Udh\u00ebzuesi<\/h3>\n<p>\n<b>Uncharted 4 <\/b><br \/>\nN\u00eb librin \"100 gj\u00ebrat kryesore q\u00eb \u00e7do dizajner duhet t\u00eb dij\u00eb p\u00ebr njer\u00ebzit\" (100 Things Every Designer Needs to Know About People), Susan Weinschenk shqyrton r\u00ebnd\u00ebsin\u00eb e shikimit qendror dhe periferik.<\/p>\n<p>Pasi shikimi qendror \u00ebsht\u00eb e para q\u00eb ne shohim, element\u00ebt kritik\u00eb q\u00eb lojtar\u00ebt duhet patjet\u00ebr t\u00eb shohin sipas dizajnit duhet t\u00eb bien n\u00eb k\u00ebt\u00eb fush\u00eb. Shikimi periferik ofron kontekst dhe forcon shikimin qendror. <\/p>\n<p>Loj\u00ebrat e seris\u00eb Uncharted jan\u00eb nj\u00eb shembull i mir\u00eb - drita bie n\u00eb fush\u00ebn qendrore t\u00eb shikimit dhe udh\u00ebheq lojtarin. Por, n\u00ebse element\u00ebt q\u00eb bien n\u00eb shikimin periferik jan\u00eb n\u00eb kund\u00ebrshtim me ato qendrore, lidhja midis dizajnerit dhe lojtarit shp\u00ebrb\u00ebhet. <\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/05dc8287dba47b3518c215d429daa0fd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Until Dawn<\/b><br \/>\nNdri\u00e7imi n\u00eb t\u00eb p\u00ebrdoret p\u00ebr t\u00eb udh\u00ebhequr lojtarin. Direkti kreativ i studios Will Byles tha: \"M\u00eb e v\u00ebshtira p\u00ebr ne ishte t\u00eb krijonim nj\u00eb atmosfer\u00eb frike pa e \u00e7uar gjith\u00e7ka n\u00eb err\u00ebsir\u00eb. Fatkeq\u00ebsisht, kur imazhi b\u00ebhet shum\u00eb i err\u00ebt, motori i loj\u00ebs p\u00ebrpiqet ta b\u00ebj\u00eb at\u00eb m\u00eb t\u00eb ndritsh\u00ebm, e anasjelltas. Na duhej t\u00eb shpiknim teknika t\u00eb reja p\u00ebr t\u00eb p\u00ebrballuar k\u00ebt\u00eb problem.\"<\/p>\n<p>Si\u00e7 shihet n\u00eb ilustarimin m\u00eb posht\u00eb, drita e ngroht\u00eb dallohet n\u00eb sfondin azul, duke t\u00ebrhequr v\u00ebmendjen e lojtarit.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/3870d3af97045c31d4af7f73007af827.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>2 \u2014 Ndri\u00e7imi\/Kadrovimi<\/h3>\n<p>\n<b>Resident Evil 2 Remake<\/b><\/p>\n<p>Drita n\u00eb RE2 Remake mund t\u00eb ndryshoj\u00eb kadron. Kur ecni n\u00eb korridoret e err\u00ebta t\u00eb stacionit policor n\u00eb Raccoon City, burimi kryesor i drit\u00ebs \u00ebsht\u00eb flashlight-i i lojtarit. Ky ndri\u00e7im \u00ebsht\u00eb nj\u00eb mekanik\u00eb e fuqishme. Perspektiva e ndryshuar e fokuson v\u00ebmendjen e lojtarit n\u00eb pjes\u00ebn e ndri\u00e7uar dhe izolon gjith\u00e7ka tjet\u00ebr p\u00ebr shkak t\u00eb kontrastit t\u00eb fort\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/21b0dd50ce499fda2a18e9980070b6ba.