Crossover: 2014

Chapter 190 Alternative uses of unpopular technologies

Chapter 190 Alternative uses of unpopular technologies

After replying to Eve Carly's email, Lin Hui replied to some emails one after another.

After that, Lin Hui thought of the game engine again.

Although the game engine is very good, the application scenarios are very broad.

But it is "industrial software" after all.

Such software takes a long time to polish.

In short, although forest ash in many games in the past could be carried directly without any scruples.

However, it may not conform to the logic of technological development to directly take out something like a game engine that takes years and months to complete.

Before that, forest ash had to go through a long period of bedding.

But how to enter the direction of the game engine?
Taking the game engine UNITY as an example, the development of this game engine from a single platform to multiple platforms in the previous life can be said to be an extremely long and tortuous process.

This road is obviously not suitable for Lin Hui, Lin Hui's time is too tight.

Lin Hui had an idea, and suddenly thought of something.

It seems like a good choice to enter the game engine from the plug-in.

Does the game engine also have plugins?

That's right, although a game engine is very powerful after it comes out, it can't solve various scenarios like a Swiss army knife.

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

The Ferr2D Terrain Tool that Lin Hui came up with when developing "HILL CLIMB RACING" was actually a plug-in.

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

Besides that, there are many plugins.

Although there are many space-time game engines, there are 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 entry into the game engine's plug-in will not cause any ripples.

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

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

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

The 2021 version of the plug-in is more practical than the 14 plug-in.

What's more, there are a bunch of ready-made plug-ins in Lin Hui's hard drive.

In this case, if Lin Hui wants to enter the game engine's plug-in, he may not be able to fight his way out.

Although the 2021 version of the Ferr2D Terrain Tool plug-in is more practical than the 14-year plug-in, I don't know where it is.

But Lin Hui doesn't intend to cut it. Lin Hui plans to start from easy to difficult, starting with ordinary game plug-ins.

And what kind of plug-in is simple?

The most basic should be plug-ins related to 2D game collision detection.

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

The business objects in the game, such as characters, airplanes, pets, props, etc., are controlled by the user's operation. It is necessary to realize the movement of business objects such as walking on the ground, falling, and not being blocked by terrain, or it is necessary to realize such as In shooting games, bullets and other props and objects fly, hit and other actions, often collide in the game.

Therefore, collision detection is required in 2D games.

For example, simple collision detection can be realized by using flash.

This method mainly depends on whether the two objects overlap when detecting whether two objects collide.

Specifically, by judging whether there is overlap of pixels between two business objects (for example, display objects of people).

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

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

A lot of people have good ideas about detecting collisions.

In this case, it's okay for Lin Hui to create a plug-in for detecting collisions in 2D games as Gray Forest.

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

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

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

This will undoubtedly be the benefit of Lin Hui, a reborn person, with a high probability.

And from Lin Hui's point of view, this 2D game collision detection plug-in is not bad.

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 "not bad" is not from the perspective of "how easy this plug-in is to use".

But from the design style of the plug-in.

This 2D game collision detection plugin has almost no developer's personal style, very simple.

This situation undoubtedly means the feasibility of forest ash handling.

You should know that some projects are not technically complicated.

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

If such projects are moved rashly, it will only cause some troubles.

And now this 2D game collision detection plug-in does not have so much trouble.

Although it is feasible to carry this 2D game collision detection plugin.

But the name or something 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 better name.

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

- CRASH_2D
After that, Lin Hui carefully checked the underlying content involved in this plug-in several times.

Fortunately, this is just a small plug-in, and Lin Hui is very efficient 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 plugin to the plugin library of the Unity game engine.

The plugin library seems to be a product unique to this space and time.

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

This surprised Lin Hui a little.

The plug-ins in the previous life were basically stocked in bulk, not in captivity like they are now.

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

When the performance is not advanced enough, it seems that it can only cultivate user emotions through something similar to the official community.

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

If you change more vests, Lin Hui probably won't be able to tell the difference.

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

Although the vest of Gray Forest has always been used by Lin Hui to develop games.

But it's nothing to develop a game engine now.

Lin Hui had already considered this before.

Many awesome game development companies even handle the game engine when developing games.

As for ordinary game developers, although it is not as outrageous as a single game engine.

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

With GRAY FOREST's current reputation, getting a few game engine plug-ins will not cause any splashes in the eyes of outsiders.

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

Specific to CRASH_2D itself.

It is worth mentioning that if the plug-ins related to the unity game engine have to be subdivided.

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

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

Such plug-ins contain only .NET code and therefore do not have access to any functionality not supported by the .NET library.

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

Therefore, there is little usage difference between managed plugin code and Unity script code.

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

Plugins 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.

CRASH_2D carried by Lin Hui is a hosting plug-in.

This undoubtedly means that the plugin can have better compatibility with Unity.

I believe that such a highly compatible software should have a certain audience even though its technology is not particularly advanced.

Because of setting CRASH_2D as a free plugin.

With little effort, the plugin passed the review.

