Time Travel: 2014

Chapter 261 Supplements to the Game Engine

Does the game engine also have plug-ins?

Yes, although a game engine is very powerful after it comes out, it is not like a Swiss army knife that can solve various scenarios.

At this time, some plug-ins are necessary to supplement the game engine.

When Lin Hui was developing "HILL CLIMB RACING", the Ferr2D Terrain Tool that came to mind was actually a plug-in.

This plug-in is often used to develop maps in 2D scenes.

In addition to this, there are many plugins.

Although there are many game engines in this space-time game, there are also many game engine plug-ins.

Many developers and development companies will tinker with some game engine plug-ins to make the game engine more efficient.

In this case, Lin Hui's plug-in for the game engine will not cause any ripples.

But the question is, can Lin Hui break out of the red sea of ​​game plug-ins?

Of course, Lin Hui has the advantage of having poor information after all.

It is also a plug-in for the game Ferr2D Terrain Tool.

The 2021 version of this plug-in is much more practical than the 2014 plug-in.

Not to mention a bunch of ready-made plug-ins on Lin Hui's hard drive.

In this case, if Lin Hui wants to use the plug-in of the game engine, he may not be able to find a way out.

Although the 2021 version of the Ferr2D Terrain Tool plug-in is much more practical than the 2014 plug-in.

But Lin Hui didn't intend to cut off Hu. Lin Hui planned to start from the easy to the difficult, starting with ordinary game plug-ins.

And what kind of plug-in is simple?

The most basic one should be a plug-in related to collision detection in 2D games.

In 2D games, there is usually simulated gravity and the presence of obstacles.

Business objects in the game, such as characters, airplanes, pets, props and items, etc., are controlled by the user's operations. They need to be able to move the business objects by walking on the ground, falling, or being blocked by terrain, or they need to be implemented such as Bullets and other props in shooting games often collide in the game due to their flying and hitting actions.

Therefore, collision detection is required in 2D games.

For example, simple collision detection can be implemented using flash.

This method detects whether two objects collide mainly by whether they overlap.

Specifically, it is determined whether there is an overlap of pixels between two business objects (such as a display object of a character).

If there is, then it is judged that the two business objects collided; if not, then it is judged that the two business objects did not collide.

In addition to this method there are many ways to detect collisions.

Many people have good ideas about detecting collisions.

In this case, it would be okay for Lin Hui to use his identity as GRAY FOREST to create a plug-in for detecting collisions in 2D games.

Lin Hui rummaged around in the ThinkPad from his previous life for a while.

It took almost no effort to find a plug-in for 2D game collision detection in the unity game engine.

This plug-in existed in the past life, but does not exist in this time and space.

This will undoubtedly be a benefit to Lin Hui, a reborn person.

And from Lin Hui’s perspective, this 2D game collision detection plug-in is pretty good.

This collision detection plug-in is indeed much easier to use than the collision detection device that comes with the Unity game engine.

But in fact, the functional difference between the two is not very big.

The reason why Lin Hui said that this 2D game collision detection plug-in is "pretty good" is not from the perspective of "how useful this plug-in is."

It’s about the design style of the plug-in.

This 2D game collision detection plug-in has almost no personal style of the developer and is very simple.

This situation undoubtedly implies the feasibility of forest ash removal.

You should know that some projects are not technically complex.

However, due to the extremely strong personal style of developers, it is actually difficult to move such projects.

Moving such items hastily will only cause some trouble.

As for now, this 2D game collision detection plug-in is not that troublesome.

Although it is feasible to port this 2D game collision detection plug-in.

But the name still needs to be changed.

Lin Hui is a veteran named waste.

After thinking hard for a long time, Lin Hui couldn't think of a more impressive name.

Lin Hui simply gave this plug-in a decent name:

——CRASH_2D

After that, Lin Hui carefully checked the underlying content involved in this plug-in several times.

Fortunately, this is only a small plug-in, and Lin Hui is very efficient at work and active in thinking.

So it’s not very laborious to check.

After confirming that there is no hidden danger of collision.

Lin Hui uploaded the CRASH_2D plug-in to the plug-in library of the Unity game engine.

The plug-in library seems to be a unique product of this time and space.

Different from the situation of looking for plug-ins everywhere in the previous life, Unity in this time and space also has an official plug-in library.

This surprised Lin Hui a little.

Plug-ins in previous lives were basically kept in bulk, rather than in captivity like now.

As for why Unity has such a plug-in library?

When the performance is not advanced enough, it seems that user emotions can only be cultivated through things like the official community.

When uploading the CRASH_2D plug-in, Lin Hui used the identity GRAY FOREST instead of changing to a new vest.

If he changes to more vests, Lin Hui may even be unable to tell the difference.

Moreover, the previous turmoil on Weibo that started for no reason and ended inexplicably has proved that too many vests is not a good thing.

Although the GRAY FOREST vest has always been used by Lin Hui to develop games.

But it’s okay to develop a game engine now.

Lin Hui had already considered this before.

Many awesome game development companies even handle game engines when developing games.

As for ordinary game developers, although they are not as outrageous as just using a game engine.

But it is not impossible for some awesome game developers to develop some game engine plug-ins when using game engines to develop games.

With the current reputation of GRAY FOREST, easily getting a few game engine plug-ins would not make any splash in the eyes of outsiders.

Not only will this move not arouse doubts from the outside world, but it is also likely to gain Lin Hui a new round of praise.

Specifically to CRASH_2D itself.

It is worth mentioning that if plug-ins involving the unity game engine must be subdivided.

In fact, it can be subdivided into two types, one is hosted plug-ins and the other is native plug-ins.

Managed plug-ins use managed .NET assemblies created by tools such as Visual Studio.

Such plugins only contain .NET code and therefore cannot access any functionality not supported by the .NET libraries.

However, because the standard .NET tools used by Unity can access managed code to compile scripts.

Therefore, there are almost no usage differences between managed plug-in code and Unity script code.

In contrast to hosted plugins, native plugins are platform-specific native code libraries.

Plug-ins provide access to functionality such as operating system calls and third-party code libraries.

Objectively speaking, managed plug-ins are more compatible with Unity than native plug-ins.

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