Difference between revisions of "About Space Engineers/zh"

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== 开发细节 ==
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{{tocright}}
摘录自 [http://www.spaceengineersgame.com/about1.html Official Website]:
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== 开发宗旨 ==
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源自 [http://www.spaceengineersgame.com/about1.html 官方页面]:
  
:太空工程师 (Space Engineers) 是一个设计, 建造与维护主题的太空沙盒游戏.
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:太空工程师是一款涉及太空作业中工程规划、建造、维护过程的沙盒游戏;玩家可以建造各种不同尺寸和应用功能的飞船和空间站应用于不同的领域(民用或军用);比如驾驶飞船开采陨石带资源。
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:游戏的真实性立体物理引擎 实现了对游戏中所有物体的组装、拆卸、破坏和消灭
  
is a sandbox game about engineering, construction and maintenance of space works. Players build space ships and space stations of various sizes and utilization (civil and military), pilot ships and perform asteroid mining. Space Engineers utilizes a realistic volumetric-based physics engine: all objects can be assembled, disassembled, damaged and destroyed.
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发行日期:2013 年 10 月 23 日 <ref>http://www.spaceengineersgame.com/buy.html</ref> 在Steam抢先版中。
  
Release date: October 23, 2013<ref>http://www.spaceengineersgame.com/buy.html</ref> on [http://store.steampowered.com/app/244850/ Steam Early Access].
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== Steam 平台 ==
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开发者 Marek Rosa 对选择 Steam 作为早期版本发送平台 的解释:
 +
 +
:Steam是一个非常好的发行平台,我们(开发者们)比较关注以下特点:
 +
:安装和升级简单
 +
:带宽巨大而且不用为此额外支出
 +
:多人接口支持
 +
:Steam 指引
 +
:Steam 创意工坊
 +
:这些优点节省了不少时间,使我们能将精力集中在丰富和改良游戏内容上。<ref>http://forums.keenswh.com/post/show_single_post?pid=1279665219&postcount=20</ref>
  
== Steam ==
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== VRAGE 图形引擎 ==
There has been some minor debate over the delivery system for early access to Space Engineers. Marek Rosa explains why they chose Steam:
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太空工程师采用的 [http://www.keenswh.com/vrage.html VRage 2.0] 引擎是由 Keen Software 内部开发的专有图形引擎;起初是为 Miner Wars 2081 及其后续产品提供图形支持。
  
:''We, the developers, like Steam mostly because it's a good distribution platform:''
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该引擎实现的是立体物体和结构(由立方体状的模块组成)在网格上的搭建(在某些方面与Minecraft类似);当然,更复杂的表现了物体在受到力或惯性作用时的行为;地形基于体素(方块阵列)形式构建,也支持被破坏和变形;摄像视角则支持第一人称和第三人称。
:* ''it simplifies the install and update process. A lot. Just run a script that builds the game and uploads it in within few minutes. No manual work.''
 
:* ''internet bandwidth is great (download and upload) and we don't pay for it''
 
:* ''multiplayer API (matchmaking, P2P relaying...)''
 
:* ''Steam Guides''
 
:* ''Steam Workshop''
 
:''All of these benefits save our development time, so we can spend it on other important things: new and more polished game features.'' <ref>http://forums.keenswh.com/post/show_single_post?pid=1279665219&postcount=20</ref>
 
  
== VRAGE Engine ==
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== 重力 ==
Space Engineers is based on a proprietary graphics engine developed in-house by Keen Software. The Graphics engine is known as [http://www.keenswh.com/vrage.html VRage 2.0]. VRAGE 2.0 is built upon it's successor used in Miner Wars 2081.
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有关人工重力的内容可以参见 [http://blog.marekrosa.org/2013/09/artificial-gravity-in-space-engineers.html 这个页面]
  
The engine focuses on volumetric objects and structures which are composed from cube-like modules and fitted together on a grid (similar in some aspects to Minecraft). However, there appears to be a more sophisticated take on objects and how they act when force or inertia is exerted on them. Terrain is voxel-based and fully destructible and deformable. First person and 3rd person cameras are supported.
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== 性能 ==
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电脑性能的相关信息可以参考 [http://www.spaceengineersgame.com/performance-advices.html 这个页面]。 虽然可预料硬件计算能力约束着游戏中物体的数量;Alpha测试版本反馈了性能需求的轮廓如下:
  
== Gravity ==
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* 装甲块的性能需求很低。 其他块的需求会略高,尤其是具有某种功能并要用电方块。 换句话说,仅由装甲堆起来的简单母舰的性能要优于具有数百个反应堆,推进器,门和其他物体的母舰。
Information about artificial gravity can be found [http://blog.marekrosa.org/2013/09/artificial-gravity-in-space-engineers.html here].
 
