CLS 好地地一個 post
又要定義咩叫日系 咩叫突破 咩叫物理引擎
遲早要定義埋 咩係遊戲 咩係玩家 咩係 PS4
幾條傻鳩
我認自己係智障了

我一直同個傻的講左幾個鍾野

CLS 好地地一個 post
又要定義咩叫日系 咩叫突破 咩叫物理引擎
遲早要定義埋 咩係遊戲 咩係玩家 咩係 PS4
幾條傻鳩
點解入Game要用物理引擎?
Realtime Update就係物理引擎?
你答左乜野係物理引擎先啦
不停用另一個問題spin
遊戲物理引擎係一套物理法則囉
以你unity 的角度就係
gameobject 會根據呢套的物理法則而實時更新
簡單來說
一套簡單的open source 的物理引擎
都會有2樣野
1. 動力學的模擬引擎
2. 碰撞檢測模擬引擎
如你冇物理引擎 你到底做到D咩?
我都好撚想知你用unity 寫緊咩game
第一:碰撞檢測算唔算係物理引擎
第二:碰撞檢測有兩種,以unity黎講,Trigger collider算唔算碰撞(collision)?
用position可以避開唔用collider,就唔需要碰撞檢測
當然你可以話position本來就係物理引擎既output
我冇乜意見,定義問題,就係咁多
trigger 我唔直接答你
比個網你自己睇
https://www.3dgep.com/physics-in-unity-3-5/
而你第2個方法就係
唔洗用物理引擎 , 正如我上面講的野
當係斬好多樹的時候,我會寫番套簡單的物理引擎來handle
唔好再死雞OK?
Trigger Collider
Any Collider type (Box, Sphere, Capsule, Mesh, and Terrain) can be used as a Trigger by setting the Is Trigger property to true. If the Collider is a Trigger we call it a Trigger Collider. Trigger Colliders will not participate in physics simulations but they will fire the OnTriggerEnter, OnTriggerStay, and OnTriggerExit events on the GameObject they are attached to as long as the collider that intersected with the trigger is a Rigidbody Collider (see below).
我唔在乎自己岩,我在乎點解有分歧
你同我想講既野係咩分別
你睇番
Introduction
There is nothing real or natural about how things behave in computer games. They don’t know anything about the natural physical phenomenon that exists in reality. If you place a bunch of objects in a scene in Unity, these objects will not naturally know what they are supposed to do. They won’t even be affected by gravity unless you explicitly tell them what gravity is. Game engines (like Unity) require Physics to be simulated using a Physics Engine. The Physics Engine tries to simulate physics in your game so that the objects in your game demonstrate natural physical phenomenon.
Physics components in Unity are split into several categories:
某某function
Rigidbody: The Rigidbody component is required to allow your GameObject to be controlled by the physics engine and influence other physics controlled objects.
某某function
咁你個Trigger係唔係起Rigidbody到丫
咁Rigidbody係唔係起個Physics Engine到丫?
你咁都可以話有分歧
你閱讀理解有冇咁差丫
點解我落trigger collider要rigidbody![]()
定你既rigidbody 定我既rigidbody又唔同
官方教學
https://www.youtube.com/watch?v=lcdAytVpW1E
https://www.youtube.com/watch?v=m0fjrQkaES4
你唔落Rigidbody 你2個trigger object 係冇effect 架...
你一定要有其中一個係正常colliders 先run 到
呢D係基本野來![]()
https://forum.unity.com/threads/how-to-manage-collision-of-two-triggers.128521/
唔明唔緊要
你自己睇
佢句code:
void ontriggerenter ( Collider other) , 明未?
trigger 我唔直接答你
比個網你自己睇
https://www.3dgep.com/physics-in-unity-3-5/
而你第2個方法就係
唔洗用物理引擎 , 正如我上面講的野
當係斬好多樹的時候,我會寫番套簡單的物理引擎來handle
唔好再死雞OK?
Trigger Collider
Any Collider type (Box, Sphere, Capsule, Mesh, and Terrain) can be used as a Trigger by setting the Is Trigger property to true. If the Collider is a Trigger we call it a Trigger Collider. Trigger Colliders will not participate in physics simulations but they will fire the OnTriggerEnter, OnTriggerStay, and OnTriggerExit events on the GameObject they are attached to as long as the collider that intersected with the trigger is a Rigidbody Collider (see below).