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Dark Souls I<\/b><\/p>\n<p>Varri i Gjigant\u00ebve (Tomb of the Giants) \u00ebsht\u00eb nj\u00eb nga lokacionet shum\u00eb t\u00eb err\u00ebta t\u00eb loj\u00ebs me shum\u00eb rreziqe t\u00eb r\u00ebna. Mund t\u00eb kaloni k\u00ebtu n\u00ebse ndiqni gur\u00ebt q\u00eb ndri\u00e7ojn\u00eb dhe l\u00ebvizni me kujdes p\u00ebr t\u00eb mos r\u00ebn\u00eb. Gjithashtu, duhen shmangur syt\u00eb e bardh\u00eb t\u00eb ndritsh\u00ebm, sepse k\u00ebta jan\u00eb armiq.<\/p>\n<p>Rrjedha e ndri\u00e7imit nga lojtar\u00ebt \u00ebsht\u00eb shum\u00eb e zvog\u00ebluar, duke e kufizuar dukshm\u00ebrin\u00eb n\u00eb err\u00ebsir\u00eb. Duke marr\u00eb flashlight-in n\u00eb dor\u00ebn e majt\u00eb, lojtari rrit si ndri\u00e7imin ashtu edhe fush\u00ebn e tij t\u00eb shikimit. Megjithat\u00eb, flashlight-i shum\u00eb ul d\u00ebmin e shkaktuar, dhe lojtari duhet t\u00eb zgjedh\u00eb: pamja apo mbrojtja.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/2bfe4a539a2150e96e302d76912e17ad.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>3 \u2014 Narrativa<\/h3>\n<p>\n<b>Prey<\/b><\/p>\n<p>Pasi stacioni ku ndodhin ngjarjet \u00ebsht\u00eb n\u00eb orbit\u00eb, loja ka nj\u00eb cik\u00ebl t\u00eb ve\u00e7ant\u00eb ndri\u00e7imi. Kjo p\u00ebrcakton drejtimin e drit\u00ebs dhe, p\u00ebr rrjedhoj\u00eb, ndikon n\u00eb m\u00ebnyr\u00eb t\u00eb ndjeshme n\u00eb loj\u00eb. N\u00eb k\u00ebt\u00eb loj\u00eb \u00ebsht\u00eb m\u00eb e v\u00ebshtir\u00eb t\u00eb gjesh objekte dhe lokacione sesa zakonisht. N\u00eb seksionet e larg\u00ebta, lojtari mund t\u00eb zgjidh\u00eb problemet q\u00eb shfaqen duke i par\u00eb ato nga nj\u00eb k\u00ebnd brenda stacionit dhe nga nj\u00eb k\u00ebnd tjet\u00ebr jasht\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/7c9452e706c1f98a8361b1a7f0b7066a.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Alien Isolation<\/b><\/p>\n<p>N\u00eb 'Alien', drita p\u00ebrdoret p\u00ebr t\u00eb orientuar lojtarin dhe p\u00ebr t\u00eb krijuar nj\u00eb ndjenj\u00eb frike. P\u00ebrdoruesi \u00ebsht\u00eb n\u00eb nj\u00eb tension t\u00eb vazhduesh\u00ebm - diku atje n\u00eb err\u00ebsir\u00eb fshihet xenomorfi.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/db82dac4cab303498f02de0f8ab1d9fb.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>4 - Maskimi<\/h3>\n<p>\n<b>Splinter Cell: Blacklist<\/b><\/p>\n<p>Drita n\u00eb t\u00eb nuk vet\u00ebm q\u00eb orienton p\u00ebrdoruesin, por p\u00ebrdoret edhe si mekanik\u00eb loje.