{"title":"基于Unity3D的轻量级RPG游戏辅助开发框架","authors":"Bo Zhang, Huiping Shi, Xinyu Wang","doi":"10.1002/cav.2206","DOIUrl":null,"url":null,"abstract":"<p>With the growing prevalence of virtual reality technology across industries like cinema, video animation, and gaming, game developers must cater to a wider range of players. Game engines serve as middleware, reducing the time spent on coding and improving productivity for creating video games. While mainstream game engines offer a plethora of customization options, certain developers may find themselves limited when it comes to controlling specific aspects of the game. Due to the lack of built-in functionality in current game engines like Unity and Unreal, the author developed TRPGFramework, a lightweight framework based on Unity3D, to address some of these problems. The game framework consists of two main parts: ZGamework (overall framework) and BGamework (game-specific framework). To enhance performance, scalability, and code reusability in the game development process, the entity-component-system structure is implemented. This approach increases maintainability and makes the code clearer, easier to expand, and debuggable. By creating a simple 2D RPG game for performance testing, we confirmed that the framework significantly improves code reusability and modularity, resulting in faster development time and increased efficiency for interactive applications and games. This framework is particularly useful for creating real-time combat role-playing games, which are some of the most complex games available today. Using entity-component-system principles, we developed a buff system and unit controller optimized to allow hundreds of intelligent units to fight on the same screen or thousands of non-intelligent units to fight simultaneously.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2023-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.2206","citationCount":"0","resultStr":"{\"title\":\"An auxiliary development framework for lightweight RPG games based on Unity3D\",\"authors\":\"Bo Zhang, Huiping Shi, Xinyu Wang\",\"doi\":\"10.1002/cav.2206\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>With the growing prevalence of virtual reality technology across industries like cinema, video animation, and gaming, game developers must cater to a wider range of players. Game engines serve as middleware, reducing the time spent on coding and improving productivity for creating video games. While mainstream game engines offer a plethora of customization options, certain developers may find themselves limited when it comes to controlling specific aspects of the game. Due to the lack of built-in functionality in current game engines like Unity and Unreal, the author developed TRPGFramework, a lightweight framework based on Unity3D, to address some of these problems. The game framework consists of two main parts: ZGamework (overall framework) and BGamework (game-specific framework). To enhance performance, scalability, and code reusability in the game development process, the entity-component-system structure is implemented. This approach increases maintainability and makes the code clearer, easier to expand, and debuggable. By creating a simple 2D RPG game for performance testing, we confirmed that the framework significantly improves code reusability and modularity, resulting in faster development time and increased efficiency for interactive applications and games. This framework is particularly useful for creating real-time combat role-playing games, which are some of the most complex games available today. Using entity-component-system principles, we developed a buff system and unit controller optimized to allow hundreds of intelligent units to fight on the same screen or thousands of non-intelligent units to fight simultaneously.</p>\",\"PeriodicalId\":50645,\"journal\":{\"name\":\"Computer Animation and Virtual Worlds\",\"volume\":\"35 1\",\"pages\":\"\"},\"PeriodicalIF\":0.9000,\"publicationDate\":\"2023-08-31\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.2206\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Animation and Virtual Worlds\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/cav.2206\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2206","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
An auxiliary development framework for lightweight RPG games based on Unity3D
With the growing prevalence of virtual reality technology across industries like cinema, video animation, and gaming, game developers must cater to a wider range of players. Game engines serve as middleware, reducing the time spent on coding and improving productivity for creating video games. While mainstream game engines offer a plethora of customization options, certain developers may find themselves limited when it comes to controlling specific aspects of the game. Due to the lack of built-in functionality in current game engines like Unity and Unreal, the author developed TRPGFramework, a lightweight framework based on Unity3D, to address some of these problems. The game framework consists of two main parts: ZGamework (overall framework) and BGamework (game-specific framework). To enhance performance, scalability, and code reusability in the game development process, the entity-component-system structure is implemented. This approach increases maintainability and makes the code clearer, easier to expand, and debuggable. By creating a simple 2D RPG game for performance testing, we confirmed that the framework significantly improves code reusability and modularity, resulting in faster development time and increased efficiency for interactive applications and games. This framework is particularly useful for creating real-time combat role-playing games, which are some of the most complex games available today. Using entity-component-system principles, we developed a buff system and unit controller optimized to allow hundreds of intelligent units to fight on the same screen or thousands of non-intelligent units to fight simultaneously.
期刊介绍:
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.