图形化编程 超级马里奥

If you ever played Super Mario Brothers or Mario Galaxy, you probably thought it was only a fun videogame—but fun can be serious.  Super Mario has lessons to teach you might not expect about graphics and the concepts behind them.

如果您曾经玩过《超级马里奥兄弟》或《马里奥银河》,您可能会认为这只是一个有趣的电子游戏,但乐趣可能会很严重。 超级马里奥(Super Mario)提供了一些课程,可以教您可能不会想到图形及其背后的概念。

The basics of image technology (and then some) can all be explained with a little help from everybody’s favorite little plumber. So read on to see what we can learn from Mario about pixels, polygons, computers and math, as well as dispelling a common misconception about those blocky old graphics we remember from when me first met Mario.

图像技术的基础知识(以及一些基础知识)都可以在每个人都喜欢的小水管工的帮助下进行解释。 因此,请继续阅读以了解我们可以从Mario中学到的有关像素,多边形,计算机和数学的知识,以及消除人们对我第一次见到Mario时记得的那些块状旧图形的常见误解。

分辨率,子画面,位图和超级马里奥兄弟 (Resolution, Sprites, Bitmaps and Super Mario Brothers)

Videogames are rendered on televisions and monitors in single pieces of image information called pixels, short for picture elements. These base units used to make up the only kind of artwork that videogames could have, in the days of older, more basic videogames and consoles. These are sometimes called sprites, which in context of video games, is another name for bitmap image. Bitmap is the simplest term for an image file—you might glean from the name it is a simple map of the bits that make up the image.

电子游戏在电视和监视器上以称为像素的单张图像信息呈现,是图像元素的缩写。 这些基本单位过去是视频游戏唯一的艺术品,在较旧的时代,视频游戏和游戏机更基本。 这些有时被称为精灵 ,它在视频游戏方面,是位图图像的另一个名字。 位图是图像文件的最简单术语-您可能会从名称中搜集到它是组成图像的位的简单映射。

When you think of classic Super Mario Brothers-era Mario, you think of the big clunky pixels those sprites were drawn with. As it turns out, the original Nintendo Entertainment System only had an effective resolution of 256 x 224 pixels, with only a total of 256 x 240 even possible.

当您想到经典的《超级马里奥兄弟》时代的马里奥时,您会想到绘制了这些精灵的笨重像素。 事实证明,原始的Nintendo Entertainment System仅具有256 x 224像素的有效分辨率,甚至可能只有256 x 240的总分辨率。

Compared to modern game consoles, the NES is pitifully low resolution. Resolution can be defined as the total number of pixels available for display. This can apply to any type of graphic, whether it’s Mario, a bitmap of a logo, or a digital photograph. More pixels is always more opportunity to create a better image.

与现代游戏机相比,NES的分辨率很低。 分辨率可以定义为可显示的像素总数。 这可以应用于任何类型的图形,无论是Mario,徽标的位图还是数码照片。 像素更多总是有更多机会创建更好的图像。

Even the Wii console, which is only capable of Standard Definition of 480p, displays 640 x 480 pixels, even on high definition televisions capable of much more. However, the difference is pretty clear—Mario is considerably more high resolution than he used to be.

即使是仅支持480p标清的Wii控制台,也可以显示640 x 480像素,即使在具有更多功能的高清电视上也是如此。 但是,区别很明显-马里奥的分辨率比以前高得多。

精灵vs多边形,或像素vs矢量 (Sprites vs Polygons, or Pixels vs Vectors)

Many modern videogames have abandoned the aesthetic of older games, following a more recent trend in graphics. These games create their characters with vector shapes called polygons, which you may (or may not) remember from geometry. Polygons can be defined as “any shape that can be created from a limited number of points and line segments.”

