The procedure for setting vertex weights is a very time consuming and difficult task for any 3D model artist. Therefore, the use of procedural methods to facilitate this procedure is very important. This article analyzes various skinning techniques and identifies their advantages and disadvantages. The most frequent variants of skinning defects that arise when using standard approaches are described. The analysis of tools for skinning in the Maya 3D modeling environment has been carried out. Methods for solving some of the existing problems are proposed, but do not imply a procedural solution. Also, on the basis of neural networks, an idea of their own solution was proposed as an additional tool for the Maya program. This tool will overcome most of the disadvantages of other methods and speed up the skinning process of the model.
The experience of game studios shows that classical methodologies of software development are poorly implemented in video game development because of the interactive component of this area, related to the correct creation of feedback between the game and the user. In addition, video game development involves a large number of developers from different areas, whose activities must be coordinated in the project. Despite these differences, video games, like any other developed software, need a development team organization process. In this article we reviewed traditional software development methodologies, as well as modifications specializing specifically in video game development. The most popular methodologies were compared and the quality of their implementation in video game development studios was determined.
This paper presents a critique of the traditional approach used to create a multiplayer game in the Unity real-time interactive application development system, especially in the case of a large number of concurrent users. As a hypothesis, an alternative option, which is not common, but which solves many of the problems of the previous approach, is proposed. Two client-server solutions have been compared for developing multiplayer online games in Unity, and the advantages of both approaches have been described for different cases. A game development architecture using a more up-to-date method is proposed: instead of the Mirror library, a standard toolkit for Unity development, microservices written in Golang are used. We present solid proofs of the preference of the alternative approach, the main advantage of which is the support of modern architecture providing high-speed communication between microservices, supported tests on messaging on different platforms. The test results confirm the hypothesis put forth, and we can conclude that the Unity bundle with Golang is more effective for multiplayer video games. The article also contains basic methods for debugging multi-threaded application in Golang bundled with Unity game development system and suggests a technological method that allows to get a fast way of data transfer between the client and the server.
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