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An Adventure in Pre-Rendered Backgrounds (2019)

44 点作者 pizzapim超过 2 年前

3 条评论

aschearer超过 2 年前
We&#x27;re using Blender to pre-render 3D assets into 2D ones for our upcoming top-down survival horror arpg. (Link in bio for the curious.) It&#x27;s worked well for us overall. That said, it definitely adds a lot of complexity, and if you&#x27;re ultimately making a 2D game it adds a whole new, complex tool to learn and integrate. Case in point the incredible efforts described in this article to create the cube map or depth buffer!<p>I will say, we solved the draw order problem a different, easier way by adopting a fixed ortho perspective and rendering objects as spritesheets&#x2F;tiles. We can then author levels using conventional 2D methods. Objects now sort by their pivot&#x27;s Y value, more or less, so walking behind things isn&#x27;t an issue.<p>Seeing the Cave Story screenshot has me thinking, there might be an especially good opportunity for pre-rendered side-scrollers... Just entirely eliminate whole classes of problems, plus you easily bring back some of that animation-inspired back&#x2F;mid&#x2F;foreground goodness.
droptablemain超过 2 年前
Not sure how the author wrote an entire article on pre-rendered backgrounds in gaming without once mentioning Baldur&#x27;s Gate &#x2F; Infinity Engine games, of which the developers largely pioneered this with DirectDraw API.
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koshergweilo超过 2 年前
Great write up! I still don&#x27;t really see the point in pre-rendered backgrounds for PC&#x2F;console games anymore though. GPUs nowadays are powerful enough and storage space is limited enough that you can just render everything realtime and it will look great.<p>The technique does seem like it would be a great fit for mobile, where users have limited control and efficiency is really important.
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