The JX Triple Xishan's first full 3D online game, using our self-developed swordsman Triple 3D engine. Some people might ask out of curiosity: There are so many game engine, why not choose a mature engine to select the independent research and development? You really have the confidence to do? This problem from the tradition of the Jinshan Speaking. Jinshan is a technical career company, our core competitiveness lies in the R & D capabilities. From the WPS to the drug tyrants then JX Online, all from scratch, independent research and development out. The full 3D online game represents the development trend of online games, which one of the core technology is the 3D graphics engine. The theoretical basis of the 3D image engine technology is the computer graphics, this is a mature discipline; before the development of the sword Triple 3D engine, we use a commercial engine, technically there is a degree of accumulation. cheap abercrombie With the guidance of theory and practical experience, we have independently developed and completed a 3D engine has considerable confidence. We also hope to establish a stable and efficient team through the development of the engine. Sword Triple engine development process, our team has always maintained a relentless pursuit of technology, and constantly improve the function and effect of the 3D engine. Through cooperation and art planning colleagues on the production of engine related tools and has accumulated a wealth of experience. These gains have laid a solid foundation for our future pursuit of higher goals.
What did we do?
From the project to the JX triple after years of development. In this long process, we have done? Our main work includes the development of 3D graphics engine and related tools.
The image engine of the role of abstract data into the image displayed on the screen. Triple sword is the way to become the game world as a whole by more than one map combination. Each map is called a scene, the character of the player's activities in each scene. Scenes composed of multiple parts, such as the earth we called the surface; the floor of the house, trees, walls, known as the object; player characters, NPC and other active elements, known as active objects. The role of the 3D engine, is to organize a good surface and the distribution of the objects of its objects and activities, in accordance with the design of the planning and art colleagues perfect display.
Before the start of the Triple JX, we do a small demonstration flip flops sandals program. The main purpose of this demonstration is to test some of the key technology is not feasible, the effect of the development of art elements and art colleagues production specification to provide a reference. At that time, the JX Triple is a traditional 2D game oblique 45-degree viewing angle of the game, so our demo program is also in accordance with this requirement to do. This the Demo, we tested a 2D scene management logic, 3D models and special effects show, bones and vertex animation technology.
Technical testing 3D engine project Bomberman
In this Demo, the player can control a character in the scene, running back and forth, placed the bomb. Similar games are played and a bomb on the FC. Of course, this Demo is not to say that the JX to be made of this game, his aim is to help us to test the above-mentioned key technologies, confirming the known method is feasible. The test is completed, these technologies to now are still using.
With a good test results, we are ready to start a big fight. During the M1 (PS, M, refers to the milestone, we project a target stage of the argument), we created a map editor and special effects editor. With the map editor, art colleagues can brush the surface of different plans, show the change of grass, sand and the like, and then placed on the house, street lights, trees, etc. in the brush a good surface, object, plus on the NPC, a basic scene. We can enter the scene, activities activities legs, enjoy the beautiful scenery, friendly exchanges and NPC doing; With special effects editor, you can create flames, rain and snow, spray these gorgeous effect, these things also on the scene inside, the picture becomes more vibrant.
Subsequently, our work is some of the finishing and perfecting. Wait until after the release of the WOW, we found that the 2D mode of oblique 45-degree viewing angle, and WOW, open perspective than has a considerable gap in the expressive and gaming experience. The entire project team in the discussion after the time of the Triple M2.1, JX made a major decision. We gave up the inclined 45 degrees to lock perspective in favor of full and open perspective.
The impact of this decision on the 3D engine is huge. Originally, we used oblique 45-degree viewing angle as long as a slightly modified the previous 2D games scene management methods can be changed to open perspective, we need a new scene management methods. Even worse, this change not only affects our 3D engine, and also affect the production of art.
M1 when the sword Triple 3D engine shots
Program, the 3D scene management is a mature technology theory support. After a period of effort, we have completed the adjustment procedure. However, this does not mean the completion of the entire project to adjust. Wide open perspective on the art scene made the concept also brings a huge impact: a house in the open perspective, players from all angles, distances to observe the house 45 degrees before locking perspective, the player can only to see within a fixed angle and the limited distance range. Which have higher requirements for the production of precision of the house. For efficiency reasons a lot of art before the optimization method, for example, production of the part can be seen, you can not be used.
Another problem brought by the open perspective, is the scene of visual distance increases the complexity of the rise. Previously inclined 45 degree viewing angle can only see a limited range, open perspective, if the state of the head, the field of view than ever before, many times. In the program, we have adopted a LOD techniques to dynamically adjust the complexity of the scene in order to achieve efficiency requirements. Of art, scene planning than ever before have higher requirements, focus on the heap of a lot of things in a certain area of the map is absolutely not allowed. On how to plan a map of the object, the object should be how to make in order to find a balance between the screen effects and operational efficiency, these are urgent problems.
