Anyone who has played games for a long time should have heard of this thing. Even if not, you should have seen the related icon when starting the game.
It's like a U-shaped icon, a frost slap, a geometric square with a line of Unity, etc.
These are the famous engines of the earth.
There are commercial engines, and there are also some engines that are specially customized by manufacturers and are not licensed to outsiders. For example, the Frost engine, whose icon is a frost palm, was originally designed for battlefield use.
So what is a game engine.
In fact, to put it bluntly.
You can understand this as a game version of 3dmax, or a complete map editor, a tool software for making games.
This is not a necessity for the game. Although the word engine sounds important, the game can be made without a game engine.
Games don't need to be developed around a game engine.
Many early games in Lin Yao's previous life did not have such a thing as a game engine.
Until John Carmack came along.
The man who created Doom, also known as DOOM, did not make games according to the previous methods, but used a genius approach.
He directly wrote the basic code that will be used to make the game in the future. Instead of writing a piece of basic code for a function, he chose to directly create a framework first, set the specifications of the game, and then left an interface for easy modification.
Then under this framework, the content of the game is produced.
And the final product he made.
It was the world's first first-person shooter.
The framework of this game is the first game engine.
So the so-called game engine is actually a tool that can determine game specifications, have reusable code, and has many convenient interfaces.
certainly.
After a long period of iteration, today's mature game engines are much more outrageous than John Carmack's original framework.
Lin Yao was curious and also played the famous Unreal Engine in her previous life.
There is a scene window on it, which can display the game scene in real time, a large number of model libraries, reliable content management and animation management, and a bunch of attribute parameter modification windows that are simply incomprehensible...
When it comes to this, there is still no relevant picture in my mind.
You can imagine the row of things on the right side of PS.
Game engines, like these production tools, have complex sub-interfaces.
People who haven't studied it systematically will feel confused, but for producers, it's really... so convenient.
You can download a template, modify it, and run a simple game.
The emergence of game engines has really helped developers complete a lot of work easily.
At least when you make a game, you don't have to start over from scratch.
Everything becomes visual and simplified.
The game engine can define a framework for the game, and then after developing the early functions, the producer can invest energy in filling the framework with content elements, building scenes, making animations, making logic scripts, etc.
certainly……
Ease is only relative. In actual practice, game production is still troublesome.
Otherwise, there would have been an endless stream of 3A games in China, and domestic players wouldn’t be staring at Black Wukong...
The scene layout of those large-scale games is complex and cumbersome. A scene that a player takes a glance at may be behind the hard work of the staff for several months.
You can imagine the difficulty involved in making an entire large-scale game.
This is still a linear process game. The scene production of those excellent open world games is simply hell.
Players of Old Touhou's Stonewell City are confused when walking around, not to mention the painstaking efforts that the creators put into it.
And this is just setting up the scene.
The world Lin Yao is currently in also has a game engine.
For example, the engine used by "Fantasy OL" is similar to Unity, but it is quite different from Unity. It is a 2D game engine and is not capable of making 3D games.
As for the 3D game engines currently on the market that are licensed to external parties, let’s put it this way.
I can only say that it has nothing to do with intuition...
Object parameters require code to modify.
Almost all parameters are displayed in the form of code.
Ease of use is totally lacking.
It is exactly the same as the game engine in the ancient times of the earth.
That's it.
You have to pay licensing fees for using it.
So when Lin Yao learned that he had completed the task and the reward he received was a game engine, which was also developed based on Unreal and Origin engines, he was really excited.
This is really a very important thing.
It’s not as simple as saving licensing fees.
But this thing can make game production more intuitive, and it can also be combined with the company's development direction to cultivate the studio's own usage habits and save a lot of development time.
In addition, the studio has been familiar with using this engine for a long time, and can better accumulate experience and highlight the characteristics of its own games.
Even if these are not mentioned.
Just in this world where 3D game engines are still stuck in the ancient times and the development of software and hardware is completely unbalanced, getting a late-mature "Unreal Engine" is something worth being happy and excited about.
Lin Yao's only concern now is.
This system says that this is an engine developed based on Unreal and Origin.
Which generation does that originate from? Illusion?
After all, Unreal and the Origin engine have been iterated many times.
…
The time came on the second day.
Lin Yao came to the studio early and sat in her seat, doing nothing.
The first step is to take out the USB flash drive and plug it into the computer to determine the status of the game engine.
This time, I had to wait longer than the last time I opened the black software.
Lin Yao waited for a few seconds before opening the folder on the USB flash drive.
Once you open the folder.
She saw a bunch of dazzling things.
She scrolled the mouse wheel and searched for a long time, and finally found the engine client software among a pile of things.
Click to open.
About half an hour later.
Lin Yao let go of the mouse, looked at the interface on the computer that was not much different from some 3D software, and breathed a sigh of relief.
She didn't know exactly how many illusory generations this was and which version it originated from.
But she judged it based on ease of use.
This thing.
It's either a product of the Unreal Five or Unreal Four era.
This thing.
Completely open source.
The value is really great.
The value contained in a mature game engine is more valuable than a game.
"Lin Yao, what are you looking at?"
suddenly.
Mu Wanqing's voice rang out.
She didn't know when she came behind Lin Yao, and she was looking at the software on the computer screen in front of Lin Yao with some curiosity.
"Miss Mu."
Lin Yao turned around and held her hand. Instead of answering her, she said, "Please inform Zhong Xiu and Pei Yingyun that we will have a meeting in the conference room later and I have something to announce."