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Design And Implementation Of Mobile Shooting Game Based On Large-scale Cluster Animation Technology

Posted on:2020-07-28Degree:MasterType:Thesis
Country:ChinaCandidate:T H ZhangFull Text:PDF
GTID:2518306104995759Subject:Software engineering
Abstract/Summary:PDF Full Text Request
With the popularity of smart phones and the rapid development of game technology,mobile game have become an important component of the game market,domestic and foreign game manufacturers have already changed their focus from the PC to the mobile.With the popularity of the "eat chicken" type of game in the past two years,the shooting survival game has become the preferred target of various game manufacturers.Compared with the traditional shooting game,the development technology of the "eat chicken" type game is difficult,game manufacturers need to develop large open worlds with high degrees of freedom,various types of vegetation systems,real weather systems,physics-based firearms,and realistic and exquisite game graphics.Based on the Unity Engine,a mobile shooting game "Final 12 Hours" has been developed,which has been launched in the Tencent game "Crossing Fire: King of Guns".The game includes functions such as player character control,backpack interaction,environment interaction,vehicle system,player interaction,and player-computer AI interaction.;based on GPU skinning technology and GPU Instancing,this article improves and implements the high-performance large-scale cluster animation technology which called “Animation Instancing”.This technology is used in the generation and management of a large number of computer AI in the game.Based on Unity Particle System and GPU particle technology,this article uses Particle color sampling through coordinate transformation mapping,irregular displacement of particles using noise algorithms,and fade-out of mesh by linear interpolation,etc.,implement the technique of dissipating meshes as particles and apply them in the game as Kill effect of special weapon.The effect is similar to the annihilation special effect in the movie "The Avengers".This game is innovative and subdivided into "eating chicken" games.The gameplay is novel and interesting.It supports up to 60 people to play online at the same time.The performance is stable.It can guarantee 30 frames of smooth running on compatible models.The game uses Animation Instancing technology to transfer the skinning process from the CPU to the GPU for execution,avoiding the performance overhead of the CPU,reducing the data transfer from the CPU to the GPU,and increasing the performance of game frames and time per frame by 2 times.The rendering time was reduced to 6%,and the number of Draw Calls dropped from thousands to single digits.The limitation is that the accuracy of the animation is reduced,and the complex animation cannot be calculated using the Unity engine's “Animator”.Dissipation of the mesh in the game is that the particle technology consumes a large amount of performance.A single special effect needs to control the number of particles within 100.Using a pre-sampling scheme for low-profile models can achieve game performance improvement of 2 to 5 frames...
Keywords/Search Tags:Unity Engine, Animation Instancing, Mesh dissipate into particles
PDF Full Text Request
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