<\/p>\n<p>N\u00eb shum\u00eb lokacione, lojtar\u00ebt p\u00ebrdorin hijet p\u00ebr t\u00eb mos u devijuar nga kursi i sigurt dhe p\u00ebr t\u00eb mos u p\u00ebrplasur me armiqt\u00eb. N\u00eb Splinter Cell, roli i 'mat\u00ebsit t\u00eb dukshm\u00ebris\u00eb' kryhet nga ndihm\u00ebsja n\u00eb pajisjet e karakterit - sa m\u00eb shum\u00eb t\u00eb jet\u00eb i fshehur lojtari, aq m\u00eb shum\u00eb ndizet llamba.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/38789f17b2c57e0b6fa2f402d68c02aa.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Mark of the Ninja<\/b><\/p>\n<p>N\u00eb Mark of the Ninja, drita dhe err\u00ebsira jan\u00eb plot\u00ebsisht t\u00eb kund\u00ebrta. Dizajneri i liderit t\u00eb loj\u00ebs, Nels Andersen, tha: \"Si duket personazhi tregon n\u00ebse je i duksh\u00ebm apo jo. N\u00ebse je i fshehur, je i veshur me t\u00eb zeza, me disa detaje q\u00eb duken t\u00eb kuqe, nd\u00ebrsa n\u00eb drit\u00eb \u2014 je plot\u00ebsisht i koloruar\" (artikulli rregullat pes\u00eb t\u00eb dizajnit t\u00eb fshehjes s\u00eb Mark of the Ninja).<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/887eed559486174b0d185200811e1cdd.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>5 \u2014 Luft\u00eb\/Mbrojtje<\/h3>\n<p>\n<b>Alan Wake<\/b><\/p>\n<p>Lampa n\u00eb Alan Wake \u00ebsht\u00eb nj\u00eb arm\u00eb. Pa t\u00eb, \u00ebsht\u00eb e pamundur t\u00eb eliminosh armiqt\u00eb. Duhet ta drejtojn\u00eb ndaj tyre drit\u00ebn dhe ta mbajn\u00eb p\u00ebr nj\u00eb koh\u00eb t\u00eb caktuar \u2013 k\u00ebshtu ata b\u00ebhen t\u00eb ndjesh\u00ebm dhe mund t\u00eb vriten. Kur drita bie mbi kund\u00ebrshtarin, nj\u00eb aureola shfaqet, m\u00eb pas ajo zvog\u00eblohet dhe objekti fillon t\u00eb ndri\u00e7oj\u00eb. N\u00eb k\u00ebt\u00eb moment, lojtarit i jepet mund\u00ebsia t\u00eb q\u00eblloj\u00eb armiqt\u00eb.<\/p>\n<p>Po ashtu, p\u00ebr t\u00eb eliminuar armiqt\u00eb, mund t\u00eb p\u00ebrdoren raketat sinjalizuese dhe granatat bllokuese.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/603d92c0c8af287c67c845d3d0a720d6.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>A Plague Tale: Innocence<\/b><\/p>\n<p>N\u00eb projektin nga Asobo Studio, mund t\u00eb p\u00ebrdoren minjt\u00eb kund\u00ebr njer\u00ebzve. P\u00ebr shembull, n\u00ebse thyhet llamba e armikut, ai menj\u00ebher\u00eb do t\u00eb zhytet n\u00eb err\u00ebsir\u00eb, q\u00eb nuk e frenohet nga turmat e minjve.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/a6af965de3376e928a1171c19d5d83ae.