I-VK inikezela nge-Nau Engine kuluntu

Abaphuhlisi benjini yomdlalo ovulekileyo weNauEngine, esekwe yiVK, babhengeze ukuhanjiswa kweprojekthi eluntwini. Inkxaso yobuchwephesha kwi-injini ngoku iya kunikwa yi-ITMO School of Video Game Development endaweni ye-VK, kwaye inkxaso yeengcali iya kunikwa ngumbutho we-APRIORI. Isibhengezo sibonisa ukuhanjiswa kweprojekthi ezandleni zoluntu njengenqanaba elitsha lophuhliso elihambelana nokuguquka ukusuka kwimodeli yophuhliso lwezorhwebo ukuya kwimodeli esekelwe ekubandakanyekeni koluntu oluzimeleyo. Indawo yokugcina iprojekthi ayizange ihlaziywe ukususela ekubeni inguqulelo ye-beta yapapashwa ngoNovemba.

Ukuqwalasela izimvo zabameli beprojekthi abanikwe ukupapashwa kwe-Kommersant, uphuhliso olongezelelweyo lwemveliso luya kuxhomekeka kuluntu, kwaye ukudibanisa neYunivesithi ye-ITMO kuya kuvumela injini ukuba iphuhliswe kwaye abafundi bafundiswe uphuhliso, kunye nokusetyenziswa njengesiseko sophando lwezesayensi. Kwangaxeshanye, inkonzo yeendaba yeVK yathi inkampani iya kuqhubeka nokuxhasa injini ngokusekwe kwiimfuno zophuhliso lwayo olongezelelweyo. Umlawuli we-ITMO yeSikolo soPhuhliso lweMidlalo yeVidiyo ukholelwa ukuba injini iya kukwazi ukuphuhlisa ngokufanelekileyo kunye nokwahlukana kuluntu kunophuhliso oluqhelekileyo lwezorhwebo. Ngokutsho kwabameli beshishini lokudlala, i-Nau Engine yayingekho kwimfuno kwaye wonke umntu uyaqhubeka esebenza kunye ne-Unreal Engine kunye noBumbano.

I-injini ye-NauEngine isekwe kwinkqubo yonikezelo eyakhiwe kusetyenziswa amacandelo abolekwe kwi-Dagor Engine, eyavulwa ekwindla yokugqibela yiGaijin Entertainment. Ikhowudi evela kwi-injini ye-Dagor iphuculwe, ngakumbi kwindawo yolawulo lwempahla. Endaweni yolwimi lukaDagor lwe-shader yangaphakathi (dshl), ulwimi lweHLSL lusetyenziswa. Ukongezwa ukukwazi ukuqulunqa i-shaders ngokutshintsha ngokuguquguqukayo izinto ezingaphezulu. Ukuphunyezwa kwendlela yonikezelo ngokwasemzimbeni (PBR) iye yaphinda yasetyenziswa. I-USD (iNkcazelo yeNdawo yeHlabathi) isetyenziselwa i-asethi.

Ithala leencwadi leJolt lisetyenziselwa ukulinganisa iinkqubo zomzimba. Ukwakha ujongano lwegraphical kwimidlalo, iCocos2dx toolkit kunye nethala leencwadi elithandekayo le-ImGui zasetyenziswa. Ukusebenzisana kwenethiwekhi kwi-injini kuququzelelwe ngokusebenzisa i-GameNetworkingSockets yezothutho ze-UDP kunye nelayibrari ye-ASIO. Ilayibrari encinci yomsindo isetyenziselwa ukusebenza ngesandi. Ilayibrari ye-gainput isetyenziselwa ukulawula igalelo, kwaye iprojekthi ye-ozz-animation isetyenziselwa ukungenisa oopopayi bamathambo. Ukubhala ingqiqo yomdlalo, kucetywayo ukuba kusetyenziswe iilwimi zeC ++ kunye neLua, kodwa inkqubo engaphantsi kwe-agnostic scripting iyaphuhliswa, eya kuvumela ukusetyenziswa kweelwimi ezahlukeneyo zeprogram.

Kunye ne-injini, indawo yophuhliso lomdlalo weNauEditor iyaphuhliswa, kubandakanywa umhleli wendawo ye-6D, izixhobo, oopopayi kunye neziphumo ezibonakalayo (VFX). I-interface yakhiwe kusetyenziswa ilayibrari ye-Qt 2 kwaye ibandakanya amacandelo afana neProjekthi yeSikhangeli, i-Viewport, i-Outliner, i-Inspector kunye ne-Console. Umhleli we-GUI owahlukileyo uyafumaneka kwimidlalo, esekwe kwilayibrari yeCocosXNUMXdx.

umthombo: opennet.ru

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