Valve 是如何在《军团要塞 2》中构建实时成就引擎的?

发布于 2024-10-10 02:40:01 字数 121 浏览 5 评论 0原文

当我在 Steam 上玩《军团要塞 2》时,我注意到成就的复杂性令人惊叹。

是否有任何资源描述他们如何构建成就引擎?必须同时实时处理大量数据才能检测是否符合成就标准。我不认为它使用了“复杂事件处理”等熟悉的概念。

The complexity of achievements I've noticed while playing Team Fortress 2 on Steam is amazing.

Are there any resources that describe how they architected their achievement engine? There is a lot of data that has to be processed simultaneously and in real-time to detect a match for the criteria of the achievements. I don't feel it uses familiar concepts such as 'Complex Event Processing'.

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假装爱人 2024-10-17 02:40:01

这是一个有趣的问题。我也找不到任何关于它的帖子。

但 Values 游戏都是通过 Steam/VAC 验证的,因此在一定程度上他们可以在客户端进行更多的自由操作。我假设他们在客户端完成所有检测并将结果发送到服务器。

据我所知,所有成就都不会太复杂,不会在足以玩《军团要塞》的机器上造成帧速率发生任何明显变化。投射物和其他“玩家创建的效果”很可能都与创建它们的玩家或玩家成就数据库有连接,以便在创建后立即注册其所有数据。

Its an interesting question. I couldn't find anything posted about it either.

But Values game are all verified via Steam/VAC so to a certain extent they can take more liberties with what they do on the client side. I would assume they do all the detection client side and just send the results up to the server.

None of the achievements I know of are too complex to cause any noticeable change in frame rate on a machine that is strong enough to play Team Fortess. Projectiles and other 'player created effects most likely all have a connection back to the player that created them, or the players achievement database to register all their data as soon as it is created.

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