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>6 \u2014 Njoftim\/P\u00ebrgjigje<\/h3>\n<p>\n<b>Deus Ex: Mankind Divided<\/b><\/p>\n<p>N\u00eb Deus Ex, kamerat e siguris\u00eb monitorojn\u00eb at\u00eb q\u00eb ndodh brenda fush\u00ebs s\u00eb tyre t\u00eb shikimit, e cila \u00ebsht\u00eb e kufizuar nga nj\u00eb kon ushtare. Drita \u00ebsht\u00eb e gjelb\u00ebr kur ato jan\u00eb neutrale. Pasi t\u00eb zbulojn\u00eb nj\u00eb armik, kamera ndryshon drit\u00ebn n\u00eb t\u00eb verdh\u00eb, bie nj\u00eb alar\u00ebm dhe ndjek objektin p\u00ebr disa sekonda, ose derisa armiku t\u00eb largohet nga fusha e saj e shikimit. Pasi t\u00eb kalojn\u00eb disa sekonda, drita b\u00ebhet e kuqe dhe kamera aktivizon nj\u00eb alarm. K\u00ebshtu, nd\u00ebrveprimi me lojtarin \u00ebsht\u00eb realizuar p\u00ebrmes drit\u00ebs. <\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/b104f2a0940ed5ede42a61bb0e9c98c9.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Hollow Knight<\/b><\/p>\n<p>Metroidvania nga Team Cherry ndryshon ndri\u00e7imin m\u00eb shpesh se sa e v\u00ebren lojtar.<\/p>\n<p>P\u00ebr shembull, \u00e7do her\u00eb q\u00eb merrni d\u00ebmtime, imazhi q\u00ebndron p\u00ebr nj\u00eb moment, dhe nj\u00eb efekt qelqi t\u00eb thyer shfaqet pran\u00eb heroit. Ndri\u00e7imi i p\u00ebrgjithsh\u00ebm zbutet, por burimet m\u00eb t\u00eb af\u00ebrta t\u00eb drit\u00ebs (llambat dhe flutat) nuk shuhen. Kjo ndihmon n\u00eb theksimin e r\u00ebnd\u00ebsis\u00eb dhe fuqis\u00eb s\u00eb \u00e7do goditjeje t\u00eb marr\u00eb.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/324da29410ef61444ccd7af4a42cfffc.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h3>7 \u2014 Ndara<\/h3>\n<p>\n<b>Assassin\u2019s Creed Odyssey<\/b><\/p>\n<p>Cikli i nd\u00ebrrimit t\u00eb dit\u00ebs dhe nat\u00ebs z\u00eb nj\u00eb vend qendror n\u00eb 'Odyssey'. Nat\u00ebn, patrollet b\u00ebhen m\u00eb t\u00eb pakta dhe lojtar\u00ebt kan\u00eb m\u00eb shum\u00eb gjasa t\u00eb mbeten t\u00eb paduksh\u00ebm.<\/p>\n<p>Koha e dit\u00ebs mund t\u00eb ndryshohet n\u00eb \u00e7do moment \u2014 kjo \u00ebsht\u00eb e parashikuar n\u00eb loj\u00eb. N\u00eb nat\u00eb, shikimi i armiqve \u00ebsht\u00eb i dob\u00ebsuar, dhe shum\u00eb prej tyre shkojn\u00eb p\u00ebr t\u00eb fjetur. B\u00ebhet m\u00eb e leht\u00eb t\u00eb shmangesh dhe t\u00eb sulmosh kund\u00ebrshtar\u00ebt.<\/p>\n<p>Ndryshimi i dit\u00ebs dhe nat\u00ebs k\u00ebtu \u00ebsht\u00eb nj\u00eb sistem i ve\u00e7ant\u00eb, dhe rregullat e loj\u00ebs ndryshojn\u00eb ndjesh\u00ebm n\u00eb var\u00ebsi t\u00eb koh\u00ebs s\u00eb dit\u00ebs.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/34da9b1ecfc8ea0c3aca901452254797.