领域
Game Development
技能档案
Physics engines, collisions, rigid body, ray casting, simulation
角色数
6
包含此技能的角色
级别数
5
结构化成长路径
必要要求
30
其余 0 个可选
Game Development
Game Programming
2026/3/17
选择当前级别并对比期望。下方卡片显示晋升所需掌握的内容。
表格展示从初级到首席的技能深度变化。点击行查看详情。
| 角色 | 必要性 | 描述 |
|---|---|---|
| AR/VR Developer | 必要 | Uses built-in physics in Unity (Rigidbody, Collider) / Unreal (Physics). Configures physical materials and collision layers. Understands the difference between dynamic and kinematic bodies. |
| Game Designer | 必要 | Understands basic physics systems in games: collision detection, rigidbody, triggers, raycasting. Configures physical parameters for proper game feel: gravity, friction, bounciness. Tests physics in prototypes and iterates for comfortable controls. |
| Game QA Engineer | 必要 | Tests basic physical interactions: collisions, gravity, ragdoll. Finds clipping bugs, falling through geometry, characters getting stuck in objects. |
| Unity Developer | 必要 | Uses Unity Physics system: Rigidbody, Colliders, Triggers for basic physical interactions. Configures Physics Layers and Layer Collision Matrix. Understands the difference between Update and FixedUpdate. |
| Unreal Engine Developer | 必要 | Uses Chaos Physics in Unreal Engine: collision primitives, physics materials, constraints. Configures Physics Assets for Skeletal Meshes. Understands Physical Materials and collision channels. |
| XR Unity Developer | 必要 | Uses Unity Physics for XR: Rigidbody, Colliders, Physics Layers. Configures physical interactions for VR grab/throw. Understands FixedUpdate and physics timestep for VR. |
| 角色 | 必要性 | 描述 |
|---|---|---|
| AR/VR Developer | 必要 | Configures physics for VR/AR: precise collisions, Physics.OverlapSphere, raycasting. Optimizes physics computations (broad/narrow phase). Uses joints and constraints for VR interactions. |
| Game Designer | 必要 | Designs physics systems for gameplay: ragdoll, destruction, vehicle physics, cloth simulation. Configures physics layers and collision matrix for optimization. Creates custom physics for game feel: tweaked gravity curves, coyote time, input buffering for responsive controls. |
| Game QA Engineer | 必要 | Systematically tests physics engine: checks collision detection on edge cases, tests vehicle physics, destructible environments. Validates physics at different framerates. |
| Unity Developer | 必要 | Develops physics systems in Unity: ragdoll, vehicle physics, custom physics materials. Uses Physics.Raycast, SphereCast for gameplay mechanics. Optimizes physics through Fixed Timestep and solver iteration tuning. |
| Unreal Engine Developer | 必要 | Develops physics systems in Unreal: Chaos Destruction for destructibles, Vehicle Movement Component, custom physics sub-stepping. Profiles physics via Unreal Insights. |
| XR Unity Developer | 必要 | Optimizes physics for XR in Unity: Physics.OverlapSphere, layer-based collision, continuous collision detection. Uses ConfigurableJoint for VR tools. Implements physics-based VR hands. |
| 角色 | 必要性 | 描述 |
|---|---|---|
| AR/VR Developer | 必要 | Develops custom physics solutions for XR. Implements deterministic physics for multiplayer VR. Optimizes physics timestep for the VR frame budget. Works with soft body and cloth physics. |
| Game Designer | 必要 | Designs complex physics systems: soft body physics, fluid simulation, custom physics for unique mechanics. Optimizes physics for production: deterministic physics for multiplayer, physics LOD, async physics. Creates physics design guidelines for the team. |
| Game QA Engineer | 必要 | Designs physics testing strategy: defines test scenarios for soft body, fluid dynamics, cloth simulation. Automates physics system regression through replay tests. |
| Unity Developer | 必要 | Designs physics systems for complex Unity projects: Unity Physics (DOTS), custom physics for specific genres, deterministic physics for multiplayer. Profiles and optimizes PhysX. |
| Unreal Engine Developer | 必要 | Designs AAA-level physics systems in Unreal: large-scale destruction, custom Chaos solvers, deterministic physics for competitive multiplayer. Optimizes physics broadphase. |
| XR Unity Developer | 必要 | Develops custom physics solutions for XR: deterministic physics for multiplayer, custom collision systems. Optimizes Physics.FixedUpdate budget for VR. Uses Unity Physics (DOTS) for large-scale XR scenes. |
| 角色 | 必要性 | 描述 |
|---|---|---|
| AR/VR Developer | 必要 | Defines the physics engine strategy for the XR project. Establishes performance budgets for physics computations. Coordinates development of physical interactions. |
| Game Designer | 必要 | Defines physics strategy for the project: physics engine selection, custom vs built-in, simulation fidelity. Establishes physics design guidelines for designers. Coordinates with programmers to achieve target game feel. Mentors the team in physics-based game design. |
| Game QA Engineer | 必要 | Defines QA approach to physics testing at studio level. Builds library of typical physics bugs, implements fuzzing approaches for stress-testing physics systems. |
| Unity Developer | 必要 | Defines physics standards for Unity projects. Establishes physics budget (collider counts, solver iterations). Coordinates physics and gameplay teams for optimal game feel. |
| Unreal Engine Developer | 必要 | Defines physics standards for the Unreal studio. Establishes physics performance budgets: body count, contact pairs. Coordinates physics and gameplay teams. |
| XR Unity Developer | 必要 | Defines physics strategy for XR project. Establishes physics performance budget. Coordinates optimization of physics systems. |
| 角色 | 必要性 | 描述 |
|---|---|---|
| AR/VR Developer | 必要 | Defines the physics model for XR products. Evaluates new physics engines and their applicability. Shapes standards for physical interactions. |
| Game Designer | 必要 | Shapes physics vision at the studio level: technology investments, R&D directions, physics-based gameplay innovation. Evaluates new technologies: ML-driven physics, position-based dynamics. Defines physics capabilities for next-generation projects. |
| Game QA Engineer | 必要 | Shapes enterprise physics testing methodology across genres. Defines physics model validation standards, integrates physics QA into engine pipeline. |
| Unity Developer | 必要 | Defines physics systems strategy at studio level. Evaluates PhysX 5, Havok for Unity, custom physics solutions. Shapes physics middleware roadmap. |
| Unreal Engine Developer | 必要 | Defines physics technology strategy for the studio. Evaluates Chaos roadmap, alternative physics solutions. Shapes physics innovation roadmap for next-gen. |
| XR Unity Developer | 必要 | Defines physics model for XR products. Evaluates Unity Physics roadmap. Shapes physics standards for XR. |