Crossover: 2014
Chapter 188 Opening up a New Era
Chapter 188 Opening up a New Era
It was past seven in the morning on the 25th, BJ time.
Lin Hui woke up from his sleep, and there was still the sound of pattering rain outside the window.
Looking at the scene in the courtyard, it seemed that it had been raining all night.
At this time, the rain was still falling, and in a short time, it seemed that the rain was not about to stop.
Not surprisingly, June is a rainy month.
The continuous rain made Lin Hui suddenly think of grandpa for some reason.
Lin Hui remembered encountering this kind of endless rain with his grandfather before.
The old people can't help but say something like "the dragon travels in the rain, and the tiger travels in the wind".
Speaking of which, Lin Hui hasn't visited his grandfather since he was reborn.
Lin Hui suddenly felt that he should spend more time with his elders when he had time.
Even though the information of the previous life is very precious, it should be used in time.
But the truths passed on by the elderly are equally precious, and often have a value beyond time.
In short, Lin Hui felt that it would be beneficial to listen to the teachings of the elders more often.
And no matter how much money you earn, no matter how great your achievements are, what's the use when facing life and death?
It cannot be said that it is useless at all, but the effect is often extremely limited.
It is the biggest regret that the son wants to support but does not wait for the relatives.
Lin Hui silently kept the matter of "spending more time with his family" in his heart.
After waking up, Lin Hui made a hearty breakfast.
Because Lin Hui's parents are often not at home.
Routine skills such as cooking and cooking have already been fully ordered by Lin Hui.
A breakfast or something is so easy for Lin Hui.
After eating, Lin Hui entered the working mode again.
It's work, but in fact, this is Lin Hui's most leisurely day since June 6th.
Basically not responsible for the specific development or maintenance of the software.
Just reply to the email.
The more eye-catching super/level/cell/cell in the email is an email from the company.
The reason why it stands out is because the company sent too many emails to Lin Hui.
While Lin Hui was sleeping, this company actually sent Lin Hui more than ten emails back and forth.
It seemed that Lin Hui was afraid that it would be troublesome to read foreign languages, so some of the emails he sent later turned out to be entirely in Chinese.
Um, are you so careful?
Although the words and sentences used in these Chinese emails sent by super/level/cell/cell are really not flattering.
But it’s better than Apple’s arrogance that the whole world speaks English from the beginning to the end.
Lin Hui took a rough look at the information written in these emails sent by the super/level/cell/cell.
It is mainly to discuss with Lin Hui some details of the signing of the formal contract, such as the time when the contract is officially signed.
Basically, they are all procedural things, and there are not many changes involving temporary decisions.
Although these emails are very programmatic, Lin Hui didn't get nothing.
At least through these emails, Lin Hui can know one thing:
That is when it comes to the transfer of the game "HILL CLIMB RACING", the super/level/cell/cell company is more anxious than Lin Hui himself.
Of course Lin Hui knew the reason.
In fact, Lin Hui knew the clues from the super/level/cell/cell's purchase price of nearly 1.1 million US dollars for the game "HILL CLIMB RACING".
The super/level/cell/cell company's acquisition of the game "HILL CLIMB RACING" is a ulterior motive.
They are interested in some development techniques or development techniques used in the game "HILL CLIMB RACING".
Although Lin Hui has done a lot of work on game security before.
But if one of the top game development companies in the world like Super/Super/Cell/Cell really wants to concentrate on research.
It is certain that you can get a glimpse of the techniques used in the development of Linhui in the subtleties.
Although Lin Hui wanted to avoid the situation that "one step ahead is a pioneer, and two steps ahead is a martyr".
The technology used in specific game development has been very restrained.
But judging from the current performance of super/level/cell/cell, these not very advanced technologies are still very attractive to game developers in this era.
It's just some technologies that are about half a year ahead of this time and space.
It will benefit Lin Hui a lot.
It seems that this leek can cut a lot of stubble.
And it's not just as simple as cutting leeks.
In terms of game engines, Lin Hui's advantages are the real crushing advantages.
What can you do with an advantage in game engines?
Cut Hu a few games?
Of course, in theory, many games can be intercepted.
Many games such as Pesticide and Yuanshen are developed based on Unity4 or the version after Unity4.
Maybe these game companies are really willing to spend a year and a half to come up with similar games.
