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为啥我们还用flash

发布时间:2020-12-15 20:06:12 所属栏目:百科 来源:网络整理
导读:Why we still use Flash?为啥我们还用flash? Flash? is said to be dead for a long time now. But we are stillusing it everyday for a lot of different things. This post will tryto explain why with simple rational/objective points. I am not adu
Why we still use Flash?为啥我们还用flash?

Flash? is said to be dead for a long time now. But we are stillusing it everyday for a lot of different things. This post will tryto explain why with simple rational/objective points. I am not adumb fanboy but I am tired to read so much crap about it. I run asmall studio that makes 2D games. We have been using Flash? since1998. Using the same tool (or its evolutions) for 16 years isexceptional.
很早之前就有人说flash已死,但我们还是每天在用它做各种事情。这篇帖子将简单理性客观地解释为什么我们还在用flash。我不是adobe的脑残粉,但我读了很多flash已死的废话感觉太累了,所以必须写这篇帖子。我开了一家2D游戏工作室。我们从98年开始用flash从来没换过,连续16年用同一款工具(包括其升级版)其实很特别。


Flash is still widely used for many differentthings
flash还在各领域被广泛使用
? Facebook games: all (?) the top Facebook games played oncomputers are still using Flash? (Zynga seems to try a lot ofdifferent alternative solutions,not really what a small team cando… Time spent not working on gameplays anyways…).
FaceBook的游戏:所有的(几乎)最好的FaceBook电脑游戏是用flash制作的。星佳(*译者注:最大社交游戏公司)作为一个大团队,尝试了很多代替flash的方式,但毫无作用。

? Cartoons: lots of animated series or films are made with Flash?.I know many more as we have done many games based on Flash?cartoons.
卡通动画:很多连续剧和卡通电影是用flash做的。因为我们做了很多flash卡通改编的游戏,所以这点我比一般人更清楚。

? Pro/business apps: salesmen apps,display kiosks,training,educational…
专业/商业应用:商人用的应用,刊物、培训、教育....

? Museums: we did one “game maker” app for a games expo (usingFlash?,well AIR?,which is an app made with Flash?). When the manin charge of the very large French Science Museum took me for atour in all the expos I did ask everytime what tool was used forall the apps. The answer was “AIR” 90% of thetime.
博物馆:我们用AIR技术为游戏展做过一个叫"gamemaker"的应用,博物馆的管理员带我周游了这个博物馆,当问到博物馆里面展示的各种游戏是用什么软件做的时,绝大部分回答是"AIR"

? Console games UIs: more than 1,000 AAA titles licensed Scaleform?which uses Flash? files.
基于控制台游戏的UI界面,超过1000个3A级大型游戏的版权声明中有Scaleform的支持,而Scaleform是使用flash的。(译者注:以下游戏属于此条目《星际争霸2》、《孤岛危机》、《辐射》、《光环》、《龙腾世纪》、《无主之地》、《神鬼寓言》、《波斯王子》、《分裂细胞》)

? Some PC/Steam games: a list was made recently.
一些PC和Steam游戏使用flash技术开发。(译者注:原作者的列表需fanqiang访问,连接如下docs.google.com/spreadsheets/d/1-hrKbsvy4y3VLKQoyaS76sfHWix4TNWB7wO4dqDn1mA/edit?pli=1)

? Mobile games: lots of games are made with AIR?,even a recent oneby Ubisoft (no link/ad ^-^).
移动游戏,很多游戏使用AIR技术制作,育碧这样的大公司近期也在采用AIR来做手游(原作者:不给育碧打广告,无链接!)

These are facts. AIR? apps have been installed 1 billion times inthe last year (version 3.8 was out in Sept 2013). Why so manypeople still rely on Flash?? It seems to just work ^-^. It has allthe common features you would expect from a middleware (greatconsistency accross platforms,great community,extendability withANEs,great updates,great support). After using it for a long timeand having done some native to AIR? mobile apps ports I even havediscovered some core exclusive features I haven’t found in anyother tool.
这些都是事实。前一年中,AIR应用有10亿次的安装次数(AIR3.8在2013年9月出现)。为什么这么多人还依靠着flash?理由貌似是它有用。flash有你期望的全部通用特性的支持,它对跨平台支持非常好,拥有庞大的技术社区,通过ANE技术而可以扩展。AIR技术有强大的官方更新和支持。在用AIR很长时间,做了ANE接口后,我甚至在其中发现了一些从未在其它工具中发现过的独特的核心功能。


