PDG与游戏研发 | 第2节PDG for Indie Gamedev | Section 2

PDG与游戏研发 | 第2节PDG for Indie Gamedev | Section 2

In section 2 we are going to focus on getting our development environment set up so we can then move onto building our procedural system with TOP’s and PDG. If you are familiar with Installing Houdini and the Houdini Engine, you can skip those particular lectures, but it is highly recommended to watch from the “Creating Our First Top Network” lecture and all lectures after that.This lesson is part of a larger collection of tutorials which you can access here along with project files:
在第2部分中,我们将重点关注如何建立我们的开发环境,以便我们可以继续使用TOP和PDG构建我们的程序系统。如果您熟悉安装Houdini和Houdini引擎,您可以跳过这些特定的讲座,但强烈建议您观看“创建我们的第一个顶级网络”讲座和之后的所有讲座。本课程是大型系列的一部分您可以在此处访问的教程以及项目文件:

For those users who are new to Houdini, it is very important to know how to get the latest version of Houdini for this course. We will look at where to get the latest Daily build from the Side FX website.This lesson is part of a larger collection of tutorials which you can access here along with project files:
对于那些刚接触Houdini的用户,了解如何获得最新版本的Houdini非常重要。我们将从Side FX网站查看从哪里获取最新的每日构建。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

Now that we have downloaded the latest build let’s take a look at installing it. This will walk us through the installation process as well as show us how to make sure we have the Houdini Engine plugin as well.This lesson is part of a larger collection of tutorials which you can access here along with project files:
现在我们已经下载了最新版本,让我们看一下安装它。这将引导我们完成安装过程,并向我们展示如何确保我们还拥有Houdini Engine插件。本课程是更多教程集的一部分,您可以在此处访问这些教程以及项目文件:

With Houdini up and running, let’s get ourselves organized by creating a Houdini Project. This is very important when working with PDG and TOP’s as we will be generating a lot of files. So we should make it easy for us to manage all those files, by creating a project directory structure.This lesson is part of a larger collection of tutorials which you can access here along with project files:
随着Houdini的启动和运行,让我们通过创建Houdini项目来组织自己。这在使用PDG和TOP时非常重要,因为我们将生成大量文件。因此,我们应该通过创建项目目录结构来轻松管理所有这些文件。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

Now the real fun begins! We are going to create our first TOP network! This lecture will show you the ultimate basics of using TOP’s. It is meant to give you a gentle introduction to how the nodes works, how the data works, and the overall workflow of using TOPs.This lesson is part of a larger collection of tutorials which you can access here along with project files:
现在真正的乐趣开始了!我们将打造我们的第一个TOP网络!本讲座将向您展示使用TOP的最终基础知识。它旨在向您简要介绍节点的工作方式,数据的工作方式以及使用TOP的整体工作流程。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

With the general concept of a TOP network out of the way let’s take a look at one of the more important TOP nodes we will be using throughout this course. The HDA processor allows us to plug in HDA functionality to process incoming geometry. This is super powerful when it comes to developing a Procedural level systems as it gives us a way to create tons of functionality with just a single TOP network.This lesson is part of a larger collection of tutorials which you can access here along with project files:
通过TOP网络的一般概念,让我们来看看我们将在本课程中使用的一个更重要的TOP节点。 HDA处理器允许我们插入HDA功能来处理传入的几何体。这对于开发一个程序级系统来说是非常强大的,因为它为我们提供了一种只需一个TOP网络即可创建大量功能的方法。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

If you have been following along so far, you might have noticed that we cannot see the results of the TOP nodes after they cook. While they are producing geometry, it would be nice to see the results, on a per node basis, after each node cooks. In this lecture we will learn how to do just that.This lesson is part of a larger collection of tutorials which you can access here along with project files:
如果您一直关注到目前为止,您可能已经注意到我们在烹饪后无法看到TOP节点的结果。虽然它们正在生成几何体,但在每个节点烹饪之后,在每个节点的基础上查看结果会很高兴。在本讲座中,我们将学习如何做到这一点。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

Now that we have become a bit more familiar with TOP networks in Houdini, we now need to apply this knowledge to our game development environment. In this lecture we are going to get the Houdini Engine up and running inside of Unity, so we can begin to test our TOP network in the Unity editor.This lesson is part of a larger collection of tutorials which you can access here along with project files:
现在我们已经对Houdini中的TOP网络越来越熟悉,我们现在需要将这些知识应用到我们的游戏开发环境中。在本讲座中,我们将在Unity内部启动并运行Houdini引擎,因此我们可以开始在Unity编辑器中测试我们的TOP网络。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

We are almost done with our complete TOP / PDG setup. The last thing we need to do is test out our TOP network inside of Unity. So we are going to bring our TOP HDA into Unity and learn to use the basics of the PDG Asset Link tool that comes with the Houdini Engine.This lesson is part of a larger collection of tutorials which you can access here along with project files:
我们几乎完成了完整的TOP / PDG设置。我们需要做的最后一件事是在Unity内部测试我们的TOP网络。因此,我们将把我们的TOP HDA引入Unity并学习使用Houdini引擎附带的PDG Asset Link工具的基础知识。本课程是大量教程的一部分,您可以在此处访问这些教程以及项目文件:

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