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<br \/>\n<b>Don\u2019t Starve<\/b><\/p>\n<p>Simulimi i mbijetes\u00ebs Don't Starve nuk ka m\u00ebshir\u00eb p\u00ebr fillestar\u00ebt gjat\u00eb nat\u00ebs \u2014 k\u00ebtu ecja n\u00eb err\u00ebsir\u00eb \u00ebsht\u00eb vdekjeprur\u00ebse. Pas pes\u00eb sekondash, lojtari sulmohet dhe merr d\u00ebmtime. Nj\u00eb burim lumi \u00ebsht\u00eb thelb\u00ebsor p\u00ebr mbijetes\u00eb.<\/p>\n<p>Mobat bien n\u00eb gjum\u00eb sapo t\u00eb arrij\u00eb nata dhe zgjohet me lindjen e diellit. Disa krijesa q\u00eb flen\u00eb gjat\u00eb dit\u00ebs mund t\u00eb zgjohen. Bim\u00ebt nuk rriten. Mishi nuk thahet. Cikli i ndryshimit t\u00eb dit\u00ebs dhe nat\u00ebs vendos nj\u00eb sistem, duke ndar\u00eb rregullat e loj\u00ebs n\u00eb dy kategori.<\/p>\n<p><img decoding=\"async\" alt=\"Si ndri\u00e7imi ndikon n\u00eb dizajnin e loj\u00ebrave dhe p\u00ebrvoj\u00ebn e loj\u00ebs\" src=\"\/wp-content\/uploads\/2019\/10\/bd6beb583fc35f03dc80f19820edd161.png\" style=\"display:block;margin: 0 auto;\" \/><br \/>\n<\/p>\n<h2>V \u2014 P\u00ebrfundim<\/h2>\n<p>\nShum\u00eb nga teknik\u00ebt e ndri\u00e7imit q\u00eb shohim n\u00eb artin viziv, kinematografi dhe arkitektur\u00eb, p\u00ebrdoren n\u00eb zhvillimin e loj\u00ebrave p\u00ebr t\u00eb plot\u00ebsuar estetik\u00ebn e hap\u00ebsir\u00ebs virtuale dhe p\u00ebr t\u00eb p\u00ebrmir\u00ebsuar p\u00ebrvoj\u00ebn e lojtarit. Megjithat\u00eb, lojrat jan\u00eb ndryshe nga kinematografia apo teatri \u2014 ambienti n\u00eb to \u00ebsht\u00eb dinamik dhe i paparashikuesh\u00ebm. P\u00ebrve\u00e7 ndri\u00e7imit statik, p\u00ebrdoren burime t\u00eb dinamik\u00ebs s\u00eb ndri\u00e7imit. Ato shtojn\u00eb nd\u00ebrveprueshm\u00ebri dhe emocione t\u00eb nevojshme.<\/p>\n<p>Drita \u00ebsht\u00eb nj\u00eb spekt\u00ebr i t\u00ebr\u00eb mjetesh. Ajo u jep artist\u00ebve dhe dizajner\u00ebve mund\u00ebsi t\u00eb m\u00ebdha p\u00ebr nj\u00eb angazhim edhe m\u00eb t\u00eb fort\u00eb t\u00eb lojtarit.<\/p>\n<p>Zhvillimi i teknologjive gjithashtu ka ndikuar n\u00eb k\u00ebt\u00eb. Tani motor\u00ebt e loj\u00ebrave kan\u00eb shum\u00eb m\u00eb shum\u00eb opsione ndri\u00e7imi \u2014 tani nuk \u00ebsht\u00eb thjesht ndri\u00e7imi i vendndodhjeve, por edhe ndikimi n\u00eb dizajnin e loj\u00ebs.<\/p>\n<h2>Lista e literatur\u00ebs<\/h2>\n<p><\/p>\n<ol>\n<li>Seif El-Nasr, M., Miron, K. dhe Zupko, J. (2005). Ndri\u00e7im Inteligjent p\u00ebr nj\u00eb Eksperienc\u00eb m\u00eb t\u00eb Mir\u00eb n\u00eb Loj\u00ebrat. Aktet e Nd\u00ebrveprimit Njeri-Komputer 2005, Portland, Oregon.<\/li>\n<li>Seif El-Nasr, M. (2005). Ndri\u00e7im Inteligjent p\u00ebr Ambientet e Lojrave. Revista e Zhvillimit t\u00eb Lojrave, 1(2), <\/li>\n<li>Birn, J. (Red.) (2000). Ndri\u00e7imi Digjital &amp; Shfaqja. New Riders, Indianapolis.