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[官方日志] 《骑马与砍杀2:霸主》开发日志(76)——Burak Dermanlı的问答环节

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鲜花(1905) 鸡蛋(77)
发表于 2018-9-14 14:24:49 | 显示全部楼层 |阅读模式
本帖最后由 Hegen 于 2018-9-14 19:02 编辑

原文链接:https://www.taleworlds.com/en/Games/Bannerlord/Blog/77

翻译:Hegen@骑马与砍杀中文站



Greeting warriors of Calradia!

卡拉迪亚的战士,你们好!

The main advantage of creating your owngame engine is that, instead of being a Swiss-army knife (second-best ineverything it tries), you can craft it to specialise in what you need it to do.As you know, we created an engine from scratch for Mount & Blade II:Bannerlord. We had many goals when we started working on it, but three of themhad top priority: of course it had to do what we needed in order to create ahuge sandbox game such as this one, but it also had to be easily moddable, andon top of that, it had to be flexible enough to work on low-end computers. Inthis week's blog, we talk to Engine Programmer, Burak Dermanlı, one of thepeople responsible for the engine and its optimisation for all kinds ofcomputers.

创建自己的游戏引擎的主要优势在于,您可以将其制作成专门用于你需要它的东西,而不是瑞士军刀(在所需的一切中排名第二)。如你所知,我们从零开始为《骑马与砍杀2:霸主》建立了全新的引擎。我们制作引擎时有过很多目标,但有三个首要任务:它必须能支撑起我们需要创作的这样一款大型沙盒游戏;同样要易于MOD制作;除此之外必须充分优化以便用于低端电脑。在本周的开发日志中,我们将与负责计算机引擎及优化的引擎程序员Burak Dermanlı对话。


NAME

Burak Dermanlı

FROM

İstanbul, Turkey

JOINED TALEWORLDS

2013

EDUCATION

B.S, Yıldız Technical University,Mathematical Engineering

OFFICIAL JOB DESCRIPTION

Engine Programmer

姓名

Burak Dermanlı

城市

土耳其伊斯坦布尔

加入TALEWORLDS时间

2013

教育背景

伊尔迪兹科技大学,工程数学,理学学士

官方工作描述

引擎程序员

WHAT DO YOU NORMALLY DO DURING YOUR DAY?
“As a programmer, Ispend most of my time working on issues that are usually scheduled on a monthlybasis. However, working on the engine level requires you to be prepared for anyinterruption during the day, such as a crashing bug that prevents people fromprogressing with their work.

Most of my work revolves around particlesystems, asset pipeline, cloth simulation and memory management. I implementnew features as requested but it can be said that they are almost finalised forBannerlord needs. Both the particle systems and cloth simulation are extremelyoptimised so that they can run efficiently on low-end hardware. I sometimes seepeople’s concerns about these kinds of systems and if they will face aperformance bottleneck with the game. There is a psychological fact that ifthere is something visually attractive on the screen then those elements comeunder scrutiny when performance problems arise. I have both low-end andhigh-end GPUs equipped on my rig and I am constantly checking their performanceduring development. For example, cloth simulation did not take more than amillisecond per frame on low-end hardware in any of the scenes you have seen inour gameplay videos.”

你平时做些什么?
“作为程序员,我将主要精力投入于每月定期的问题处理上。但是在引擎级别的处理上,需要你为白天任何的中断做好准备:比如一个妨碍工作的程序错误。

我的工作主要围绕粒子系统、资源管道、布料模拟与内存管理。我按照要求实现了新的特性,可以说它几乎已经完成可以满足《霸主》需要了。粒子系统和布料模拟都得到了极大的优化,以便在低端硬件高效运行。有时我会看到人们对这类系统,以及他们是否会在游戏中遇到性能瓶颈的担忧。有一个心理学事实,如果屏幕上有一些引人注明的东西,那么当出现性能问题时,这些元素就会受到审查。我的设备上同时拥有低端、高端显卡,在开发过程中我一直在检查它们的性能。例如,在我们的游戏视频中你看到的一切场景,在低端硬件上布料模拟每帧不会超过1毫秒。”

WHAT DO YOU LIKE THE MOST ABOUT BANNERLORD?
“I like the spirit ofMount and Blade and I am sure you are also going to feel it when you play it.Almost every single part of the game has been developed or reworked fromscratch. However, we are dedicated to preserving Mount & Blade’s uniqueelements. Bannerlord is a new Mount and Blade game with more features, smoothergameplay, better graphics and larger battles. I can assure you that it will notdisappoint anybody who likes our previous games. I also can’t wait to see theamazing work that will be done by our modders with Bannerlord.”



