ABOUT ME
You can call me Hardy
HKUST (Hong Kong University of Science and Technology) undergraduate
FRONT-END work showcase: Colythme
Contributor to: GameDevMind, GameDevMind-EN
Personal TECH STACK
Programming Languages - C++ | C# | Python | Html | JavaScript | CSS | Solidity | MIPS
Framework - OpenCV | Vue.js | Three.js | Flask | Pomelo.js
Game Engine - Unity | Unreal Engine
Various algorithm including - Dynamic Programming | Math Theory | Graph Theory | Data Structure | etc..
Social Information Networ ...
Analysis of Horror Game Design | Creators' Gacha Games - Part One
恐怖游戏设计解析: 制作者们的盲盒游戏 · 其一作者:Hardy LYU
「“Whatever you do, don’t fall asleep.”」 —— ‘A Nightmare On Elm Street’ (1984)
还记得第一次被嘉慧支配的恐惧么?还记得画家和音乐家那于熊熊火海中燃尽的爱情么?或者是那深刻在脑海里的警示——“Don’t look back”?恐怖一直是无数玩家心底的渴望,一个既令人神经紧绷,又不禁猎奇的领域。对于刚接触此类题材的新手来说,每前进一步都伴随着煎熬,都是对勇气的考验,他们或因此而退缩,或因此享受未知感带来的心惊胆战的快感;对于身经百战的恐怖题材老手,他们或许已经体会不到直指内心的恐惧带来的刺激,却仍旧为其中的疯狂、神秘、怪诞而着迷不已。说实话,我也曾经想过,我之所以能够在恐怖游戏的世界中横冲直撞而不需要瞻前顾后,是因为我清楚真正的自我是“安全的”,但是假如,我们真的只身处于这个恐怖世界,心中的恐惧在无尽黑暗的包围下不断膨胀,还能够如此从容不迫么?
其实如果真要说,截至目前,我接触恐怖题材的作品的时长也不算长,充其量就是个新晋恐怖爱好 ...
Analysis of Horror Game Design | Creators' Gacha Games - Part Two
恐怖游戏设计解析: 制作者们的盲盒游戏 · 其二作者:Hardy LYU
前篇:恐怖游戏设计解析: 制作者们的盲盒游戏 · 其一
Beware the stare of MARY SHAW
She had no children only DOLLS
And if you see her in your DREAMS
Be sure you never, ever SCREAM
Or she’ll rip your tougue out from the SEAM
—— ‘Dead Silence’(2007)
在前篇文章中,我们探讨了「其受众为什么喜欢恐怖作品」、「什么人喜欢恐怖作品」这两个问题,同时也初步聊到了一些为恐怖玩家或观众带来享受感的设计上的思路,那么这次就继续以这些洞察为基础,相对框架性地来推演一下剩余的设计思路。
这里我再重新列出前篇第一部分的结论,方便查阅,毕竟接下来的分析实际上就是为了解决这些需求:
玩家追求刺激与冒险
对体验的追求、对去抑制性行为的追求
无聊不耐受
核心应当是未知我一直认为恐怖作品的设计应当完全是围绕着给玩家持续带来未知感所展开 ...
Horror Game闲谈01
突然有点想聊聊这段时间接触恐怖系列作品的一些感受
最初只是每天看看邓肯的灵异故事解说下下饭,后来看完了老戴和友利奈绪的港诡全流程实况,就算是入了门,算下来到现在也就只不过三个月的时间。这期间我也算是接触了一定数量的恐怖作品,但是越看越让我感受到的不是满足感,而是无聊
首先说明一下,我个人是很不喜欢追逐战、捉迷藏、复杂解密这一套的,因为他们在不能让我感受到“恐惧”的同时,还卡我的关让我受苦,所以我遇到黑暗欺骗、逃生、纸嫁衣这类作品基本直接pass,或者看一眼五分钟退款。只能说,感觉不如。。卡我在法兰不死队的魂3,卡屑一郎的只狼,和连第一章都没打过的AC6哈哈哈。不得不说有无脑法爷的老头环真是太仁慈了
影视作品我也接触了一些——老到《咒怨》《山村老尸》,近到《尸忆》《纸人回魂》,感觉少了个交互性又感受又更差一些了,所以基本也是看了个头,或者跳着看高能,目前唯一让我看完的有恐怖tag的片子还是盗墓题材的《巴黎地下墓地》。。。
如果是针对恐怖性,2D、2.5D的恐游作品基本也可以pass,毕竟他们有着天生短板的第三视角,很难让人有氛围沉浸感。所以我更看重这类作品的叙事性,比如月光蟑螂的《烟火》 ...
Operating System
Operating SystemWhat is Operating System?
It serves as an intermediary between computer User and computer Hardware
Specificlly,$$\text{User} \rightarrow (\text{use}) \text{Application Programs} \rightarrow (\text{needs}) \text{Operating System} \rightarrow {\text{(to connect to)}} \text{Hardware}$$Without operating systems, even doing the easiest things, for example using word processor, e.g.. Microsoft Word, to type something, we need to code to tell the hardware about how they should handling ...
NLP - LSTM Code & Annotations (Paddle)
NLP Learning Notes#02
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Three.js - Self-built Tokyo Miniature City Wandering
Hope someday I can build my own world like this.
Existing bug: When animations are added, we cannot add moving objects with a collision volume, still donno how to solve it.
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Three.js - Self-built Collision World
Learn to use Three.js
Refer to the Collision World project in Three.js official examples to learn Three.js.
Existing problem: do not really know the calculation process of velocity in the sphere-sphere collision portion because of my physics level.
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基于UE及iClone的数字人驱动
实习阶段性项目及学习成果报告
1. Introduction在基于应用软件Unreal Engine与iClone的数字人(MetaHuman)生成与驱动中,有两种解决方案:第一种是驱动iClone系列产品Character Creator自定义捏脸生成的character;第二种是驱动Unreal Engine系列产品MetaHuman Creator自定义捏脸生成的metahuman,两种方式各有优劣,当依据实际情况自行选择。
2. Live LinkLive Link作为联通Unreal Engine与iClone的桥梁插件,在整个过程中起到至关重要的作用。通过Live Link插件,可以实现Model Transfer、Model Synchronization的功能。
操作方式亦十分简单,将Live Link for Unreal插件下载好后分别导入当前UE项目及iClone软件中即可使用,之后于iClone中选定要Transfer / Link的对象,点击Transfer file / Activate Link按键后即可自动实现模型的传输。
3. Character ...
C++ Basic
感觉多少有点复杂
Def
A dangling pointer is a pointer that points to a location whose memory is deallocated.
dynamic objects are managed by heap, and stack vice versa. Temporary objects are managed by stack. And rvalue reference is an alias of a temporary object/value.
const int* is different from int* const. int* const相当于我们让一个const变量成为指针,比如int* const ptr = & x,那么实际上ptr作为一个const变量是不可变的,但是他指向的x的值是可变的,即* x = 5编译是可以通过的。相较之下,const int* ptr = & x则是ptr是changeable,x是unchangeable。
我告诉你一个小的技巧,就是c++k ...