Flash?/AIR? exclusive features
flash和AIR的与众不同

? vector graphics: with so many screen resolutions,having assetsthat are independant of screen size/resolution is key. In ourlatest game,all the graphics + animations assets for 30 minigamesweight 8MB (average of 300KB per game including some bitmaps). Nowthat the iPhone 6 is out with 2 new higher resolutions we don’thave to do anything special other thanupdate the AIR? middlewareand compile to upscale our graphics to the newresolutions.
矢量图:在这么多分辨率下,怎么让素材适应屏幕是个问题。在我们近期开发中,30个小游戏所有的图形和动画加起来只有8MB(每个300KB,包括位图)。现在iPhone6有两个不同的分辨率,除了升级AIR之外我们不需要对素材缩放做出任何处理。

? runtime raterization: vector graphics are great for scalabilityand small file sizes but are more complex to render on screens andthus slower to compute. Bad for 60fps games. That’s why werasterize all the vector assets at the current screen resolution(from 320x480 to 2208x1242 or any 4k value) at runtime on thedevice. It’s fast to process (even on a mobile) and then the gamesuse regular bitmaps that are much faster to move on screen. We haveour own code,similar to DMT for example.
运行时栅格化(*译者注:栅格化指矢量图转位图):矢量图缩放容易但渲染效率低下。对60fps游戏不友好,这是为什么我们要根据当前屏幕分辨率在运行时转位图。即使在移动设备上,处理位图也是很快的,使用位图的游戏运行起来很快。我们有自己的栅格化代码,和as3gamegears.com/misc/dmt/差不多。

? text engine: our latest game is available in 11 languagesincluding Japanese,Chinese,Korean,Russian and Turkish. There isnot a single pre-rendered text,not even the translated game logo.Everything uses device fonts (good for file size too) plus somecode for filters etc. Adding any language with any alphabet can bedone just with an external XML file. Recently we also used the TLFfeature,allowing right to left text and support for nice fontfeatures.
文本引擎:我们最后做的游戏有11个语言版本,包括日语汉语韩语俄语土耳其语。没有能预定的文本,连游戏的logo也要翻译。我们做这些时只需要使用设备字体(这也很省文件体积),加上一些滤镜之类代码,通过XML配置不同语言使用的文字。现在我们也用TLF文本,TLF文本支持一些国家从右到左阅读文字的需求。

? “transparent jpgs”: in a recent client project with lots ofbitmaps we reduced the size of the app from 80MB to 40MB usingtransparent jpegs. Very useful when you want to stay under the 50MBGoogle Play initial download limit. Great feature,not easy toreplicate elsewhere.
透明的JPG:使用透明JPG我们将某客户端游戏的素材从80MB缩小到40MB。如果你想将文件压缩到50MB以下这非常有用(*注:GooglePlay限制50M以下游戏才能直接下载),flash的透明JPG非常有用,用其它办法没这么好实现。

? package of iOS apps from a Windows PC: it’s not very well knownbut you can package an iOS app (debug,ad-hoc,release) completelyfrom a Windows PC. I have always been a Mac user but the rest ofthe team is on PCs. No need to have one Mac for every PC just tofinish the compilation in Xcode.
在Windows下打包IOS的应用:你用Windows就能开发苹果应用。我是一个Mac电脑用户,但项目组的其它人都用PC,我们不需要为每人配一台Mac电脑和XCode来编译。

? best “backwards compatibility”: we have just licensed as1 gamesfrom 2005 for TiVo in the UK this summer and it already drives somenice revenue. Our files from 1998 still run perfectly in the latestplayer.
最好的向下兼容性:我们这个夏天在英国注册了05年开发的as1游戏,这些游戏将移植到TV机顶盒中,这游戏也有不错的收入。我们1998年创建的as1文件用最新的flash播放器还是能完美播放。

Other nice but not “exclusive” features
其它漂亮但不是独有的特点

? AIR? is 100% free for PC,Mac,Linux (AIR 2.6),iOS,Android,Ouya,Oculus Rift,Google Glasses,a few set top boxes (TiVo) etc…No Windows Phone 8 (but runs on Windows 8 tablets). And let’s notforget Flash? also allows to publish on the web too! No mobile webbut this might change soon (see below).
AIR完全免费,无论对PC,Mac,Linux,IOS,安卓,Ouya,OculusRift还是谷歌眼镜,机顶盒等等。winphone8还不支持,但win8已经支持。并且我们不要忘记flash是可以发布在网页上的。手机网对flash还支持不良,但以后可能有改善。