随着图形的最新趋势,许多现代电子游戏都放弃了旧游戏的美学。 这些游戏使用称为多边形的矢量形状来创建其角色,您可能会(或可能不会)从几何图形中记住这些形状。 多边形可以定义为“可以从数量有限的点和线段创建的任何形状”。

Bitmaps, or sprites, are made from files that are a literal mapping of colors laid out on a grid, hence creating the blocky texture we’re used to seeing on classic Mario. Newer Mario, sculpted in a three dimensional space with polygons, is less limited than older Mario. He “exists” in a sort of “world” made out of math, graphed out by increasingly speedy computers the same way you might draw a polygon when blocking out an algebraic graph on a whiteboard.

位图或精灵是由文件组成的,这些文件是网格上排列的颜色的文字映射,因此创建了我们习惯于在经典Mario上看到的块状纹理。 较新的Mario雕刻在带有多边形的三维空间中,比较旧的Mario受到的限制更少。 他“存在”于一个由数学构成的“世界”中,由越来越快的计算机绘制出来,就像在白板上遮盖代数图时可以绘制多边形一样。

These basic polygons, line segments, and points are called primitives, and they are the base units of this mathematical world the same way that pixels are the base units of bitmaps. However, unlike bitmaps, they don’t have resolution. Think of how the camera zooms in on Mario in the newer games, and how he never seems to revert to any blocky, clunky pixel version of himself. Basically, you can move a polygonal Mario any way you want, and he’ll stay clean, crisp and high resolution.

这些基本的多边形,线段和点称为图元 ,它们是此数学世界的基本单位,就像像素是位图的基本单位一样。 但是,与位图不同,它们没有分辨率。 考虑一下在新游戏中相机如何放大马里奥,以及他似乎从未恢复到自己的任何块状,笨拙的像素版本。 基本上,您可以随意移动多边形马里奥,他将保持干净,清晰和高分辨率。

图像栅格化,或金刚如何来到超级任天堂 (Image Rasterization, or How Donkey Kong Came to The Super Nintendo)

If you’ve played any of the recent Mario Kart Games, you are probably familiar with Mario’s old nemesis Donkey Kong. Donkey Kong starred in a series of Mario-style run and jump action games in the mid-nineties called Donkey Kong Country, which boasted computer-rendered, polygonal-style graphics on a system that wasn’t truly capable of it—the Super Nintendo. What miracle had been pulled off to make this work?

如果您最近玩过任何Mario Kart Games,您可能对Mario的老仇人Donkey Kong很熟悉。 大金刚(Donkey Kong)在90年代中期出演了一系列马里奥风格的奔跑和跳跃动作游戏,称为“大金刚国家(Donkey Kong Country)”,该游戏在并非真正的超级任天堂系统上拥有计算机渲染的多边形风格的图形。 。 使这项工作取得了什么奇迹?

As it turns out, Nintendo and partner RARE sort of pulled a fast one on their audience. Donkey Kong Country, its sequels, and many other games from RARE used a process called rasterization to turn polygonal graphics into two dimensional, pixel-based representations.  This created the illusion of advanced, computer-rendered graphics in an age when they were considered high-tech, beautiful and exotic.

事实证明,任天堂和合作伙伴RARE吸引了很多观众。 《大金刚国家》,其续作以及RARE的许多其他游戏都使用了一种称为栅格化的过程,可以将多边形图形转换为基于像素的二维表示。 在一个被认为是高科技,美丽而充满异国情调的时代,这创造了先进的计算机渲染图形的幻觉。

Rasterization can be thought of as taking a digital photograph of a polygonal graphic—lining up the 3D, non-pixel based graphics to a grid and rendering it in pixels. The word raster itself is often used as a synonym for “bitmap.” There was really nothing “3-D” about the “3D Adventure in the Kingdom of Kong,” but rather humble pixel sprites made from the best computer generated graphics of the day. (At least, according to Nintendo.)

