Repo ↗ · 原始 README ↗ · 文件包(Markdown/授權)
封面參考(原作): The Elder Scrolls V: Skyrim - Special Edition · 原作宣傳圖,由 IGDB 提供。圖片版權屬原權利人,供辨識原作使用,不代表此重寫/模組專案的實際畫面。
來源維護者: Mudcrab-Team · 版本: 0f48d2965c05 · 整理日期: 2026-10-12
文件授權: MIT · LICENSE-APACHE · LICENSE-MIT · 本文形式: README 翻譯
下文為來源 README 的繁中翻譯,由 Kirikirin 使用 AI 輔助整理;功能、完成度與測試結果均為原作者描述,本站未逐項實機驗證。圖片改為來源連結,指令與技術識別保留原文。
Mudcrab
README 圖片:CodeRabbit Pull Request Reviews
[README 圖片:Rust](https://www.rust-lang.org/)
[README 圖片:Engine](https://bevyengine.org/)
[README 圖片:License: MIT](https://github.com/Mudcrab-Team/mudcrab/blob/0f48d2965c057dcfeb5ae7fe73b3b845b95dce93/LICENSE-MIT)
[README 圖片:License: Apache 2.0](https://github.com/Mudcrab-Team/mudcrab/blob/0f48d2965c057dcfeb5ae7fe73b3b845b95dce93/LICENSE-APACHE)
[README 圖片:CI Status](https://github.com/Mudcrab-Team/mudcrab/blob/0f48d2965c057dcfeb5ae7fe73b3b845b95dce93/README.md#-quick-start-development-setup)
[README 圖片:Platforms](https://github.com/Mudcrab-Team/mudcrab/blob/0f48d2965c057dcfeb5ae7fe73b3b845b95dce93/docs/specs/meta/platforms.md)
一個開源、高效能的遊戲引擎重實作,相容於 The Elder Scrolls V: Skyrim (Special Edition) 的資產,以 Rust 從零打造,並使用 Bevy Engine。
受到 OpenMW 等開源引擎重實作啟發,Mudcrab 將 Bethesda 的舊式遊戲格式(.esm、.bsa、.nif、.dds、.pex)現代化為 GPU 原生、適合串流的格式(glTF 2.0、KTX2 Basis、SQLite 3 / libSQL、Luau),以實現 60+ FPS 高效能遊戲體驗,且沒有載入畫面。
[!IMPORTANT]
法律免責聲明: Mudcrab 是一個獨立的開源專案,並非隸屬於、受其背書或與 Bethesda Softworks LLC、ZeniMax Media Inc. 或 Microsoft Corporation 有任何關聯。「The Elder Scrolls」與「Skyrim」是 Bethesda Softworks / ZeniMax Media 的註冊商標。本儲存庫不散布任何專有遊戲資產。需要合法購買的原版遊戲才能提供遊戲資料。完整法律聲明請見 LEGAL.md。
✨ 功能與架構亮點
- 🚀 零載入畫面: 室內與室外城市轉換透過 libSQL 空間 R-Tree 索引與
rkyv零複製記憶體映射,100% 即時無縫載入。 - ⚡ 高 FPS Vercidium 渲染: 批次化實例化間接繪製呼叫(
DrawMeshInstancedIndirect)將 5,000+ 個個別繪製呼叫降至每幀 100 個以下。 - 📜 Luau 腳本引擎(
mlua): 以沙箱化、JIT 編譯的 Luau 腳本取代單執行緒 Papyrus。包含非同步 HTTP 網路功能,可連接即時 Web API(例如真實世界天氣同步模組)。 - 📱 跨平台(桌上型與行動裝置): 原生支援 Windows、Linux、macOS(Apple Silicon)與 Android(ARM64 / POCO F5)。
