最近Bashiok又讲解了物理引擎下的血溅与尸体机制Quote:Bashiok:首先,关于尸体存在与消失的机制,我们已经有了一套系统。它的作用就是允许一些物理性的【东西】存在一段时间。这些东西可以是尸体,也可以是被打碎的桌子和栏杆等等,一切基于物理属性的物件,大致就是敌人的尸体和可被破坏的物件。当我们再制造了一定量的物理物件时那些最早的就会消失。所以在我们的英雄在搞破坏时在场景中总会留存一定数量的物件。这个留存数量具体会是多少还需要我们最后的性能优化来敲定,但目前我认为可能是20左右.再说鲜血的溅射和消失,生成包括鲜血飞溅等等的贴图的代价将是相当的高—生成它们的压力将施加给运行游戏的电脑。因为贴图不仅包含了鲜血,还将包括很多其他没公布的效果,在很多情况下,屏幕上随时会挤满无数的效果贴图。所以还是那句话,一切都要到最终的性能优化时才能决定它们的数量以及留存的时间。Bashiok talked more details of Diablo III blood and corpse management and performance tweaks with the Physics engine.Quote: Bashiok: First, touching on the corpse fade timers as they stand, the tech to have them last longer has been in for a while. Pretty much how it’s working is that there’s an allowed number of physics "actors" that are allowed to remain at a time. These actors could be corpses, but they can also be pieces of destroyed tables, or railings, etc. anything that relies on physics. These are corpses and destructables generally. As you ‘create’ physics actors the oldest ones disappear. So as you’re fighting there are always a number of actors remaining in the world, and it works out pretty well. Obviously how many of them can remain at one time will come down to final performance tweaking, but right now I believe it’s around twenty.On to blood and fading; the "cost" of decals, which include the blood stains, are fairly high. Cost being the relative strain put on the machine running the game. Decals account for blood, but they also account for quite a few other effects, most of which haven’t yet been revealed. In the potential case of a full party creating these decals, blood flowing from creatures, skills that create them, as well as monsters themselves using skills that create them (Wretched vomiting all over the place is a good example), there is the potential to have a large number of decals on screen at any one time. So again, it’s going to come down to final performance tweaks as to how many of them will remain on screen and for how long