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Chapter 186 The Wind of Helsinki(2/2)

These works have been verified by the market and are widely loved by game players.

GRAY FOREST who can achieve such results can be said to be an extremely experienced game developer.

And such people cannot create trouble for themselves out of thin air when it comes to specific game development.

Therefore, I infer that the method adopted by GRAY FOREST must be the simplest method.

In addition, not long ago, GRAY FOREST uploaded the code he designed for the previous development of "2048" on GitHub.

I didn't take it seriously at first because the form of this code was not very concise.

But it is definitely the most efficient to run on iOS.

In fact, for a simple game like "2048", even if the running efficiency is slightly different, it will not have a big impact.

But GRAY FOREST must build the most efficient one.

This shows that this person pursues high efficiency in his heart.

Such a person who blindly pursues efficiency must use the most efficient scene construction in designing the game "HILL CLIMB RACING".

The most efficient approach in 2D games is definitely not to introduce an additional 3D rendering area.

Based on efficiency analysis and judgment on the game screen.

I think GRAY FOREST uses a kind of visual deception to make the raindrops look layered in the rain scene.”

Pa/Na/Ning wondered: "Visual deception?"

Benito Vasilyevich: "Yes, it is visual deception. Generally, we will subconsciously think that "near is bigger and far is smaller".

Therefore, when it comes to the layered structure of raindrops, you only need to express the raindrops in different sizes.

Of course, when it comes to such dense raindrops, it is absolutely impossible for GRAY FOREST to paint them drop by drop.

Normally, a 2D picture is a picture with only X and Y axes, and no Z axis;

A 3D screen is a screen with X, Y, and Z axes.

The approach adopted by GRAY FOREST should be to introduce a virtual Z-axis into the 2D game.

I'm guessing that GRAY FOREST specifically does this.

Because in games, things like raindrops are generally represented by particle systems.

[Generally speaking, particle systems represent techniques for simulating some specific blur phenomena in three-dimensional computer graphics (CG).

The reason why these phenomena are called blurring phenomena is because it is difficult to achieve realistic game graphics using other traditional rendering technologies.

Phenomena that are often simulated by particle systems include fire, explosions, smoke, rain, sparks, fallen leaves, clouds, fog, abstract visual effects such as glowing trails, etc.

The core of the particle system is the particles with independent behaviors generated by the particle emitter, which together build the animation]

After introducing a virtual z-axis into the game.

In this way, when we build the layering of raindrops in game development.

It is completely possible for the particle emitter to give the weather particles (raindrops) a virtual depth value Z when emitting them.

During the entire life cycle of the weather particle, the virtual depth value Z remains unchanged;

There should be a function between the Z value and the state of weather particles (raindrops),

The function of this function is to scale the raindrops.

And this function will give different visual sizes and motion states to weather particles with different depth values.

Then the scaling transformation results are sent to the particle size display unit and particle motion status display unit respectively.

In this way, the weather particles in 2D games should theoretically have a layered feel.

Of course, this is just my guess. To know the real answer to the question, further analysis is needed.

Or, we need to seek answers from GRAY FOREST himself."

(ps:... Weather particle layering is a pig farm technology that originally appeared at the end of 2014)

After hearing this analysis, Pa/Na/Ning seemed to have gained some new inspiration, but he also had some puzzlements.

Pa/Na/Ning said: "Is it just like this? I remember that this kind of near-large and far-small effect is often used in the architectural scenes of many games. Especially when it comes to games such as castle columns and the like.

Far smaller settings are actually very common.

Even this design is somewhat retro.”
Chapter completed!
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