But without a game engine, even if you want to develop a game, it means wading through mountains and rivers.
Although some cash cows Lin Hui will not let go.
But if such a good opportunity is just to cut off a few games, the pattern is obviously small.
Although generally understood, the game engine is a series of work suites to improve the efficiency of game development, and manage the screen performance and interaction logic of the game.
But at a deeper level, the essence of a game engine is industrial software.
The potential involved with industrial software is often enormous.
That is to say, although in the eyes of ordinary people, the game engine can only develop games.
But it's much more than that.
An excellent game engine can do more than just games.
Among other things, first of all animation can be produced based on the game engine.
Now the main method in animation production in this time and space is the "key frame" method.
That is, the production staff uses drawing/modeling tools to complete all the key frames in the cartoon one by one.
Then the computer automatically adds intermediate frames and renders offline to form animation works.
A 45-minute anime film with 8 frames (calculated at 30 frames per second)
A conservative estimate is that there are 5000 key frames in the [-] frames.
If every character and prop in every key frame needs to be manually set by the artist, the workload involved will undoubtedly be huge.
And this is the mainstream method used in most animation productions in 2014.
From the perspective of forest ash, the efficiency of this production method is very low, the cost is high, and the production cycle is long.
Although the use of motion capture devices in some scenes can save this trouble to a certain extent.
But the motion capture device is expensive and not suitable for popularization.
Besides, not everyone who intends to do animation can afford this kind of thing.
In the introduction of the game engine for animation production.
This situation can be alleviated.
Even many game companies in later generations can use game engines to make good animation promotional videos.
So much so that there is a saying similar to doing propaganda with your heart and playing games with your feet.
Specifically, it is not complicated to use a game engine to develop animation.
Although Lin Hui has never practiced it, he has never eaten pork but has seen pigs running.
If you use a game engine to build animation, you also need to use keyframes.
But when it comes to keyframes, you only need to establish the keyframes of each element.
There is no need to establish all keyframes.
Although when it comes to finding the keyframes that cover the elements, the actual operation stage must additionally include the element modeling stage.
But it's not a big problem.
The element modeling stage includes establishing static models and basic actions of elements such as characters and props.
Generally speaking, all movements are divided into two categories, namely basic movements and compound movements.
Among them, the basic action refers to the action that cannot be combined with other actions, and the basic action must be established by the artist during the modeling stage;
Compound movements are movements that can be combined with basic movements.
With the help of a good game engine, compound motions don't need to be created by an artist at all.
It can be quickly and freely combined by the operator during the shooting stage.
Of course, the tools used to create the basic movements are still traditional modeling software.
For example: Maya, 3DS Max, Photoshop, Flash, etc...
Although one more process is a bit troublesome.
But be aware that the keyframes that cover each element typically represent only 10% of all keyframes in an animation.
In this case, although the workload involved in introducing a game engine to make animation to some extent is still not 90% less than the current traditional technology.
But 70%~80% should still be available.
In this case, it can be said that some technologies involved in traditional animation development have been greatly reduced.
It is of great significance to introduce the game engine into animation development.
And the fuss about keyframes that Lin Hui thought of is not very advanced.
It's not that Lin Hui couldn't think of more advanced technology.
It's just that everything has to be done step by step, and it's enough to be one and a half generations ahead of this era.
Leading too much hastily is likely to be questioned technically.
And how can you happily kill leeks if you lead too much?
In a short period of time, making a fuss about keyframes is already a great improvement.
Compared with the mainstream animation development technology in this time and space, this method is more flexible and faster, with high production efficiency, low production cost and high picture quality.
If this technology can really be available.
Animation production in this time and space will also bring a brand new revolution.
Participating in animation production is just a very trivial job of the game engine.
Game engines can also be beneficial for many algorithmic problems.
When the algorithm meets the game engine, it is likely to create another new possibility.
Problems such as SLAM modeling can get some help through game engines.
SLAM refers to putting a robot into an unknown location in an unknown environment
Is there a way for the robot to draw a complete map of the environment step by step?
At the same time, it decides which direction the robot should go.
The sweeping robot is a very typical SLAM problem.
Although sweeping robots are not very eye-catching, the market involved is not small.