<\/li>\n<li>Calahan, S. (1996). Tregimi p\u00ebrmes ndri\u00e7imit: nj\u00eb perspektiv\u00eb e grafik\u00ebve kompjuterik\u00eb. Sh\u00ebnime t\u00eb Kursit Siggraph.<\/li>\n<li>Seif El-Nasr, M. dhe Rao, C. (2004). Drejtimi Vizual i V\u00ebmendjes s\u00eb P\u00ebrdoruesit n\u00eb Mjedise Interaktive 3D. Sesioni i Posterit Siggraph.<\/li>\n<li>Reid, F. (1992). Manuali i Ndri\u00e7imit n\u00eb Sken\u00eb. A&amp;C Black, Lond\u00ebr.<\/li>\n<li>Reid, F. (1995). Ndri\u00e7imi i Sken\u00ebs. Focal Press, Boston.<\/li>\n<li>Petr Dyachikhin (2017), Teknologjia Moderne e Videogameve: Tendenca dhe Inovacione, disertacioni i bachelorit, universiteti i shkencave t\u00eb aplikuara Savonia<\/li>\n<li>Qendra e m\u00ebsimit Adorama (2018), Teknikat Bazike t\u00eb Ndri\u00e7imit t\u00eb Filmit, nga (https:\/\/www.adorama.com\/alc\/basic-cinematography-lighting-techniques)<\/li>\n<li>Seif El-Nasr, M., Niendenthal, S. Knez, I., Almeida, P. dhe Zupko, J. (2007), Ndri\u00e7imi Dinamik p\u00ebr Tensionin n\u00eb Loja, revista nd\u00ebrkomb\u00ebtare e hulumtimit mbi loj\u00ebrat kompjuterike<\/li>\n<li>Yakup Mohd Rafee, Ph.D. (2015), Eksplorimi i piktur\u00ebs s\u00eb Georges de la Tour mbi teorin\u00eb Chiaroscuro dhe tenebrism, Universiti Malaysia Sarawak<\/li>\n<li>Sophie-Louise Millington (2016), Ndri\u00e7imi n\u00eb Loj\u00eb: A Ndikohet Ndri\u00e7imi n\u00eb Interaksionin dhe Emotionin e Lojtarit n\u00eb nj\u00eb Ambient?, Universiteti i Derby<\/li>\n<li>Prof. Stephen A. Nelson (2014), Pron\u00ebsit\u00eb e Drit\u00ebs dhe Rishikimi i Substancave Izotrope, Universiteti Tulane<\/li>\n<li>Licenca Creative Commons Attribution-ShareAlike (2019), Mod i Err\u00ebt, nga (https:\/\/en.wikipedia.org\/wiki\/The_Dark_Mod)<\/li>\n<\/ol>\n<p>Burimi: <a content=\"nofollow\" rel=\"nofollow\" href=\"https:\/\/habr.com\/ru\/company\/playgendary\/blog\/471806\/\">habr.com<\/a><\/p>","protected":false,"gt_translate_keys":[{"key":"rendered","format":"html"}]},"excerpt":{"rendered":"<p>\u0412 \u043e\u0436\u0438\u0434\u0430\u043d\u0438\u0438 PS5 \u0438 Project Scarlett, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u0431\u0443\u0434\u0443\u0442 \u043f\u043e\u0434\u0434\u0435\u0440\u0436\u0438\u0432\u0430\u0442\u044c \u0442\u0440\u0430\u0441\u0441\u0438\u0440\u043e\u0432\u043a\u0443 \u043b\u0443\u0447\u0435\u0439, \u0437\u0430\u0434\u0443\u043c\u0430\u043b\u0441\u044f \u043e\u0431 \u043e\u0441\u0432\u0435\u0449\u0435\u043d\u0438\u0438 \u0432 \u0438\u0433\u0440\u0430\u0445. 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