星期四, 八月 05, 2010

我翻译的Full Circle的第一篇文章!(1)

2008/03/16 上午 11:45

翻译:贾庆祥(Lee(回来了,对不起,最近比较忙,连夜翻译现在) & sctronlinux   翻译状态:100%校对:
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备注(贾庆祥说):连夜翻译加上早晨的翻译,终于翻完了,在这里,对没有按时完成向大家道歉。

IndependentGameDevelopment

独立游戏开发


This is longer than the word count but thats ok as this is a good, interesting, article.
In the past years, independent (indie) game development went from sitting on dark basement, staring a black and white screen, fiddling cryptic messages to decode the VGA registers in order to achieve the maximum performance to sitting on a dark basement while staring to gorgeous GNOME or KDE screen while tossing the maximum performance from your GPU with no sweat. (Of course , some of us still love that darn pretty black screen)
近些年来,独立游戏开发越来越陷入一个误区,从为了达到最棒的效果而使用VGA(视频图形接口)中的隐秘方法来点缀黑白屏幕,到为了产生华丽的GNOME或者KDE界面,突破最大的GPU性能,从而榨干GPU(图形处理器)。(当然,我们某些人仍喜欢用其去装饰那漂亮的黑色屏幕)。
From these dark ages to current days, Linux game development went from an adventure to some serious play, as the tools matured and CG companies took Linux more seriously as a development platform.
从很久以前到现在,Linux游戏开发一开始是次大胆的冒险,并逐渐成为成熟的工具,越来越多的CG公司将Linux作为开发平台。
This article intends to present the reader with some good options on Linux game development, while analyzing the reasons of this Linux game development takeoff.
这篇文章想呈现给读者一些很好的在Linux游戏开发,而分析Linux游戏开发的腾飞。
The Dark Ages
黑暗的年代
Picture this: You have a pretty console screen on your machine. What are your gaming options? None, you might answer. You couldn't be more wrong.
Before XServers were commonplace, there were already a struggling game development community.
想象这个: 你的电脑配了一个非常好的屏幕。你的游戏选项是什么呢?不,你可能会回答,你不能再错了。在Xserver 被人们习惯以前,这里已经有了一个努力奋斗的社区。
Most of them came from the existent BSD community and saw a good potential with that "fast and lightweight UNIX" that Linux was (today, both Linux and BSD seen to be in the same level) and then we got our share of console games, like dopewars and other console classics.
社区的成员大部分来自与与存在的BSD社区并且他们看到了Linux更快更轻量级的UNIX”的潜力(现在,LinuxBSD都差不多)然后我们开始共享我们的游戏控制平台,像dopewars 和其他一些经典平台。
Needless to say, developing this games was more challenging than playing them, as they didn't have the tools available today. But these dark ages wouldn't last long.
不用说,开发游戏比起玩游戏要难得多。而且当年他们没有现在这么好的编程条件。好在黑暗的日子没有持续太长。
The Golden Age of Unix Graphics Evolution
Unix图形处理演变的黄金时代
Since the start of the modern computing industry, UNIX was the de facto standard for serious applications and before the Mac take-over, UNIX was the absolute king for computer graphics.
自从现代计算机工业的开始,Unix是严格的应用程序的实际上存在的标准在苹果机出现以前。Unix计算机图形领域的绝对领袖。
Then it came. The graphical revolution for the UNIX workstation. First, it was a industry or office thing only, but then, we gradually , got a XServer running on our machines.
时间在流逝。Unix工作站的图形革命开始了。最初,它只是工业上的产物,但是,一段时间以后,逐渐演变为运行在我们电脑上的Xserver
But still, coding a game in XLib can lead to suicide. How did we get such great games like Planet Penguin Racer and Super Tux?
Quake一样的经典游戏?现在,开始吧!

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