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2018.9.22因故辞去版主一职,潜水勿扰

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原版正版勋章战团正版勋章火与剑正版勋章拿破仑正版勋章维京征服正版勋章骑士美德之英勇勋章[杰出会员活跃勋章]骑士美德之仁慈勋章[杰出会员互助勋章]骑砍中文站微博会员勋章骑砍中文站微信会员勋章骑友真人秀Ⅳ勋章骑士美德之大无畏勋章[杰出会员高级活跃勋章]骑士美德之谦恭勋章[杰出会员财富勋章]骑士美德之公正勋章[杰出会员高级财富勋章]骑士美德之奉献勋章

鲜花(1905) 鸡蛋(77)
 楼主| 发表于 2018-9-14 14:41:23 | 显示全部楼层
本帖最后由 Hegen 于 2018-9-14 19:05 编辑

你最喜欢《霸主》的哪些方面?
“我喜欢《骑马与砍杀》的精神,我相信你在游戏时候也能感受得到。《霸主》的每一部分几乎都是从零做起开发修改的,然而我们致力于保留《骑马与砍杀》的独特元素。《霸主》是一款全新的《骑马与砍杀》游戏,拥有更多的功能、更顺畅的游戏体验、更佳的画面以及规模更大的战场。我可以向你保证,它不会让任何老玩家失望。我也迫不及待地想要看到MOD制作者对《霸主》更好的开发。”

WHAT'S THE MOST DIFFICULT THING THAT YOUSOLVED SO FAR, DURING THE PRODUCTION OF BANNERLORD?
It is hard to rememberevery issue I have solved in five years, but I remember that there was a verytiny jittering issue in cloth components which was caused by a gameplay-enginecommunication problem. I was able to solve it a couple of months later than Ifinished the actual implementation.

I also want to mention asset import andcompression issues. An image compressor may ruin your normal maps if you tellit that it is a normal map or you might see an asset file can’t be imported bythe program that actually exported it. You need to spend hours or even days tofigure out the problem.”

在《霸主》的制作过程中,迄今为止你解决的最大困难是什么?
“我很难记住五年来解决的每个问题,但我能回忆起由游戏引擎通讯问题引起的布料组件中一个很小的抖动问题。相比完成‘实际实现’,我多耗费了几个月才解决这个问题

我还想谈一谈资源导入与压缩问题。如果你说它是普通地图,或者你可能会看到实际导出它的程序无法导入资源文件,那么图像压缩器可能会破坏你的法线贴图。你需要耗费几小时甚至几天时间来解决这个问题。”


WHAT DO YOU CURRENTLY WORK ON?
I currently work onimproving our flora billboard system. I am implementing a modern techniquewhich utilises parallax mapping so that you won’t be able to notice transitionsbetween actual trees and billboard ones. We are planning to use this in most ofour scenes and the campaign map. At the same time, I am beginning to designsmall refactors with the rest of my team on our resource management system tospeed up the content modification process for both our artists and modders.”

你目前在做些什么?
“目前我在改进植物群布景系统,我在使用一种现代技术,利用视差贴图使你不会注意到实际的树木与布景之间的转换。我们计划在大部分场景与战役地图中使用这个系统。与此同时,我与团队其他成员一起在我们的资源管理系统上进行小型重构,以加速建模师与MOD作者的内容修改进程。”

WHAT FACTION DO YOU LIKE THE MOST INBANNERLORD?
I like Khuzait the mostbecause I like their culture, architectural style and cloth simulation looksreally nice on their armours. :)”

你最喜欢什么派系?
“我喜欢汗国,因为他们的文化、建筑风格;此外从布料模拟上看他们的盔甲非常漂亮。”

WOULD IT BE POSSIBLE TO INCLUDE SOME HIGHLYDETAILED AREAS, SUCH AS TAVERNS, IN BIG MULTIPLAYER MAPS WITHOUT LOSINGPERFORMANCE?
"I mainly do optimisations for theGPU/CPU, so I will only answer those parts of the problem. Our engine can tickstatic objects really efficiently. You don’t need to do any specialoptimisations and can populate the inside of the building with lots of staticmeshes. Agents are also ticked, animated and rendered in the most performantway. For the GPU performance, the first thing I would check is whether theoccluder bodies in the tavern walls are set correctly. If so, the meshes insidethe building will not be rendered for gbuffer and shadows. Finally, I can saythat, by being careful at some specific points, this is very possible with ourengine.”