- 🎨 現代化 UI(Bevy 0.19
bsn!): 將過時的 Flash(.gfx)選單轉譯為硬體加速的宣告式 Bevy UI 節點樹。 - 🎮 整合式模組管理器: 內建啟動器,支援拖放壓縮檔安裝,以及依優先權加權的
.esp/.esl外掛載入順序。
🏗️ 工作區 Crate 架構
Mudcrab 組織為模組化的 Cargo 工作區:
mudcrab/
├── Cargo.toml # Workspace Root Manifest
├── LEGAL.md # Legal & Trademark Disclaimers
├── crates/
│ ├── launcher/ # GUI Setup Wizard & Built-in Mod Manager
│ ├── converter/ # Asset Converter Pipeline (.nif ➔ .glb, .dds ➔ KTX2, .esm ➔ libSQL)
│ ├── shared/ # Versioned coordinate, database, and cell-cache contracts
│ ├── engine/ # Bevy Game Engine Binary (Render, Physics, Luau, Audio)
│ └── dummy-content/ # Synthetic mock asset generation for tests & CI
| Crate | 職責 |
|---|---|
launcher |
首次執行設定精靈、遊戲路徑偵測、內建模組管理器 UI、觸發轉換器進度條,並啟動引擎。 |
converter |
重量級離線資產轉換器(mesh-tools、basis-universal、ddsfile、nom 二進位解析器)。 |
shared |
轉換與執行階段共用的版本化契約,包括座標與地形 cell 快取。 |
engine |
輕量、極快速的遊戲二進位檔(Bevy 0.19+、wgpu、libsql、mlua Luau JIT)。 |
dummy-content |
程序化、合成資產 fixture,用於在沒有專有遊戲檔案的情況下進行自動化測試。 |
🗺️ 專案藍圖
Mudcrab 正依 5 個核心階段系統性地建構。在 docs/roadmap/ 中探索完整藍圖規格。
- [x] 階段 1:資產現代化管線(
converter) — 將舊式.esm、.nif、.dds與.pex轉譯為SQLite 3、glTF 2.0、KTX2與Luau。 - [ ] 階段 2:核心引擎執行階段與 Vercidium 渲染器(
engine) — 執行階段、整合、效能分析與驗收基礎設施已實作;完整真實資產簽核仍待完成。 - [ ] 階段 3:Luau 執行階段、宣告式 UI 與啟動器(
launcher) — 沙箱化 Luau JIT 與非同步 Web API、Flash 轉 Bevybsn!UI 轉換,以及設定精靈。 - [ ] 階段 4:遊戲機制、物理與持久化 — Rapier 3D 物理、動畫混合、戰鬥狀態機,以及亞秒級存檔狀態快照。
- [ ] 階段 5:硬體光線追蹤、多平台與網路 — WebGPU/Vulkan RTGI、DLSS/FSR3 畫格生成、原生合作多人、Android ARM64 與 OpenXR VR。
🚀 快速開始(開發環境設定)
先決條件
- Rust(2024 Edition)
- CMake 與 Ninja / GCC(用於原生 libSQL / SQLite 編譯)
建置與執行
-
複製儲存庫:
git clone https://github.com/Mudcrab-Team/mudcrab.git cd mudcrab -
檢查工作區編譯:
cargo check --workspace -
執行啟動器應用程式:
cargo run -p launcher
選擇 Skyrim Data 以轉換實體 Data 資料夾,或選擇 MO2 profile 以疊加 Mod Organizer 2 設定檔。開啟 MO2 設定,拖入包含 ModOrganizer.ini 的執行個體資料夾,並從下拉式選單中選擇偵測到的設定檔(MO2 的作用中設定檔預設會被選取,若無則退回至第一個偵測到的設定檔)。Skyrim Data 資料夾仍必須作為基底。在拖入輸出資料夾前請先關閉設定。來源設定會套用至 Start 與 Resume,並依每次啟動器工作階段選取。MO2 來源會就地讀取;不支援原生 SKSE 外掛。執行個體必須宣告支援的 Skyrim gameName。設定的目錄可透過 junction 解析,但設定檔、已啟用模組與資產的 reparse point 會被拒絕。