With the help of the later version of the game engine, the earth coordinate system can be converted into a space Cartesian coordinate system, and the eccentricity and auxiliary coefficient can be calculated;
Obtain the relationship function between the space Cartesian coordinate system and the meridian plane Cartesian coordinate system;
According to the eccentricity and auxiliary coefficients, the geographic coordinate conversion equation is constructed, and the relationship function is input into the conversion equation to obtain the geographic coordinate conversion result;
Input the geographic coordinate conversion result into the game engine to complete the use of the geographic coordinates of the [-]D scene in the game engine.
What is the use of doing this?
Can help with nautical and aeronautical charts.
Mercator projection coordinates are commonly used in traditional nautical and aeronautical charts.
The Mercator projection has the characteristic of equal expansion in all directions, maintaining the correct direction and mutual positional relationship.
However, this projection coordinate is always a two-dimensional coordinate, and when it is placed in a three-dimensional space scene, there are inevitably some problems.
The sphere of the earth is an ellipsoid with different semi-axes. When projected onto a plane, deformation will inevitably occur.
Although there is no deformation at the reference latitude, the deformation gradually increases from the reference latitude to the poles.
In a three-dimensional space scene, when the viewing angle lens is close to the ground, the position of the model can be kept correct, but when the lens is far away, the farther the position is from the reference point at high latitudes, the greater the offset distance is, which is different from the real geographical position. The greater the deviation of information.
In order to adjust the deviation, the projection must be recalculated at different scale levels, which increases the computational consumption.
If you use the game engine to build related scenes, you don't need to be so troublesome at all.
At the same time, the fundamental problems of geographic shape deformation and position deviation caused by projected coordinates can be easily avoided.
In this way, it is undoubtedly helpful to use the game engine to model some military scenes.
Of course this is just an example.
The real use of game engines for the military certainly doesn't stop there.
It is also entirely feasible to assist in the work of some sensors related to positioning.
At least theoretically possible.
These are just some examples of game engine applications.
In the case of poor past life information.
For Lin Hui, it seems that it is easy to usher in a new era.
Of course, all of this depends on the rapid technological change of the software/game industry in the previous life.
So that facing the mainstream game developers in this time and space.
Although Lin Hui only has seven years of information advantage.
But these information advantages are enough to make Lin Hui win.
(End of this chapter)
It was past seven in the morning on the 25th, BJ time.
Lin Hui woke up from his sleep, and there was still the sound of pattering rain outside the window.
Looking at the scene in the courtyard, it seemed that it had been raining all night.
At this time, the rain was still falling, and in a short time, it seemed that the rain was not about to stop.
Not surprisingly, June is a rainy month.
The continuous rain made Lin Hui suddenly think of grandpa for some reason.
Lin Hui remembered encountering this kind of endless rain with his grandfather before.
The old people can't help but say something like "the dragon travels in the rain, and the tiger travels in the wind".
Speaking of which, Lin Hui hasn't visited his grandfather since he was reborn.
Lin Hui suddenly felt that he should spend more time with his elders when he had time.
Even though the information of the previous life is very precious, it should be used in time.
But the truths passed on by the elderly are equally precious, and often have a value beyond time.
In short, Lin Hui felt that it would be beneficial to listen to the teachings of the elders more often.
And no matter how much money you earn, no matter how great your achievements are, what's the use when facing life and death?
It cannot be said that it is useless at all, but the effect is often extremely limited.
It is the biggest regret that the son wants to support but does not wait for the relatives.
Lin Hui silently kept the matter of "spending more time with his family" in his heart.
After waking up, Lin Hui made a hearty breakfast.
Because Lin Hui's parents are often not at home.
Routine skills such as cooking and cooking have already been fully ordered by Lin Hui.
A breakfast or something is so easy for Lin Hui.
After eating, Lin Hui entered the working mode again.
It's work, but in fact, this is Lin Hui's most leisurely day since June 6th.
Basically not responsible for the specific development or maintenance of the software.
Just reply to the email.
The more eye-catching super/level/cell/cell in the email is an email from the company.
The reason why it stands out is because the company sent too many emails to Lin Hui.
While Lin Hui was sleeping, this company actually sent Lin Hui more than ten emails back and forth.
It seemed that Lin Hui was afraid that it would be troublesome to read foreign languages, so some of the emails he sent later turned out to be entirely in Chinese.
Um, are you so careful?