是否有可能在大型多人游戏地图中,在不损失性能的前提下,容纳一些诸如酒馆在内的高度细致区域呢?
“我主要进行显卡与CPU的优化,所以我只能回答问题中与之相关内容。我们的引擎可以非常高效地标记静态对象。你无需做任何特别优化,就可以用大量的静态网格填充建筑内部。代理也以最高效的方式被标记、用于动画渲染。对于显卡性能,首先要检查的是酒馆墙壁上的遮光器部件是否设置正确。如果正确的话,建筑内部的网格将不会为渲染缓冲器与阴影渲染。最后我可以这样说,在某些特殊细节上的谨慎,增加了我们引擎的可能性。”

CAN WE DESIGN OUR OWN PARTICLE EFFECTS WITHTHE ENGINE? (FOR EXAMPLE, IF ONE WANTS TO MAKE A “MAGIC EFFECTS” OR BOIDS BIRDFLOCKS IN HIS/HER MOD)
We have a very detailedparticle editor created from the feedback given by our artists. It is possibleto create an infinite number of different particle effects with this editor bydefining emission, movement and visual properties of the desired particleeffect. You can use one or more emitters in a single effect (which might have aparent-child relationship) to create complex effects like a flying stonecreating a dust trail, or as mentioned, a magic effect. But currently, we don’thave a built-in flock algorithm implemented in the particle system. However,you can implement it yourself with our scripting system.”

可以使用引擎设计自己的粒子效果吗?(例如,如果一个人想在其MOD中创造一个“魔法效果”或“鸟群模拟”)
“我们有一个从建模师提供的反馈中创建的非常复杂的粒子编辑器。利用这个编辑器,可以通过定义所需要的粒子效果的发射、运动和视觉特性来创建无数种不同的粒子效果。你可以在单个效果中使用一个或多个发射器(可能具有附属关系)来创建复杂的效果:比如飞石创建尘埃痕迹;或者如问题所述,创建魔法效果。目前,我们还没有在粒子系统中实现内置的群算法,但是你可以使用我们的脚本系统实现。”








2018.9.22因故辞去版主一职,潜水勿扰

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鲜花(69) 鸡蛋(21)
发表于 2018-9-14 23:19:50 | 显示全部楼层
这披风。。。帅哭了。。。
这辈子都不可能跑商的,只有烧村才能维持的了现在的生活这个样子

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鲜花(0) 鸡蛋(0)
发表于 2018-9-16 07:01:08 | 显示全部楼层
骑砍2 这辈子等不到了

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霸主正版勋章

鲜花(12) 鸡蛋(0)
发表于 2018-9-16 11:40:05 | 显示全部楼层
不知道骑马时披风会不会插进马身体

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同样是九年义务教育,为何你。。。  发表于 2018-9-17 00:33

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鲜花(2) 鸡蛋(0)
发表于 2018-9-16 12:01:47 | 显示全部楼层
鸟群系统不是有人在战团上做过了吗?

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汉匈决战正版勋章元老骑士勋章霸主正版勋章

鲜花(29) 鸡蛋(0)
发表于 2018-9-16 18:56:15 | 显示全部楼层
帅哭了

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有生之年勋章骑砍中文站微博会员勋章骑砍中文站微信会员勋章

鲜花(1) 鸡蛋(0)
发表于 2018-9-16 20:32:02 | 显示全部楼层
说出来你们可能不信,16年的视频里看到多一个装备栏我就猜到了可能有披风

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嗯,当年确实很多人都猜测会出现披风的  发表于 2018-9-16 22:24

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霸主正版勋章

鲜花(1) 鸡蛋(0)
发表于 2018-9-17 12:13:30 | 显示全部楼层
劍柄敲頭...

終於有完全迴異於一代的動作了.....

淚流滿面

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原版正版勋章战团正版勋章骑士美德之英勇勋章[杰出会员活跃勋章]拿破仑正版勋章维京征服正版勋章元老骑士勋章汉匈决战正版勋章霸主正版勋章

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鲜花(27) 鸡蛋(1)
发表于 2018-9-17 21:02:40 | 显示全部楼层
是不是错觉?披风男身材高大```比山贼高出一些`
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