在不重建世界的情況下修復失敗的轉換
cargo run -p converter --bin converter -- repair-failed "<Skyrim Data>" "<output directory>" --mo2-instance "<MO2 instance>" --mo2-profile "<profile>"
這會讀取原始 manifest,並將失敗的輸入、來自失敗壓縮檔的資產,以及必要的貼圖與骨架相依項目,暫存到唯一的 <output>/.repair--<timestamp> 目錄中。鬆散的 MO2 檔案會就地讀取。修復會暫存 pack 以供驗證,在支援的情況下連結未變更的資產,重新 finalize skyrim_world.db 以更新網格邊界,並重新執行整合;它不會從外掛重建世界。請為修復後的資產、重寫的中繼資料,以及無法使用硬連結時的複本預留磁碟空間。若為實體 Data,請省略 MO2 選項。
預設為預覽:檢查 repair-report.json 與暫存的 assets/ 資料夾;已發布的 pack 不會變更,除非是在復原先前中斷的發布。加上 --apply 重複執行,以驗證現有成品雜湊並發布修復。轉換與修復共用獨佔輸出鎖定,且無法在引擎持有其執行階段讀取鎖定時執行。發布會在取代檔案前寫入回復日誌,並最後更新 manifest;下一次轉換或修復會復原中斷的修復。發布是可復原的,但對未取得鎖定的讀取者而言並非原子性。
設定必須與原始轉換相符,且未解決的失敗或失敗的整合會阻止發布。必要時提供原始編碼設定:--texture-encoder、--texture-fallback-quality、--texture-uastc-level 與 --texture-zstd-level(以及對應的 GPU 選項)。GPU 修復使用與轉換相同的 GPU 編碼 worker,包括設定的品質與 CPU 後備。變更 MO2 視窗設定或停用的模組項目不會使整個轉換快取失效;勝出的資產與外掛變更會分別追蹤。
資產相容性變更
相容性變更也適用於實體 Data 資料夾轉換:CalienteTools 下的 BodySlide/Outfit Studio 資源會作為作者資料被排除,manifest 會記錄 excluded_inputs,且不支援的 NIF 版本會被明確拒絕。粒子大小解析與動態形狀復原會還原先前被省略的幾何。
動態頭部、頭髮與眼睛網格現在會產生幾何。PR #154 審查 回報總 GLB 大小從 209 MB 增加至 451 MB;這些是審查者提供的測量值,並非此處重現的基準測試。腳本快照差異來自指令分派分塊,而非 Mudcrab 標頭重新命名,後者早已在 main 中。
GPU 貼圖編碼
轉換器會將 DDS 區塊可被 GPU 直接取樣的貼圖(DXT1–DXT5、BC1–BC7)原樣複製到 KTX2。其他所有貼圖,主要是 Skyrim 的未壓縮地形與 LOD 貼圖,預設在 CPU 上轉換:未壓縮的 8 位元 RGB(A)(24-bit、X8R8G8B8、A8R8G8B8、A8B8G8R8、DXGI BGRA/BGRX)會區塊壓縮為原生 BC7,其餘貼圖則編碼為 UASTC(Basis Universal)。使用 --texture-encoder gpu 時,wgpu 運算著色器會將它接收的每個貼圖(包括未壓縮 RGB(A))改為編碼為 UASTC,並寫入具有相同 Zstandard 超壓縮的 KTX2,因此引擎不需要任何變更:
cargo run --release -p converter -- "<Skyrim Data>" "<output directory>" --texture-encoder gpu
由編碼器作者在完整的 Skyrim SE 轉換上測量(Ryzen 5 5600G、RTX 5090、NVMe),從零開始:
| CPU 編碼器 | GPU 編碼器 | |
|---|---|---|
| 整體轉換 | 28 分 08 秒 | 8 分 55 秒 |
| 貼圖階段(10,236 個編碼、22,709 個複製) | 20 分 37 秒 | 1 分 29 秒 |
