Overwatch Gameplay Architecture and Netcode
推荐理由
This Overwatch GDC talk is the best breakdown/example of data-oriented ECS in a AAA game that I know of
强烈推荐Bekwnn · 原文
说明
这是2019年由GDC Festival of Gaming发布的一部演讲,主题归在Game programming & engines。它讲的是game architecture and netcode这一支里的具体问题,而不是把整个领域扫一遍。适合已经能看懂基本术语、想继续往下走的人。内容上可以概括成:Blizzard's Timothy Ford explains in this 2017 GDC session how Overwatch uses an Entity Component System architecture for layered gameplay. He also covers its server-authoritative netcode with client-side prediction and how they keep the game responsive and fair.这些读者给出的理由,核心是:HN treats it as the best real-world AAA example of ECS and game netcode, and cites it constantly in discussions of data-oriented design.讲法不绑某一条新闻,过几年仍然可以当材料看。从2019年到2025年,有16位不同的读者在10个不同月份把它推荐出来,其中明确叫别人去看的有6次。适合一次性看完。讲者把一个判断讲透,演示是在给这个判断配例子。如果已经会了基本定义,就把注意力放在它怎么把game architecture and netcode变成能跟着复述的例子。
视频信息
- 频道
- GDC Festival of Gaming
- 时长
- 1 小时 4 分
- 发布年份
- 2019
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