栅格化可以看作是拍摄多边形图形的数字照片-将基于3D,非像素的图形排列到网格中,并以像素进行渲染。 栅格本身一词经常被用作“位图”的同义词。 关于“金刚王国的3D冒险”,实际上并没有“ 3-D”,而是由当今最好的计算机生成的图形制成的谦虚像素精灵。 (至少根据任天堂的说法。)

8位图像与8位处理器 (8-Bit Images vs 8-Bit Processors)

One of the most frequent misconceptions is that the NES graphics were 8-Bit graphics and SNES and SEGA systems were 16-Bit. While those numbers were closely associated with those systems, they were not accurate in describing the images on screen. The NES actually had 6 Bit graphics, while the Super Nintendo had 15 bit color, but was limited to only 8 bit graphics on screen at any one time. Confused? Let’s take a quick look at what those 8 and 16-bits really meant.

最常见的误解之一是NES图形是8位图形,而SNES和SEGA系统是16位。 虽然这些数字与这些系统密切相关,但它们在描述屏幕上的图像时并不准确。 NES实际上具有6位图形,而Super Nintendo具有15位颜色,但在任何一次屏幕上仅限于8位图形。 困惑? 让我们快速看一下这8位和16位的真正含义。

A Bit is the smallest bit of information a computer processes, and an 8-bit processor has a capability to process an octet (8 bits) in a single cycle. The Nintendo Entertainment System had such an 8-bit processor, as the SNES and Sega Genesis had processors capable of 16 bits per cycle. Modern processors in most computers have an architecture that allows for 32 or 64 bits per cycle, which occur in billions of cycles per second.

是计算机处理的信息的最小位,而8位处理器具有在单个周期内处理八位位组(8位)的能力。 任天堂娱乐系统具有这样的8位处理器,因为SNES和Sega Genesis具有每个周期16位的处理器。 大多数计算机中的现代处理器都具有允许每个周期32或64位的架构,每秒发生数十亿个周期。

But when you’re talking about images, 8-bit means something entirely different. An 8-Bit image has 28 colors available, or a total of 256 colors. A garden variety JPG will be 24 bit, consisting of three channels for Red, Green, and Blue with 28 colors in each channel. So the NES actually had 26 colors available, while the SNES had 215 but could only display 28. When you look at the images of Mario above, the first two are the only ones that are actually 8-bit representations, the first rendered in 256 shades of gray, with the second rendered with GIF style diffusion in 256 shades of color. The third is a 24 bit JPG, with a total of 224 colors. So the next time somebody talks about “8 Bit graphics” you can proudly correct them, and tell them you learned it with a little help from Super Mario!

但是,当您谈论图像时,8位意味着完全不同。 一个8位图像具有2 8种可用颜色,或总共256种颜色。 园林品种JPG将为24位,包括红色,绿色和蓝色三个通道,每个通道中有2 8种颜色。 因此NES实际上有2 6种颜色,而SNES有2 15种,但只能显示2 8种 。 当您查看上面的Mario图像时,前两个实际上是唯一的8位表示形式,第一个以256个灰度阴影呈现,第二个以GIF样式扩散为256个颜色阴影呈现。 第三个是24位JPG,共有2种24种颜色。 因此,下次有人谈论“ 8位图形”时,您可以自豪地更正它们,并告诉他们您在Super Mario的一点帮助下学到了它!


Have questions or comments concerning Graphics, Photos, Filetypes, or Photoshop? Send your questions to


对图形,照片,文件类型或Photoshop有疑问或意见吗? 将您的问题发送到ericgoodnight@howtogeek.com, and they may be featured in a future How-To Geek Graphics article. ericgoodnight@howtogeek.com ,它们可能会在以后的How-To Geek Graphics文章中介绍。

All images of Mario copyright Nintendo, assumed fair use. Minecraft Mario by Swarmer2010.

马里奥版权任天堂的所有图像均假定为合理使用。 Minecraft Mario,作者: Swarmer2010 。

翻译自: https://www.howtogeek.com/howto/44230/what-can-super-mario-teach-us-about-graphics-technology/

图形化编程 超级马里奥

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