? IDEs: Flash? Pro (to draw/animate vector and non vectorgraphics/UIs) is not free but the great code IDE FlashDevelop is100% free.
开发编辑器:flash编辑器,用来做动画、矢量图和UI不免费(*译者注:在中国么...你懂的),但FD软件是100%免费的

3 recent other uses of Flash?
flash的三种其它用途

? App Store images: when you release an iOS app you have to upload5 images x 5 resolutions x as many languages (11 for us so we hadto make 275 images)! We made an AIR? app that outputs all theimages. See the result inJapanese,Russianetc...
AppStore的预览图:你在AppStore提交应用时应提供25张预览图(5张预览图但5种不同分辨率),如果你的应用有不同语种这将更多(作者用了11种语言,一共要提交275张图)。我们做了一个AIR应用用来输出这些图。(*译者注:此处作者应指通过AIR软件更换logo图的语言和分辨率)

? Trailer: we did the trailer in Flash? and used the video exportfeature.
宣传片(或付费游戏的试玩版):我们用flash做游戏的宣传片并导出成视频


? Animated minisite with mobile compatibility: we converted someanimations from the game with the great Google Swiffy tool andvoilà!
兼容手机的有动画的网站:我们用GoogleSwiffy和voila转换了一些动画。(*译者注:该工具作用是flash转HTML5)

A few words about the future (thanks for asking)
对未来的一些感言(感谢采访者)

? Updates/features: we think theupdates rhythm is great. Regardingthe features my opinion is that we could keep using the currentversions for a long time (there are even still some hidden gems inthe features). What is key is the support for iOS or Androidupdates and the updates for these are on time everytime. Regardingthe web,Google Swiffy or Mozilla Shumway(read this and this also)are already very interesting. Logically they should add WebGLrendering soon.
更新和功能接口:我们认为flash的更新频率很好,我认为应该长时间保持当前版本的功能接口,flash提供的接口中还有一些隐藏的功能。flash更新最关键的地方是及时支持IOS和安卓的版本更新。对于网页应用,flash转HTML5很有趣,理论上flash转HTML5工具将很快添加WebGL加速。

? Performances: we do simple 2D arcade/casual/kids games. We veryrarely hit a performance bottleneck in Flash?/AIR?,even on mobile(it doesn’t mean we don’t do optimizations to reach 60fps). We usethe simplerenderMode GPU (regular Flash Display List). We rasterizefor maximum performance but the GPU render mode is very good evenfor 100% vector graphics games. Our test devices are the iPad 1 and2,iPod 4th and 5th generation and some Android devices too(including a $60 one). Whenever I try anything on a more recentdevice I can see it’s so incredibly powerful I am not worried aboutperformances at all. And if we ever needed more performances wecould use Genome2D.
性能表现:我们做简单的2D娱乐、休闲、儿童游戏,我们很少遇到flash或air的性能瓶颈。及时在移动设备和60fps条件下也是。我们使用了GPU渲染模式和传统显示列表,为达到效率最大化,我们使用矢量图在运行时转位图的办法,但GPU渲染模式对100%矢量图游戏也有提高。我们的测试设备是iPad1和2。iPod4和5。还有一些安卓设备,包括60美元的便宜货。在更主流的设备上测试时,我发现AIR难以想象的强大,我完全不用担心任何效率问题。如果我们实在需要极限优化,我们会选用Genome2D(*译者注:一款类型Starling的基于Stage3d的2d引擎)

To conclude Flash? and AIR? have been our tools of choice for 16years and we are really happy to keep using these tools everydayfor lots of different purposes. Our philosophy is that all the timeyou spend (I did not say lose) in tech/tools is time you don’tspend doing new games or polishing the ones in development^-^.
总结来说,flash和air是我们用了16年的工具,我们很高兴每天用这个工具做各种事。我们的哲言是,你用在(更换、调试)技术和工具上的时间,会在缩短开发游戏和优化游戏的时间。

Thanks for reading!
感谢读完!

原文链接:https://medium.com/@h_a_l_e_x/why-we-still-use-flash-104b8bf236ca

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