Art colleagues is the first time to produce a full 3D map, the lack of experience in the production of a full 3D scene. They also do a Demo, a template map. The final choice is the the JX Triple Xinshoucun map. Just like the players were born in the future in Xinshoucun, all other maps are also born since Xinshoucun map. Through the production of this map, abercrombie tee art colleagues summed up the map production and the specification of the object produced. That process is painful and happy. Someone is before a lot of art work is completely overthrown and many of the adjustments made in the production; happiness lies in the open perspective of the new gaming experience: Suddenly I could see the shock of a vast space, each perspective of the game from locking the transition to open up the perspective of game players are difficult to forget.
M2.1 revised sword Triple 3D engine
After completion of the program adjustments, our programmers broke out a strong desire to create. When the programmable pipeline of graphics card is more widely available, so we modified the 3D engine, officially joined the support of the programmable pipeline. For love the picture performance is better than all the 3D graphics programmers, which seems to open the gateway to the New World. Map template-based four-layer surface texture, normal map, surface reflection, full screen effects, ambient light to block diagram, pre-rendering the shadow map, soft body, the JX triple screen like Jurassic Park, Back to reality.
After that until now, the 3D engine group addition to continue the production of the art tools to improve rendering efficiency and effectiveness into our work.
Higher rendering efficiency means that the graphics engine can withstand higher scene complexity, which means you can put more things in the scene inside the screen appear to be more abundant, thus improve the overall picture feel. In this regard, we optimize scene management and rendering processes, and new technologies in some DX9, efficiency has been significantly improved. Then we make full use of this part of the optimization of the free performance, a large-scale terrain vegetation (on the ground covered with a variety of plants), dynamic lighting (no longer only Daoguang ying a), and integration physics engine (long sleeves fluttering effect).
In the art tools, basic functions, the focus of our work on the tool's ease of use, the main direction is the automation of the authoring tool. For example, such as the need to tick a road between two places on the map. Previous practice, the art using tools like brush painting on the road in this route map. Imagine, if between two points one kilometer away, then the art colleagues will need to use the brush a little bit of coated end of this one kilometer length. If there is such a tool, as long as even a line between two points, two points between the need to set up a series of key points, and then "OK", and instantly can automatically generate one connecting the two points, and After all the key points of the road, the world will become so beautiful.
The current 3D engine effect
The history of the sword Triple 3D engine to basically introduce over, more history waiting for us to go write. JX Triple burdened with the Xishan and dreams of glory, embodies the Jinshan pursuit of technology, able to participate in such an exciting project, the honor of every one of us.
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The JX Triple why development engine?
The JX Triple Xishan's first full 3D online game, using our self-developed swordsman Triple 3D engine. Some people might ask out of curiosity: There are so many game engine, why not choose a mature engine to select the independent research and development? You really have the confidence to do? This problem from the tradition of the Jinshan Speaking. Jinshan is a technical career company, our core competitiveness lies in the R & D capabilities. From the WPS to the drug tyrants then JX Online, all from scratch, independent research and development out. The full 3D online game represents the development trend of online games, which one of the core technology is the 3D graphics engine. The theoretical basis of the 3D image engine technology is the computer graphics, this is a mature discipline; before the development of the sword Triple 3D engine, we use a commercial engine, technically there is a degree of accumulation. cheap abercrombie With the guidance of theory and practical experience, we have independently developed and completed a 3D engine has considerable confidence. We also hope to establish a stable and efficient team through the development of the engine. Sword Triple engine development process, our team has always maintained a relentless pursuit of technology, and constantly improve the function and effect of the 3D engine. Through cooperation and art planning colleagues on the production of engine related tools and has accumulated a wealth of experience. These gains have laid a solid foundation for our future pursuit of higher goals.
What did we do?
From the project to the JX triple after years of development. In this long process, we have done? Our main work includes the development of 3D graphics engine and related tools.
The image engine of the role of abstract data into the image displayed on the screen. Triple sword is the way to become the game world as a whole by more than one map combination. Each map is called a scene, the character of the player's activities in each scene. Scenes composed of multiple parts, such as the earth we called the surface; the floor of the house, trees, walls, known as the object; player characters, NPC and other active elements, known as active objects. The role of the 3D engine, is to organize a good surface and the distribution of the objects of its objects and activities, in accordance with the design of the planning and art colleagues perfect display.
Before the start of the Triple JX, we do a small demonstration flip flops sandals program. The main purpose of this demonstration is to test some of the key technology is not feasible, the effect of the development of art elements and art colleagues production specification to provide a reference. At that time, the JX Triple is a traditional 2D game oblique 45-degree viewing angle of the game, so our demo program is also in accordance with this requirement to do. This the Demo, we tested a 2D scene management logic, 3D models and special effects show, bones and vertex animation technology.
Technical testing 3D engine project Bomberman
In this Demo, the player can control a character in the scene, running back and forth, placed the bomb. Similar games are played and a bomb on the FC. Of course, this Demo is not to say that the JX to be made of this game, his aim is to help us to test the above-mentioned key technologies, confirming the known method is feasible. The test is completed, these technologies to now are still using.
