HackerURLs

一次又一次被重新发现的经典。

同一个链接,相隔一年以上,一次又一次被人重新发现、再次冲上 Hacker News 首页。能经受住这种时间检验的,大多是值得一读再读的文章。每篇附中文标题,讨论最热的那些再加上中文导读和高赞评论翻译。

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上首页次数最多、而且有中文导读的 30 篇。时间轴上每个黑点是一次上首页,空心点是一次没冲上去的投稿。

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按第一次上首页的年份分布,点柱子筛选。

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    这些经典是怎么挑出来的

    1. 01

      合并同一个链接

      读取 Hacker News 自 2006 年以来的全部链接投稿,把 http/https、www、跟踪参数等写法不同的同一篇文章合并成一条。

    2. 02

      只留经得起时间的

      同一链接至少两次拿到 50 分以上(约等于上首页),而且两次相隔一年以上;再由 AI 剔除状态页、产品首页和新闻事件。

    3. 03

      写导读、译评论

      上首页次数最多的 2,000 篇配上中文导读、"为什么经久不衰",并精选翻译 HN 高赞评论。导读由 AI 生成,可能有误。

    编程与软件工程higherorderfun.com

    实现 2D 平台游戏指南

    A guide to implementing 2D platformers

    3次上首页
    9年跨度
    655累计得分
    81条评论

    2015 — 2024,它一次次回到首页

    黑点是上首页(≥ 50 分)的那次投稿,空心点是没冲上去的投稿,点越大分数越高。

    导读

    这是一篇 2012 年的经典教程,系统讲解了实现 2D 平台跳跃游戏的几种主流方案:基于图块的、基于像素(位掩码)的、以及基于多边形/向量的碰撞检测,并深入讨论了移动平台、梯子、斜坡等常见难点的处理方式。作者还分享了角色手感方面的经验,比如跳跃等动作应立即响应、动画只做装饰。

    为什么经久不衰:它把 2D 平台游戏的碰撞检测与手感设计讲得清晰透彻,十多年后仍是独立游戏开发者绕不开的入门参考。

    关键词 游戏开发2D平台游戏碰撞检测游戏手感

    HN 评论精选

    向量式碰撞检测并不难,比像素方案更干净健壮,值得推荐

    说没有物理引擎就很难正确实现基于多边形的碰撞检测,这有点不厚道。这类碰撞检测代码用不了一千行就能写完(如果全是 OBB 还会更少),加上圆弧甚至贝塞尔曲线支持也容易得多。我用过像素方案,但做过向量方案后不会再回头——它更干净、更健壮、更易扩展。碰撞和物理代码根本不该知道像素的存在,只有渲染器需要。当然这要求更强的数学背景,但也不会比做游戏其他部分要求高多少。

    yoklov查看英文原文

    It's fairly disingenuous to say that implementing polygon-based (the article calls it "vectorial") collision detection on platforms is "very difficult to implement properly" without a physics engine. The collision detection code for this can be done in probably less than a thousand lines (probably less if everything is OBBs). Adding support for arcs, and even bezier curves becomes much, much easier as well (for both, probably another thousand lines, at most). It is also easier to add support for continuous collision detection this way, should that be something you want (although this would increase the amount of code a fair amount). FWIW, I used to go the pixel-based route, but after having done it this way I'm not sure I would do it again. It ends up being much cleaner, more robust, and easier to extend. I'd go as far as to say that your collision detection and physics code shouldn't have any knowledge of pixels, only your renderer (and maybe the gameplay code, if you insist) should have an idea about these. I will say that it requires a stronger math background, however, but in all honesty, probably not that much stronger than is required to make the rest of a game.

    推荐 Towerfall 开发者的补充方案:整数坐标 + 逐像素步进

    《Towerfall》的开发者 Matt Thorson 也写过实现健壮平台物理的笔记:使用整数像素坐标(避免浮点误差累积),并且物理按每次一像素逐步推进(避免高速物体穿透环境)。

    panic查看英文原文

    Matt Thorson, the developer of Towerfall, also has some notes on implementing robust platformer physics: http://mattmakesgames.tumblr.com/post/127890619821/towerfall-physics. The overall idea is to use integer pixel coordinates (to avoid floating point error accumulation) and to step all physics by one pixel at a time (to avoid fast-moving objects passing through the environment).

    用"平台引用+专用规则"处理移动平台,比像素检测更简单可靠

    我们做移动平台时,用了文章里梯子的那条规则:站在平台上时忽略常规碰撞系统,改用一套专门规则。给实体加一个"在某个平台上"的标志并保存平台引用,碰撞检测发现下落穿过平台时截断下落并固定到平台上;平台也记录身上的实体,移动时同步更新它们,销毁时解除引用。效果很好,像素检测那套反而很麻烦。

    deathanatos查看英文原文

    > Before anything on the scene is stepped, determine whether the character is standing on a moving platform. This can be done by checking, for example, whether his center-bottom pixel is just one pixel above the surface of the platform. If it is, store a handle to the platform and its current position inside the character. I implemented a 2D platformer with moving platforms once; we solved this simply by using another rule in the article — the one for ladders: > when you’re in a ladder, you ignore most of the standard collision system, and replace it with a new set of rules. There was a special flag on the entity for "is on a platform" (and which platform, too); thus, you trivially knew if something was on the platform. During normal collision detection, if you found yourself falling through a platform, your fall was truncated, and you were affixed to the platform. (An entity's platform variable became, essentially, Some(a_ref_to_the_platform).) The affixing was two-way, IIRC: the platform knew about you, mainly s.t. when it moved, it could update linked entities. And if it was destroyed — which could happen — then it could unref itself from whatever was on it; really, one had a weakref to the other, but I was not that good a programmer then, so it was more manually implemented. It worked quite well. We tried the whole pixel business, but it was troublesome; the game engine itself needed to deal with characters falling >1px per game state step, so it already knew "you are falling into a platform" bit.

    现代平台游戏手感标配:coyote time 和跳跃缓冲

    到 2022 年,有些机制是让游戏手感好的必备项,虽然因游戏而异,但大多数游戏都会需要 coyote time(土狼时间)和跳跃缓冲。

    henning查看英文原文

    In 2022, there are mechanics people will want for your game to feel good. This will vary from game to game, but I think most games will want coyote time and jump buffering. https://twitter.com/maddythorson/status/1238338574220546049

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