4.2 空间站几何设定(中英对照)

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Geometry

空间站几何

– Split the station in objects to reach a good balance between dimensions and polycount. Unless animated, there should be no object with less than a few thousand polygons. Try to make objects of 10-20K polygons each. Remember that each object you add has some performance overhead associated to it. The smaller a station is, the lower the total number of objects it should use.

  • 将空间站分割为多个对象,保持维数和多边形数的最佳比例。除了运动的部件,所有对象的多边形数都应不小于几千。尽量做到每个对象的多边形数在1-2万。需要注意的是,每增加一个对象,就会增加相应的运算资源消耗。小型空间站应使用较少的对象。

– If your station is modular, try to use one object per module ( animated objects excluded of course ).

  • 如果将空间站设计成多舱体式的,最好每个舱只放置一个模块(运动的模块除外)。

– Use a large amount of polygons in the details, but don't forget to spend polygons on the curved surfaces too.

  • 细部要求使用很高的多边形数来表现,曲面刻画也尽量不要用低模。

– Circular elements ( like thrusters, hardpoints or pipes ) should have a fairly balanced amount of segments. Remember to make this amount of segments a function of the radius of the element: a small 50-cm pipe should not get 24 segments, and a 60-m hardpoint should not get 8 segments.

  • 环状结构(如推进器,挂载点或管道)须有较合理的分段数,请将分段数设为环状对象半径的函数,比如:半径50厘米的管道不需要分成24条线段,60米半径的挂载点也不该只分成8段。

– Check your mesh, don't forget to fix all gaps or holes in the mesh. They might be hardly visible when the camera is far from the station, but it's very possible for a player to use a vehicle or a small fighter and fly close to the hull of a massive station: he should not be able to go through gaps and end up in the “inside”.

  • 检查模型的啮合情况,确保不留缝隙。虽然小沟小洞在远距离不容易发觉,但如果小型载具飞近空间站站体,就很可能穿越缝隙飞到空间站站内部。
空间站类别/等级 尺寸(单位:米) 三角数
小型 300 - 750 20,000 - 50,000
中型 750 - 2000 50,000 – 100,000
大型 2000 - 5000 100,000+

– Remember that the polycount includes the interior ( hangar ).

  • 多边形数包括空间站内部结构(如机库)的多边形数。
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