Zh/S&box: Difference between revisions
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{{MdCode|outline|Content}} - 大概是未来的游戏插件形式(目前这种内容无法发布)。 | {{MdCode|outline|Content}} - 大概是未来的游戏插件形式(目前这种内容无法发布)。 | ||
{{MdCode|outline|Tools}} - | {{MdCode|outline|Tools}} - 从现存工具的附加组件到从零开始的工具,这些插件是为了帮助您改进、将工作流自动化或将你的工作流完全集成到引擎中,而无需构建基于游戏的工具集或外部工具集。 | ||
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Revision as of 18:56, 11 August 2022
S&box 是一个由 Facepunch 开发,由
起源2 提供技术支持的平台和游戏开发工具集。 最初, 游戏的开发基于 Unreal Engine 4, 但是当
半衰期:爱莉克斯 一发售时, Facepunch 立刻向 Valve 请求了那个新发售游戏的引擎分支。 几个星期后,Valve 给了 Facepunch 访问那个TB级大小的存储库, 之后, 在 2020年, S&box的开发转向
起源2 的消息被宣布。 这是第一次(目前也是仅有的) Source 2 被许可给第三方开发者。
用户访问
S&box 现在处于开发者封闭测试中,截至2022年5月5日, 由于2021年12月测试招募终止,招募队列已被无限期地关闭。
之前,测试权可从 页面 取得,现在此页面担当将访客重定向至 Asset.Party 主页面的任务。
发售日
确切的发售日是未知的,但是 Facepunch 打算在2023年发售 S&box,根据一个在项目的介绍页面的 帖子 上说:“Our plan is to get to a releasable state over the next 6–12 months, then improve it over 10–20 years.”(我们的计划就是在接下来的6到12个月里使它进入一个可发售的阶段,然后在10到20年中改善它。)
完成主要的工作的大致日期由 Garry Newman 在2022年2月19日首次宣布,在 官方的 S&box Discord服务器上:
插件
S&box 目前支持4种附加组件: Template:MdQuote
Maps
Mappers are provided with a modified version of the Source 2 Hammer map editor, with some parts exposed for C# scripting for increased flexibility.
Addon control panel
In the addons menu in the dev tools, you can restrict map selection for your game mode. You can limit it to specific curated maps or maps tagged with supporting the game mode.
Publication
Currently, maps cannot be launched directly from the game, so they have to be released as a separate addon (one for each map). The map is published by clicking on a special button in the addons menu in the developer toolkit.
Characteristics
Unlimited for models, but 32768 units (624.23 m / 2048 ft) for meshes | |
The player currently sees approximately 78740 units (2 km / 6561,68 ft) in front of him |
Shaders
S&box supports HLSL Shader Model 3.0, 4.0 and 5.0. You can create your own shaders and customize their interface for the material editor.
Sounds
Currently, the sounds are arranged in an extremely primitive way due to the content associated with them cut from the engine.
An analog of Steam Audio using C# is currently being developed. In addition, a convenient sound editor based on graph nodes is being developed.
Programming
S&box uses C#, which is significantly more powerful than the Lua scripting language used in Garry's Mod, as it is a fully-fledged scripting language.
Currently, the C# API and tools are in heavy development. API breaks happen semi-frequently and there are areas of the engine bindings that are underdeveloped. There are also APIs completely missing at this time. These restrictions in many cases make at best engine integration impossible or tedious. At worst it bars you from implementing a feature entirely.