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pc-games

PC and console game development principles. Engine selection, platform features, optimization strategies.

whodaniel☆ 2 仓库 Stars0 仓库 Forks

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技能说明

PC/Console Game Development

Engine selection and platform-specific principles.


1. Engine Selection

Decision Tree
What are you building?
│
├── 2D Game
│   ├── Open source important? → Godot
│   └── Large team/assets? → Unity
│
├── 3D Game
│   ├── AAA visual quality? → Unreal
│   ├── Cross-platform priority? → Unity
│   └── Indie/open source? → Godot 4
│
└── Specific Needs
    ├── DOTS performance? → Unity
    ├── Nanite/Lumen? → Unreal
    └── Lightweight? → Godot
Comparison
Factor Unity 6 Godot 4 Unreal 5
2D Good Excellent Limited
3D Good Good Excellent
Learning Medium Easy Hard
Cost Revenue share Free 5% after $1M
Team Any Solo-Medium Medium-Large

2. Platform Features

Steam Integration
Feature Purpose
Achievements Player goals
Cloud Saves Cross-device progress
Leaderboards Competition
Workshop User mods
Rich Presence Show in-game status
Console Requirements
Platform Certification
PlayStation TRC compliance
Xbox XR compliance
Nintendo Lotcheck

3. Controller Support

Input Abstraction
Map ACTIONS, not buttons:
- "confirm" → A (Xbox), Cross (PS), B (Nintendo)
- "cancel" → B (Xbox), Circle (PS), A (Nintendo)
Haptic Feedback
Intensity Use
Light UI feedback
Medium Impacts
Heavy Major events

4. Performance Optimization

Profiling First
Engine Tool
Unity Profiler Window
Godot Debugger → Profiler
Unreal Unreal Insights
Common Bottlenecks
Bottleneck Solution
Draw calls Batching, atlases
GC spikes Object pooling
Physics Simpler colliders
Shaders LOD shaders

5. Engine-Specific Principles

Unity 6
  • DOTS for performance-critical systems
  • Burst compiler for hot paths
  • Addressables for asset streaming
Godot 4
  • GDScript for rapid iteration
  • C# for complex logic
  • Signals for decoupling
Unreal 5
  • Blueprint for designers
  • C++ for performance
  • Nanite for high-poly environments
  • Lumen for dynamic lighting

6. Anti-Patterns

❌ Don't ✅ Do
Choose engine by hype Choose by project needs
Ignore platform guidelines Study certification requirements
Hardcode input buttons Abstract to actions
Skip profiling Profile early and often

Remember: Engine is a tool. Master the principles, then adapt to any engine.

使用示例

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来源历史

收录时间
2026-01-20
索引更新时间
2026-01-26
Branch
main

收录与同步日期属于本站记录。源码修改历史请查看来源仓库。

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