我唔在乎自己岩,我在乎點解有分歧
你同我想講既野係咩分別
你睇番
Introduction
There is nothing real or natural about how things behave in computer games. They don’t know anything about the natural physical phenomenon that exists in reality. If you place a bunch of objects in a scene in Unity, these objects will not naturally know what they are supposed to do. They won’t even be affected by gravity unless you explicitly tell them what gravity is. Game engines (like Unity) require Physics to be simulated using a Physics Engine. The Physics Engine tries to simulate physics in your game so that the objects in your game demonstrate natural physical phenomenon.
Physics components in Unity are split into several categories:
某某function
Rigidbody: The Rigidbody component is required to allow your GameObject to be controlled by the physics engine and influence other physics controlled objects.
某某function
咁你個Trigger係唔係起Rigidbody到丫
咁Rigidbody係唔係起個Physics Engine到丫?
你咁都可以話有分歧
你閱讀理解有冇咁差丫
點解我落trigger collider要rigidbody![]()
定你既rigidbody 定我既rigidbody又唔同
官方教學
https://www.youtube.com/watch?v=lcdAytVpW1E
https://www.youtube.com/watch?v=m0fjrQkaES4
你唔落Rigidbody 你2個trigger object 係冇effect 架...
你一定要有其中一個係正常colliders 先run 到
呢D係基本野來![]()
https://forum.unity.com/threads/how-to-manage-collision-of-two-triggers.128521/
唔明唔緊要
你自己睇
佢句code:
void ontriggerenter ( Collider other) , 明未?
你岩,係要落Rigidbody
其實我覺得你講
「遊戲物理引擎係一套物理法則」係岩
但要包括空間時間依D物理法則
將物理引擎視為遊戲世界既基礎物理法則
答埋上面d人,咩野係討論,咩野係嗌交
討論係想知道答案,唔係想贏
我一直覺得物理引擎係講緊physical simulation
然後zerosky就話唔係咁
咁我就係想知道點解唔係咁
做左好耐低質討論,終於都去到核心
老實講,Unity我係完全自學,亦都唔係programmer
錯咪錯,有咩大不了
Arguing on the internet, even if you lose, you're still nameless.
Kingdom heart 真心正
故事同配樂真心好好
戰鬥好爽快
配樂係我中意既作曲家
下村陽子
Kingdom heart 真心正
故事同配樂真心好好
戰鬥好爽快
配樂係我中意既作曲家
下村陽子
Omggg 巴打同好?
我細個玩legend of mana 已經聽出耳油
本身好中意kh個setting 下村陽子做埋配樂真係perfect池
想請教下nier呢隻game有無話之前出過幾集相關故事?
我未玩過呢個系列,
但google過nier係某個遊戲既外傳game?
之前以為係低級日系game,
睇睇下女主個大屎忽好鬼正,
故事又唔錯,愈來愈想玩
想請教下nier呢隻game有無話之前出過幾集相關故事?
我未玩過呢個系列,
但google過nier係某個遊戲既外傳game?
之前以為係低級日系game,
睇睇下女主個大屎忽好鬼正,
故事又唔錯,愈來愈想玩
想請教下nier呢隻game有無話之前出過幾集相關故事?
我未玩過呢個系列,
但google過nier係某個遊戲既外傳game?
之前以為係低級日系game,
睇睇下女主個大屎忽好鬼正,
故事又唔錯,愈來愈想玩
唔駛理, 當新GAME 玩仲好
知道個背景大約係D 乜就得, 個故事由正常發展變成解謎再變成黑暗面
的確好引人入勝
話zelda係依家no.1 open world,與其話係突破
不如話佢係第一隻game真正定義到open world帶到出黎既實際遊戲性,點樣影響到成隻game既玩法
就係個world要大得黎分散到你對主線既注意力,令你會不自覺咁兜圈慢慢玩佢除左主線以外既元素,多啲趣味同埋夠耐玩唔會咁快悶
佢仲要直頭設計左一套新理論專門係為open world
用黎設計同分辨一隻好既open world game
而唔係好似以前啲濕鳩game成日話自己係open world,
但實際上冇咩分別,有冇都係咁玩
如果單係計音樂既話
我個人比個鍾意P4->P5->Nier
MGS