我应该在游戏中使用哪种视频解码器来制作过场动画?

发布于 2024-12-12 10:59:26 字数 246 浏览 0 评论 0原文

我正在开发的游戏系列使用视频编码器/解码器库,它会生成相当大的文件。我们希望改用更高效的方式,特别是 H.264 或 VP8。然而,围绕导航软件许可似乎存在广泛的法律问题,以及对 VP8 的挑战威胁。

所以我想要的是一个 C++ 头文件和库文件,我可以静态链接到游戏以解码有效压缩的视频流。我会考虑提供专利赔偿的商业产品(我们目前正在使用 Bink)。许可需要适合商业产品。有关法律情况的答案也会有所帮助......

谢谢!

盖伊

The game franchise I am working on uses a video encoder/decoder library which produces rather large files. We want to change to something a little more efficient, particularly H.264 or VP8. However, there seem to be extensive legal issues revolving around software licensing to navigate, and threats of a challenge to VP8.

So what I want is a C++ header and library file I can statically link to the game to decode an efficiently compressed video stream. I'll consider commercial ones that offer patent indemnity (we're using Bink at the moment). Licensing needs to be sympathetic to a commercial product. An answer about the legal situation would be helpful too...

Thanks!

Guy

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无远思近则忧 2024-12-19 10:59:26

经过长时间的法律考虑,我们已迁移到 libVP8。这是一个很好的图书馆。

After lengthy legal consideration, we have migrated to libVP8. It is a fine library.

铜锣湾横着走 2024-12-19 10:59:26

抱歉,如果由于某种原因这显然不合适,但这不是唯一的 H.264“开放”竞争对手/竞争者“Dirac”吗? Ogg 容器格式的维基百科页面 似乎暗示它支持 Dirac,并且 < href="http://en.wikipedia.org/wiki/Dirac_%28codec%29#Software_implementations" rel="nofollow">维基百科上的狄拉克文章指出,是一个免费的(麻省理工学院许可的,适合商业用途)跨平台实现,称为 Shrödinger

编辑:

  • 在进一步查看之后,我发现 Dirac 在解码过程中对 CPU 的要求非常昂贵;这是否与您的环境相关取决于您游戏的其他要求
  • 我也完全错过了整个 VP8/WebM 的事情 - 您在上面提到了 VP8 并“威胁挑战 VP8”,但我找不到最近提到的任何威胁(例如 此处这里) - 我看到的最新一波评论是在 2010 年中期他们将其开源后不久。是否有关于当前/预期威胁的更多信息?

Sorry if this obviously inappropriate for some reason, but isn't the only H.264 "Open" competitor/contender "Dirac"? The wikipedia page on the Ogg container format appears to imply that it supports Dirac, and the Dirac article on wikipedia states that there is a free (MIT-licensed, suitable for commercial use) cross-platform implementation called Shrödinger.

EDIT:

  • After looking at this some more I found out that Dirac is very expensive in terms of CPU requirements during decoding; whether this is relevant to your environment would depend on the other requirements of your game(s)
  • I also completely missed the whole VP8/WebM thing - you mention VP8 above with "threats of a challenge to VP8", but I can't find any recent mentions of threats (eg here or here) - the latest flurry of comments I see is in mid-2010 soon after they open-sourced it. Is there more information about current/expected threats anywhere?
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