  
== Performance ==
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* 室内灯比射灯性能需求低 (无需生成投影)。
Information about computer performance can be found [http://www.spaceengineersgame.com/performance-advices.html here]. Although it's to be expected, there are some limitations on the amount of objects in a game environment versus computational hardware requirements. Alpha build specifics that impact computer performance are outlined as the following:
 
  
* Armor blocks are cheap on performance. Other block types are a bit more expensive, especially blocks that have some sort of functionality and require electricity. In other words, a simple mother ship made of armor only is better for performance than the same mother ship with hundreds of reactors, thrusters, doors and other objects.
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* 射灯性能需求非常高,应当合理使用。
  
* Interior lights are better than reflector lights (they don’t cast shadows).
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* 正在构件的块 比 已经造好的块 需求更多的性能;因为有更多的几何多边形,对性能更不友好。
  
* Reflector lights are expensive on performance and should be used moderately.
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* 撞击时撞毁、破洞和变形都会影响性能。装甲在这种情况下会消耗更多性能。物体的外形和室内复杂度也会影响性能(比如内挂多架舰载机的航母在装甲地面时需要大量的计算)。
  
* Blocks that are “under development” (they look like scaffolding) – are less performance friendly than fully constructed blocks (they have more polygons and the game can’t do visibility optimizations).
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* 想想一下物体间碰撞点多的话,碰撞时计算量自然多。
  
* Crashes, penetrations and deformations – the performance will depend on the type of objects colliding. Armors do well but other blocks are more expensive. The shape of the object and its interior impacts performance as well (e.g. a group of small ships parked inside a mother ship that crashed to an asteroid will require some heavy computations).
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* 少用小网格制作大船,那会很费性能。尽量用大网格来制作大型舰和建筑。
  
* Think about it this way: when two objects collide, they usually collide at multiple collision points. More collision points mean more computations.
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* 固定静态的网格(空间站,或和体素结合的网格)比动态的飞船网格消耗低得多。
  
* Don’t build mother ships and stations using small blocks. That would be inefficient. Use small blocks for small ships, and large blocks for mother ships and space stations.
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== 引注 ==
 
 
* A static, immovable grid requires a lot less computation that a dynamic space ship grid.
 
 
 
== Other Information ==
 
 
 
[[FAQs]]
 
 
 
[[Media]]
 
 
 
== References ==
 
 
<references/>
 
<references/>
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{{DISPLAYTITLE:关于太空工程师}}

Revision as of 05:00, 18 December 2020

开发宗旨

源自 官方页面:

太空工程师是一款涉及太空作业中工程规划、建造、维护过程的沙盒游戏;玩家可以建造各种不同尺寸和应用功能的飞船和空间站应用于不同的领域(民用或军用);比如驾驶飞船开采陨石带资源。
游戏的真实性立体物理引擎 实现了对游戏中所有物体的组装、拆卸、破坏和消灭

发行日期:2013 年 10 月 23 日 [1] 在Steam抢先版中。

Steam 平台

开发者 Marek Rosa 对选择 Steam 作为早期版本发送平台 的解释:

Steam是一个非常好的发行平台,我们(开发者们)比较关注以下特点:
安装和升级简单
带宽巨大而且不用为此额外支出
多人接口支持
Steam 指引
Steam 创意工坊
这些优点节省了不少时间,使我们能将精力集中在丰富和改良游戏内容上。[2]

VRAGE 图形引擎

太空工程师采用的 VRage 2.0 引擎是由 Keen Software 内部开发的专有图形引擎;起初是为 Miner Wars 2081 及其后续产品提供图形支持。

该引擎实现的是立体物体和结构(由立方体状的模块组成)在网格上的搭建(在某些方面与Minecraft类似);当然,更复杂的表现了物体在受到力或惯性作用时的行为;地形基于体素(方块阵列)形式构建,也支持被破坏和变形;摄像视角则支持第一人称和第三人称。

重力

有关人工重力的内容可以参见 这个页面

性能

电脑性能的相关信息可以参考 这个页面。 虽然可预料硬件计算能力约束着游戏中物体的数量;Alpha测试版本反馈了性能需求的轮廓如下:

  • 装甲块的性能需求很低。 其他块的需求会略高,尤其是具有某种功能并要用电方块。 换句话说,仅由装甲堆起来的简单母舰的性能要优于具有数百个反应堆,推进器,门和其他物体的母舰。
  • 室内灯比射灯性能需求低 (无需生成投影)。
  • 射灯性能需求非常高,应当合理使用。
  • 正在构件的块 比 已经造好的块 需求更多的性能;因为有更多的几何多边形,对性能更不友好。
  • 撞击时撞毁、破洞和变形都会影响性能。装甲在这种情况下会消耗更多性能。物体的外形和室内复杂度也会影响性能(比如内挂多架舰载机的航母在装甲地面时需要大量的计算)。
  • 想想一下物体间碰撞点多的话,碰撞时计算量自然多。
  • 少用小网格制作大船,那会很费性能。尽量用大网格来制作大型舰和建筑。
  • 固定静态的网格(空间站,或和体素结合的网格)比动态的飞船网格消耗低得多。

引注

  1. http://www.spaceengineersgame.com/buy.html
  2. http://forums.keenswh.com/post/show_single_post?pid=1279665219&postcount=20