无人机劳伦斯梅耶_卢卡斯·梅耶(Lucas Meijer)加入Unity

无人机劳伦斯梅耶

I learned programming on an Amiga 500. Some lowlevel stuff with copperlists, sine and cosine lookup tables and a line drawing algorithm to get a rotating box on the screen.

我在Amiga 500上学习了编程。一些底层的东西,包括铜线表,正弦和余弦查找表以及画线算法,以便在屏幕上显示旋转框。

Some people think that’s cool.

有人认为这很酷。

It’s not.

不是。

It sucks.

糟透了

Today, if you’re young (or old) and want to learn how to make a computer do something cool, things look better. You can learn faster and make more, cooler stuff in less time.

今天,如果您年轻(或老)并想学习如何使计算机做一些很棒的事情,那么看起来会更好。 您可以更快地学习,并在更短的时间内制作更多更酷的东西。

Unity embodies that transformation.

团结体现了这种转变。

Anybody with $200 and a willingness to learn can make a game that I couldn’t have imagined when I was making my rotating box.

任何拥有200美元并愿意学习的人都可以制作出我在制作旋转盒子时无法想象的游戏。

I’ve had the opportunity to become part of this transformation: I have joined Unity.

我有机会成为这种转变的一部分:我加入了Unity。

To allow you to make better games. To remove more pain from your game development process. To make game development possible for even more people. To make game development become like painting and writing: something anybody can do, good or bad.

为了让您做出更好的游戏。 减轻游戏开发过程中的痛苦。 使更多人可以进行游戏开发。 使游戏开发变得像绘画和写作:任何人都能做的事,好坏。

A bit about myself:

关于我自己的一点:

I started Artificial Intelligence at the University of Amsterdam, but left for a job in games faster than you can say “Dijkstras algorithm”. For the last ten years, I’ve been a freelance game programmer working on games for Lego, Intel, Paramount, Cartoon Network, Adobe, Arplant, and many others.  Adobe Director was my tool of choice for most of those ten years.  Director 8.5 (first version with 3d) was a great product, way ahead of its time. Unfortunately nobody noticed, and no significant features got added as a decade passed.  At the Game Developers Conference ’08, I went to say hi to Tom Higgins at the Unity booth. Joachim Ante gave me a demonstration, and had a good answer for every “but does it do X?” question I fired. I was pleasantly surprised. From that point on I switched tools. Out with Director, in with Unity. I kept a blog as I switched tools at http://lucasmeijer.com. I’ve gotten to know the Unity team in in that process, and as time progressed, it seemed a good idea to everybody involved if I’d join the team.

我在阿姆斯特丹大学开始从事人工智能工作,但在游戏中的工作速度超过了您所说的“ Dijkstras算法”。 在过去的十年中,我一直是自由职业的游戏程序员,为Lego ,Intel, ParamountCartoon NetworkAdobeArplant 和其他许多人从事游戏。 在这十年的大部分时间里,Adobe Director是我的首选工具。 Director 8.5(带有3d的第一个版本)是一个很棒的产品,领先于它的时代。 不幸的是,十年没有人注意到,并且没有添加任何重要功能。 在08年游戏开发者大会上,我去了Unity展台向汤姆·希金斯问好。 约阿希姆·安特(Joachim Ante)给了我一个示范,并为每个“但X做得好吗?”作了一个很好的回答。 问题我被解雇了。 我感到惊喜。 从那时起,我更换了工具。 与Director一起,与Unity一起。 在切换工具时,我保留了一个博客, 网址http://lucasmeijer.com 。 在此过程中,我已经了解了Unity团队,随着时间的推移,如果我加入团队,对每个参与人员来说似乎都是个好主意。

I’m working on whatever makes Unity more successful, which includes a fair amount of programming.

我正在努力使Unity更加成功,其中包括大量的编程。

— Lucas Meijer ( [email protected], twitter: lucasmeijer )

—卢卡斯·梅耶(Lucas Meijer)(lucas @ unity3d.com,twitter:lucasmeijer)

翻译自: https://blogs.unity3d.com/2009/07/20/lucas-meijer-joins-unity/

无人机劳伦斯梅耶

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