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博客园 - sun_dust_shadow

(翻译) 延迟补偿方法的协议设计与优化 Latency Compensating Methods in Client/Server In-game Protocol Design and Optimization (翻译) Dota2 Random Distribution Dota2中的随机分布 (读书笔记)平衡掌控者 [瞄准辅助] 实现一种柔和平滑的瞄准辅助 (个人思考)实现游戏GAS系统中的Tag (翻译) Efficiency Tips on Switching Spaces and Transformation Matrices in Unity (翻译) V Rising's Animation Layering in Unity (翻译 unity2020.1) Understanding the managed heap (UnityEditor Tool) 语音控制unity editor暂停和播放 (翻译 ue gas) Gameplay Ability 总结 Overwatch Gameplay Architecture and Netcode 守望先锋的游戏架构与网络代码 (翻译 ) Source Multiplayer Networking Source引擎的多人网路系统 (翻译 gafferongames) Networked Physics in Virtual Reality VR中的网络物理 Topdown游戏中Input朝向的转化 (翻译 gafferongames) Client Server Connection 客户端服务器连接 (翻译 gafferongames)Reliable Ordered Messages 可靠有序消息 (翻译 gafferongames) Sending Large Blocks of Data 发送大块数据 (翻译 gafferongames) Packet Fragmentation and Reassembly 数据包分片与重组 游戏中Shotgun(喷子)发射子弹的实现
(个人思考)游戏技能的实现 - sun_dust_shadow
sun_dust_sha · 2025-10-19 · via 博客园 - sun_dust_shadow
游戏技能实现的三种方式: 1.类似UE中GAS的方式,统一为Ability,并且不处理任何数据逻辑。 https://github.com/No78Vino/gameplay-ability-system-for-unity 2.类似双影其境那种, 简单直观,每个Ability都是独立处理响应、行为