With a good test results, we are ready to start a big fight. During the M1 (PS, M, refers to the milestone, we project a target stage of the argument), we created a map editor and special effects editor. With the map editor, art colleagues can brush the surface of different plans, show the change of grass, sand and the like, and then placed on the house, street lights, trees, etc. in the brush a good surface, object, plus on the NPC, a basic scene. We can enter the scene, activities activities legs, enjoy the beautiful scenery, friendly exchanges and NPC doing; With special effects editor, you can create flames, rain and snow, spray these gorgeous effect, these things also on the scene inside, the picture becomes more vibrant.
Subsequently, our work is some of the finishing and perfecting. Wait until after the release of the WOW, we found that the 2D mode of oblique 45-degree viewing angle, and WOW, open perspective than has a considerable gap in the expressive and gaming experience. The entire project team in the discussion after the time of the Triple M2.1, JX made a major decision. We gave up the inclined 45 degrees to lock perspective in favor of full and open perspective.
The impact of this decision on the 3D engine is huge. Originally, we used oblique 45-degree viewing angle as long as a slightly modified the previous 2D games scene management methods can be changed to open perspective, we need a new scene management methods. Even worse, this change not only affects our 3D engine, and also affect the production of art.
M1 when the sword Triple 3D engine shots
Program, the 3D scene management is a mature technology theory support. After a period of effort, we have completed the adjustment procedure. However, this does not mean the completion of the entire project to adjust. Wide open perspective on the art scene made the concept also brings a huge impact: a house in the open perspective, players from all angles, distances to observe the house 45 degrees before locking perspective, the player can only to see within a fixed angle and the limited distance range. Which have higher requirements for the production of precision of the house. For efficiency reasons a lot of art before the optimization method, for example, production of the part can be seen, you can not be used.
Another problem brought by the open perspective, is the scene of visual distance increases the complexity of the rise. Previously inclined 45 degree viewing angle can only see a limited range, open perspective, if the state of the head, the field of view than ever before, many times. In the program, we have adopted a LOD techniques to dynamically adjust the complexity of the scene in order to achieve efficiency requirements. Of art, scene planning than ever before have higher requirements, focus on the heap of a lot of things in a certain area of the map is absolutely not allowed. On how to plan a map of the object, the object should be how to make in order to find a balance between the screen effects and operational efficiency, these are urgent problems.
Art colleagues is the first time to produce a full 3D map, the lack of experience in the production of a full 3D scene. They also do a Demo, a template map. The final choice is the the JX Triple Xinshoucun map. Just like the players were born in the future in Xinshoucun, all other maps are also born since Xinshoucun map. Through the production of this map, abercrombie tee art colleagues summed up the map production and the specification of the object produced. That process is painful and happy. Someone is before a lot of art work is completely overthrown and many of the adjustments made in the production; happiness lies in the open perspective of the new gaming experience: Suddenly I could see the shock of a vast space, each perspective of the game from locking the transition to open up the perspective of game players are difficult to forget.
M2.1 revised sword Triple 3D engine
After completion of the program adjustments, our programmers broke out a strong desire to create. When the programmable pipeline of graphics card is more widely available, so we modified the 3D engine, officially joined the support of the programmable pipeline. For love the picture performance is better than all the 3D graphics programmers, which seems to open the gateway to the New World. Map template-based four-layer surface texture, normal map, surface reflection, full screen effects, ambient light to block diagram, pre-rendering the shadow map, soft body, the JX triple screen like Jurassic Park, Back to reality.
After that until now, the 3D engine group addition to continue the production of the art tools to improve rendering efficiency and effectiveness into our work.
Higher rendering efficiency means that the graphics engine can withstand higher scene complexity, which means you can put more things in the scene inside the screen appear to be more abundant, thus improve the overall picture feel. In this regard, we optimize scene management and rendering processes, and new technologies in some DX9, efficiency has been significantly improved. Then we make full use of this part of the optimization of the free performance, a large-scale terrain vegetation (on the ground covered with a variety of plants), dynamic lighting (no longer only Daoguang ying a), and integration physics engine (long sleeves fluttering effect).
In the art tools, basic functions, the focus of our work on the tool's ease of use, the main direction is the automation of the authoring tool. For example, such as the need to tick a road between two places on the map. Previous practice, the art using tools like brush painting on the road in this route map. Imagine, if between two points one kilometer away, then the art colleagues will need to use the brush a little bit of coated end of this one kilometer length. If there is such a tool, as long as even a line between two points, two points between the need to set up a series of key points, and then "OK", and instantly can automatically generate one connecting the two points, and After all the key points of the road, the world will become so beautiful.
The current 3D engine effect
The history of the sword Triple 3D engine to basically introduce over, more history waiting for us to go write. JX Triple burdened with the Xishan and dreams of glory, embodies the Jinshan pursuit of technology, able to participate in such an exciting project, the honor of every one of us.