After passing the audit, it was found that the CRASH_3D plug-in can be found in the free plug-in of the Unity plug-in library within two to three minutes.

As for why this plugin should be set to free?

It is nothing more than relying on free traffic to compete for the user base.

Although the CRASH_2D plugin is free now.

But with a user base, making money in the future will only get twice the result with half the effort.

And using plug-ins to make money is actually secondary.

The point is to prove to the outside world that Lin Hui has the ability to expand, upgrade and transform the game engine with the help of plug-ins.

Thus slowly showing to the outside world that Lin Hui has the strength to enter the field of game engines.

Then find a suitable time to go directly to the game engine.

Compared with plug-ins, the profits are small and small.

When it comes to the game engine, it is the truly vast and boundless "money scene".

Of course, if you look closely, in fact, there is still a chance for Lin Hui to earn 800 million US dollars in the future in terms of plug-ins.

However, human desires are upgraded.

The current Lin Hui is not enough to be satisfied with 800 million US dollars.

What Lin Hui plots is greater opportunities and a wider world.

Even if Lin Hui really relies on plug-ins to make money.

Nor will you make money relying on a 2D game collision detection device.

Although many places in this time and space have short legs.

But it wasn't so depressing that Lin Hui could make money by just taking out a 2D game collision detection plug-in.

After all, like 2D game detection device, this is an indispensable part of many game development.

Games like Thunder Fighter and Snake all involve collision detection.

This space-time 2D collision detection is very mature.

The reason why Lin Hui wants to upload a 2D game collision detection plug-in is precisely because it is simple and mature.

Simple means easy entry;

Sophistication means getting in without attracting attention.

These two points are enough.

For Lin Hui at this stage, entering the game is far more important than making money.

Taking a step back, even if Lin Hui really wants to use the collision detection plug-in to make money, it can only be 3D game collision detection.

It is almost impossible to make money relying on plugins such as 2D game collision detection.

Thinking of 3D game collision detection, Lin Hui suddenly thought of a technology that can make money.

——3D game abnormal collision detection technology.

Lin Hui remembered that when he was in college in his previous life, he applied for a patent on abnormal collision detection in 3D games in order to evaluate scholarships.

Although doing this thing at the beginning meant following the trend.

But in any case, Lin Hui was also busy with this patent in his previous life for a while.

So despite being reborn.

Lin Hui is still impressed by the abnormal collision detection of 3D games.

It is precisely because of this deep impression that it has become a benefit of Lin Hui after his rebirth.

Speaking of which, the 3D game abnormal collision detection technology is very tasteless in the previous life.

But it's a good black technology now.

It is obviously inappropriate to talk about the advancement of technology out of the background of the times.

In the previous life, this technology was just Lin Hui's follow-up.

But now it is firmly at the leading level.

Not only leading the country, but leading the world.

The patent corresponding to the abnormal collision detection technology of 3D games in the previous life was also obtained by Lin Hui when he was a junior in his previous life.

Lin Hui's third year probably corresponds to 2016 in his previous life.

It was just 2014 at this time.

In other words, such a technology that was mediocre or even obsolete in the previous life is now at least one year ahead of the world's advanced technology.

When it comes to purely gaming stuff:

It can be said to be very tempting to be ahead for more than a year.

Game technology changes very quickly.

One year is even enough for some games to iterate through four major versions.

In this case, the 3D game abnormal collision detection technology developed by Lin Hui in his previous life is actually very valuable if it is used today.

It involves "3D game abnormal collision detection technology" although it sounds very high.

But the purpose is actually quite intuitive - anti-cheat.

The principle of anti-cheat has something to do with the mechanism of the collision game.

The collision game is such a mechanism:

The computer generates automatic game objects, starting from one direction on the display interface and following a certain path.

The user controls a game object to move in the opposite direction to the other game objects. When the player controls the game object or the props used to control the game object (such as the gun in the game) collides with other game objects on the display interface, the corresponding Fraction;
Accumulate the points obtained by the user in a collision game to obtain game points, and measure the user's performance in the collision game by the level of the game points.

For example, aircraft shooting games, collision ball games, etc. are all collision games;

And some gun games are more collision games.

Besides that……

All in all, the collision genre is pretty broad.

With collision games so widespread, some smart tech dog will have an idea.

In order to obtain higher game points, the collision game program is modified through auxiliary programs such as plug-ins, so that the game can obtain higher game achievements/points.

Even change some mechanisms in the game, just for stronger game performance.

For example, in a gunfight game, sometimes your bullet hits the enemy but there is no feedback.

It may not be because the enemy has locked blood, but it may just be because the opponent has changed the judging criteria of the collision mechanism through some means.

In this case, the bullets you shoot are considered to be invalid collisions, so that technology players can achieve an effect similar to invincibility.

This is just an example of hacking using the collision mechanism.

In addition, there are also plug-ins such as "Qinggong Water Drifting" that are also fussy about the collision mechanism.

This kind of plug-in developed by using the collision mechanism is generally difficult to completely eliminate, after all, it involves the core mechanism of the game.

(End of this chapter)

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