Although the words and sentences used in these Chinese emails sent by super/level/cell/cell are really not flattering.
But it’s better than Apple’s arrogance that the whole world speaks English from the beginning to the end.
Lin Hui took a rough look at the information written in these emails sent by the super/level/cell/cell.
It is mainly to discuss with Lin Hui some details of the signing of the formal contract, such as the time when the contract is officially signed.
Basically, they are all procedural things, and there are not many changes involving temporary decisions.
Although these emails are very programmatic, Lin Hui didn't get nothing.
At least through these emails, Lin Hui can know one thing:
That is when it comes to the transfer of the game "HILL CLIMB RACING", the super/level/cell/cell company is more anxious than Lin Hui himself.
Of course Lin Hui knew the reason.
In fact, Lin Hui knew the clues from the super/level/cell/cell's purchase price of nearly 1.1 million US dollars for the game "HILL CLIMB RACING".
The super/level/cell/cell company's acquisition of the game "HILL CLIMB RACING" is a ulterior motive.
They are interested in some development techniques or development techniques used in the game "HILL CLIMB RACING".
Although Lin Hui has done a lot of work on game security before.
But if one of the top game development companies in the world like Super/Super/Cell/Cell really wants to concentrate on research.
It is certain that you can get a glimpse of the techniques used in the development of Linhui in the subtleties.
Although Lin Hui wanted to avoid the situation that "one step ahead is a pioneer, and two steps ahead is a martyr".
The technology used in specific game development has been very restrained.
But judging from the current performance of super/level/cell/cell, these not very advanced technologies are still very attractive to game developers in this era.
It's just some technologies that are about half a year ahead of this time and space.
It will benefit Lin Hui a lot.
It seems that this leek can cut a lot of stubble.
And it's not just as simple as cutting leeks.
In terms of game engines, Lin Hui's advantages are the real crushing advantages.
What can you do with an advantage in game engines?
Cut Hu a few games?
Of course, in theory, many games can be intercepted.
Many games such as Pesticide and Yuanshen are developed based on Unity4 or the version after Unity4.
Maybe these game companies are really willing to spend a year and a half to come up with similar games.
But without a game engine, even if you want to develop a game, it means wading through mountains and rivers.
Although some cash cows Lin Hui will not let go.
But if such a good opportunity is just to cut off a few games, the pattern is obviously small.
Although generally understood, the game engine is a series of work suites to improve the efficiency of game development, and manage the screen performance and interaction logic of the game.
But at a deeper level, the essence of a game engine is industrial software.
The potential involved with industrial software is often enormous.
That is to say, although in the eyes of ordinary people, the game engine can only develop games.
But it's much more than that.
An excellent game engine can do more than just games.
Among other things, first of all animation can be produced based on the game engine.
Now the main method in animation production in this time and space is the "key frame" method.
That is, the production staff uses drawing/modeling tools to complete all the key frames in the cartoon one by one.
Then the computer automatically adds intermediate frames and renders offline to form animation works.
A 45-minute anime film with 8 frames (calculated at 30 frames per second)
A conservative estimate is that there are 5000 key frames in the [-] frames.
If every character and prop in every key frame needs to be manually set by the artist, the workload involved will undoubtedly be huge.
And this is the mainstream method used in most animation productions in 2014.
From the perspective of forest ash, the efficiency of this production method is very low, the cost is high, and the production cycle is long.
Although the use of motion capture devices in some scenes can save this trouble to a certain extent.
But the motion capture device is expensive and not suitable for popularization.
Besides, not everyone who intends to do animation can afford this kind of thing.
In the introduction of the game engine for animation production.
This situation can be alleviated.
Even many game companies in later generations can use game engines to make good animation promotional videos.
So much so that there is a saying similar to doing propaganda with your heart and playing games with your feet.
Specifically, it is not complicated to use a game engine to develop animation.
Although Lin Hui has never practiced it, he has never eaten pork but has seen pigs running.
If you use a game engine to build animation, you also need to use keyframes.
But when it comes to keyframes, you only need to establish the keyframes of each element.
There is no need to establish all keyframes.
Although when it comes to finding the keyframes that cover the elements, the actual operation stage must additionally include the element modeling stage.
But it's not a big problem.
The element modeling stage includes establishing static models and basic actions of elements such as characters and props.
