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游戏外文翻译基于BGE的场景漫游系统设计.doc

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游戏外文翻译基于BGE的场景漫游系统设计.doc

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游戏外文翻译基于BGE的场景漫游系统设计.doc

文档介绍

文档介绍:外文翻译
毕业设计题目:基于BGE的场景漫游系统设计
原文1:Flying Buddha Memory Game
译文1:飞行佛存储游戏
原文2:Blender work setup - Boil it down to the basics
译文2:Blender基本网络设置,将其概括为基础
Flying Buddha Memory Game
"Flying Buddha" is a game designed by Freid Lachnowicz (artwork, models, textures) and me (Carsten Wartmann, Python and game logic). The goal of the game is to find pairs of gongs, like in the good old "Memory" game.

Besides that, it also includes some action elements, like the dragonfly which will e angry (note the indicator on the top-right) if you jump too high. Also it requires some good timing for the controls of the Buddha. The Buddha's goal, reaching "Zen" pleted when he has found all pairs. petitions the time needed to solve will be displayed on screen.
Flying Buddha game controls
Controls
Description
CURSOR KEYS
Movement, you can steer in the air and slow down your fall
SKEY
Select a gong
Load the game Games/ from the DVD and have fun playing it!
Accessing game objects
Accessing individual objects from Blenders game engine is not trivial. In the "Flying Buddha" game, I needed a possibility of randomly shuffling the gongs at game start.
Generally speaking, it is a good thing to have as much game logic as possible contained on the object that needs that logic. This helps when re-using this object in the same or even different (Blender) scenes. So my first idea was to let the gongs choose a new position themselves. But this soon turned out to be plicated, because of synchronizing problems plex logic in the gongs.
I then decided to use an object to control the shuffling process, and have the information about the other objects including their positions is gathered by a Near Sensor. This approach has many advantages. For example we can filter out whole groups of objects with the "Property:" field, we are not bound to a fixed number of objects etc.
LogicBricks
Load the file Tutorials/FlyingBuddha/ from the DVD. It cont