Time Travel: 2014
Chapter 258 A game engine that is more than just a game
…
After getting up, Lin Hui made a hearty breakfast.
Because Lin Hui's parents are often away from home.
Lin Hui has already filled up on conventional skills such as cooking.
A breakfast or something is so easy for Lin Hui.
After finishing the meal, Lin Hui entered work mode again.
Call it work, but actually this is Lin Hui’s most leisurely day since June 8th.
Basically, you are not responsible for the specific development or maintenance of the software.
Just reply to the email.
The more eye-catching email in the email is from the company Super/Super/Cell/Cell.
The reason why it is eye-catching is that this company sent too many emails to Lin Hui.
While Lin Hui was sleeping, this company actually sent Lin Hui more than ten emails one after another.
As if he was afraid that Lin Hui would have trouble reading foreign languages, some of the emails he sent later were actually entirely in Chinese.
Um, are you so careful?
Although the wording and sentences used in these Chinese emails sent by super/super/cell/cells are really not flattering.
But it is much better than Pingcheng’s behavior of arrogantly believing that the whole world speaks English from beginning to end.
Lin Hui took a rough look at the information written in the emails sent by the super cells.
The main purpose was to discuss some details of the formal contract signing with Lin Hui, such as the time when the contract was officially signed.
Basically it's all procedural stuff, and doesn't involve many changes like temporary decisions.
Although these emails were very procedural, Lin Hui didn't learn anything.
At least through these emails, Lin Hui could know one thing:
That is, when it comes to the transfer of the game "HILL CLIMB RACING", this company is more anxious than Lin Hui himself.
Lin Hui certainly knew the reason.
In fact, Lin Hui got a rough idea from Super Cell’s purchase price of nearly US$110 million for the game “HILL CLIMB RACING”.
The acquisition of the game "HILL CLIMB RACING" by the company Super/Super/Cell is an act of ignorance.
What they are interested in are some of the development technologies or development techniques used in the game "HILL CLIMB RACING".
Although Lin Hui has done a lot of work in game security before.
But if one of the world's leading game development companies like Super Cell really wants to focus on research.
It is certainly possible to get a glimpse of the techniques used in Lin Hui's development in subtle ways.
Although Lin Hui wanted to avoid the situation of "one step ahead is a pioneer, two steps ahead is a martyr".
The technology used when it comes to specific game development has been very restrained.
But judging from the current performance of super cells, these less advanced technologies are still very attractive to game developers in this era.
It's just some technologies from that time and space in the previous life that were barely more than half a year ahead of this time and space.
Lin Hui will benefit a lot.
It seems that this leek can be harvested a lot.
And it’s not just as simple as cutting leeks.
In terms of game engines, Lin Hui's advantage is truly a crushing advantage.
What can you do with an advantage in game engines?
How many games have you cut off?
Of course, in theory it is possible to intercept many games.
Many games such as Pesticide and Yuanshen are developed based on unity4 or versions after unity4.
Maybe if these game companies are really willing to spend a year and a half, they can come up with similar games.
But even if you want to develop a game without a game engine, it means wading through mountains and rivers.
Although some cash cows will not be spared.
But if such a good opportunity is just to cut off a few games, the situation will obviously be small.
Although popularly understood, a game engine is a series of work packages designed to improve the efficiency of game development and manage the screen performance and interaction logic of the game.
But on a deeper level, game engines are essentially industrial software.
The potential involved in industrial software is often huge.
In other words, although in the eyes of ordinary people, game engines can only develop games.
But it's much more than that.
An excellent game engine can do more than just games.
Not to mention anything else, first of all, animation production can be done based on the game engine.
The main method used in animation production in this time and space is the "key frame" method.
That is, the production staff uses drawing/modeling tools to complete all the key frames in the cartoon one by one.
Then the computer automatically adds intermediate frames and renders them offline to form an animation work.
A 45-minute animation film has 80,000 frames (calculated at 30 frames per second)
A conservative estimate is that there are 5,000 key frames among these 80,000 frames.
If every character and prop in each key frame needs to be manually set by artists, the workload involved will undoubtedly be huge.
And this is the mainstream method used in most animation production in 2014.
From the perspective of forest ash, this production method is very inefficient, expensive and has a long production cycle.
Although the use of motion capture devices in some scenes can save this trouble to a certain extent.
However, motion capture devices are expensive and not suitable for widespread use.
In addition, not everyone who plans to do animation can afford this kind of thing.
When introducing a game engine for animation production.
This situation can be alleviated.
Even many game companies in later generations can use game engines to make good animation promotional videos.
So much so that there is a saying similar to doing propaganda with your heart and playing games with your feet.
Specifically, it is not complicated to use game engines to develop animations.
Although Lin Hui has never practiced it, he has never eaten pork before and has always seen pigs running away.
If you use a game engine to build animation, you also need to use key frames.
But when it comes to keyframes, you only need to create keyframes for each element.
No need to create all keyframes.
Although the practical stage involved in finding the keyframes covering the elements requires an additional element modeling stage.
But it's not a big problem.
The element modeling stage includes establishing static models and basic actions of elements such as characters and props.
Generally speaking, all movements are divided into two categories, namely basic movements and compound movements.
Basic actions refer to actions that cannot be combined with other actions. Basic actions must be established by artists during the modeling stage;
Compound movements are movements that can be combined with basic movements.
With the help of an excellent game engine, compound actions don't need to be built by artists at all.
It can be quickly and freely assembled by the operator during the shooting stage.
Of course, the tools used to create basic actions are still traditional modeling software.
For example: Maya, 3DS Max, Photoshop, Flash, etc...
Although it is a bit troublesome to have one more process.
But you should know that key frames covering various elements usually only account for 10% of all key frames in an animation.
In this case, although the workload involved in introducing a game engine to produce animation to some extent is still not 90% less than the current traditional technology.
But 70% to 80% should still be there.
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