Generally speaking, all movements are divided into two categories, namely basic movements and compound movements.
Among them, the basic action refers to the action that cannot be combined with other actions, and the basic action must be established by the artist during the modeling stage;
Compound movements are movements that can be combined with basic movements.
With the help of a good game engine, compound motions don't need to be created by an artist at all.
It can be quickly and freely combined by the operator during the shooting stage.
Of course, the tools used to create the basic movements are still traditional modeling software.
For example: Maya, 3DS Max, Photoshop, Flash, etc...
Although one more process is a bit troublesome.
But be aware that the keyframes that cover each element typically represent only 10% of all keyframes in an animation.
In this case, although the workload involved in introducing a game engine to make animation to some extent is still not 90% less than the current traditional technology.
But 70%~80% should still be available.
In this case, it can be said that some technologies involved in traditional animation development have been greatly reduced.
It is of great significance to introduce the game engine into animation development.
And the fuss about keyframes that Lin Hui thought of is not very advanced.
It's not that Lin Hui couldn't think of more advanced technology.
It's just that everything has to be done step by step, and it's enough to be one and a half generations ahead of this era.
Leading too much hastily is likely to be questioned technically.
And how can you happily kill leeks if you lead too much?
In a short period of time, making a fuss about keyframes is already a great improvement.
Compared with the mainstream animation development technology in this time and space, this method is more flexible and faster, with high production efficiency, low production cost and high picture quality.
If this technology can really be available.
Animation production in this time and space will also bring a brand new revolution.
Participating in animation production is just a very trivial job of the game engine.
Game engines can also be beneficial for many algorithmic problems.
When the algorithm meets the game engine, it is likely to create another new possibility.
Problems such as SLAM modeling can get some help through game engines.
SLAM refers to putting a robot into an unknown location in an unknown environment
Is there a way for the robot to draw a complete map of the environment step by step?
At the same time, it decides which direction the robot should go.
The sweeping robot is a very typical SLAM problem.
Although sweeping robots are not very eye-catching, the market involved is not small.
With the help of the later version of the game engine, the earth coordinate system can be converted into a space Cartesian coordinate system, and the eccentricity and auxiliary coefficient can be calculated;
Obtain the relationship function between the space Cartesian coordinate system and the meridian plane Cartesian coordinate system;
According to the eccentricity and auxiliary coefficients, the geographic coordinate conversion equation is constructed, and the relationship function is input into the conversion equation to obtain the geographic coordinate conversion result;
Input the geographic coordinate conversion result into the game engine to complete the use of the geographic coordinates of the [-]D scene in the game engine.
What is the use of doing this?
Can help with nautical and aeronautical charts.
Mercator projection coordinates are commonly used in traditional nautical and aeronautical charts.
The Mercator projection has the characteristic of equal expansion in all directions, maintaining the correct direction and mutual positional relationship.
However, this projection coordinate is always a two-dimensional coordinate, and when it is placed in a three-dimensional space scene, there are inevitably some problems.
The sphere of the earth is an ellipsoid with different semi-axes. When projected onto a plane, deformation will inevitably occur.
Although there is no deformation at the reference latitude, the deformation gradually increases from the reference latitude to the poles.
In a three-dimensional space scene, when the viewing angle lens is close to the ground, the position of the model can be kept correct, but when the lens is far away, the farther the position is from the reference point at high latitudes, the greater the offset distance is, which is different from the real geographical position. The greater the deviation of information.
In order to adjust the deviation, the projection must be recalculated at different scale levels, which increases the computational consumption.
If you use the game engine to build related scenes, you don't need to be so troublesome at all.
At the same time, the fundamental problems of geographic shape deformation and position deviation caused by projected coordinates can be easily avoided.
In this way, it is undoubtedly helpful to use the game engine to model some military scenes.
Of course this is just an example.
The real use of game engines for the military certainly doesn't stop there.
It is also entirely feasible to assist in the work of some sensors related to positioning.
At least theoretically possible.
These are just some examples of game engine applications.
In the case of poor past life information.
For Lin Hui, it seems that it is easy to usher in a new era.
Of course, all of this depends on the rapid technological change of the software/game industry in the previous life.
So that facing the mainstream game developers in this time and space.
Although Lin Hui only has seven years of information advantage.
But these information advantages are enough to make Lin Hui win.
(End of this chapter)
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