CPU 時間是在 CPU 路徑為未壓縮貼圖寫入原生 BC 之前測量的(截至 #119);它們描述的是 CPU 上的 UASTC 編碼。
在作者的 20 個樣本貼圖上,品質約比 CPU 編碼器的 UASTC level 2 低 0.3–0.5 dB PSNR,且皆是在 BC7 轉碼後(桌上型)與作為 ASTC(行動裝置)。比較工具並非本儲存庫的一部分,因此請將這些數據視為參考。
--gpu-quality N— 端點細化傳遞次數,0–8(預設 2)。--gpu-batch-mb N— 打包進單一 GPU 分派的來源 MB 數(預設 256)。
GPU 路徑無法處理的貼圖(體積貼圖、無法解碼的格式)會使用 CPU 編碼器,在沒有可用硬體 GPU 時,整次執行也是如此。若 GPU 在執行中途失敗(驅動程式錯誤或裝置遺失),所有尚未完成的內容會改在 CPU 上編碼。編碼後的貼圖會依編碼器分別快取,因此切換編碼器只會重新轉換它們;複製的貼圖與網格則會重複使用。
📚 技術規格(docs/specs/)
如需詳細技術規格、格式解析與架構指南,請探索 docs/specs/ 目錄:
architecture.md— 核心引擎架構總覽與階段里程碑。nif-to-gltf.md— 3D 網格轉換器規格(mesh-tools)。dds-to-ktx2.md— 貼圖壓縮器規格(basis-universal+ddsfile)。esm-to-sqlite.md— 主資料庫規格(libSQL+rkyv)。pex-to-lua.md— Papyrus 位元碼至 Luau 轉譯規格(mlua)。mods-and-ui.md— 整合式模組管理器與 Flash 轉 Bevy UI 策略。launcher.md— 首次執行設定精靈與啟動器工作流程。vercidium-optimizations.md— 高 FPS GPU 實例化與 HZB 剔除。platforms.md— 桌上型、行動 ARM64 與 WebGPU 的目標矩陣。requirements.md— 硬體系統規格與最佳化分析。features.md— 解鎖的能力(零載入畫面、AI 對話、原生合作)。bevy-examples.md— 將官方 Bevy 0.19 模式對應至引擎子系統。
🤝 貢獻
我們歡迎社群貢獻!無論你是在修正資產轉換器的錯誤、增強 Bevy 渲染管線,或撰寫文件,在提交 PR 前請先查看我們的指南:
- 📖 CONTRIBUTING.md — 開發工作流程、程式碼風格(
cargo fmt/clippy)與 PR 準則的指南。 - 📜 LEGAL.md — 智慧財產權政策與相容性準則。
- 🐛 Issue Tracker — 搜尋現有問題,或使用我們的範本回報新錯誤。
⚖️ 法律免責聲明與授權條款
授權條款
Mudcrab 依您的選擇,採用下列任一條款進行雙重授權:
- MIT 授權條款(
LICENSE-MIT) - Apache 授權條款,版本 2.0(
LICENSE-APACHE)
法律聲明與商標免責聲明
Mudcrab 是一個獨立的開源遊戲引擎重實作。它不包含或散布任何屬於 Bethesda Softworks LLC 或 ZeniMax Media Inc. 的受著作權保護之遊戲資產、美術作品、3D 模型、音訊或遊戲資料。使用者必須自備其合法持有的 The Elder Scrolls V: Skyrim 副本,以擷取遊戲資料。
所有商標均為其各自所有人之財產,並嚴格依據指名性合理使用原則,用於相容性描述。請參閱 LEGAL.md 中的完整聲明。
授權與來源聲明
原始 README 與翻譯沿用 MIT 授權;本次修改為繁中翻譯、連結與排版調整。可修改的 Markdown、原始 README、LICENSE 與 NOTICE 收錄於頂部文件包。原作遊戲內容與商標不因此獲得授權。
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END OF TERMS AND CONDITIONS
LICENSE-MIT
MIT License
Copyright (c) 2026 Mudcrab Contributors
Permission is hereby granted, free of charge, to any person obtaining a copy
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