这两种情况的结果都是相同的:每个客户端游戏实体都与一个其可见的实体集合相关联。
In both cases the result is the same: a per-client set of associations between game entities and viewed entities.
在这个客户端游戏引擎的渲染是在客户机上(最终用户的计算机),并通过服务器片面的多用户支持,很多球员可以定位在一个场景中,在同一时间。
In this client game engine the rendering is performed on the client machine (the end-users computer) and via server sided multiuser support, lots of players can navigate in one scene at the same time.
最后配对显示如何断开客户端从服务器室当用户结束他或她的游戏。
The final pairing shown is how to disconnect the client from the server room when the user ends his or her game.
如果游戏的新部分只重用客户端中的现有代码,那么可能不需要下载。
If the new part of the game content merely reuses existing code on the client, then no download may be required.
这时,如果需要对游戏客户端进行更新,就会触发下载过程。
At that point, a download is triggered if changes are required on the game client.
然而,进行这些工作的软件往往都是独有的,即每一个游戏都要求运行在自己的客户端和服务器软件下。
The software that does this, however, is proprietary: each game requires its own client and server software.
Web技术的最大好处,是像游戏引擎一样,可以跨平台重用客户端代码。
The big advantage of Web technologies, like game engines, is their ability to reuse client code across platforms.
与GameRanger相比,Tunngle的客户端声称可以操控几乎所有的基于IP通讯的程序,也包括非游戏类应用程序。
Compared to GameRanger, Tunngle's client claims to handle nearly any program with IP-based traffic, including non-game apps as well.
游戏客户端通过用户界面向游戏玩家展示信息。
Game clients display information to the game player through the user interface.
举个例子,如果游戏客户端辨识出一瓶隐藏的神秘魔法药剂的位置,那么那些数据一定在游戏客户端的某个地方,即使该数据在你的用户界面上根本看不到。
For example, if the game client knows the location of a hidden secret potion, those data must exist in the game client somewhere even if the data are not apparent to you in the user interface.
典型地是作为盒装产品提供给消费者的游戏客户端的费用。
Typically the cost of the game client as a boxed product to the consumer.
因此,游戏厂商们都在提供相关游戏的线上版,它们可以通过下载客户端运行,或是通过浏览器运行。
As a result, firms are offering online games that can be played either through "client" software, which users download, or via a web browser.
但为了让事情变得简单,我放弃使用这种方法,而是集中讲述存储游戏数据、在客户端与服务器之间通信,以及打造前端的基础知识。
To keep it simple, though, I forgo this approach to concentrate on the basics of storing the game data, communicating between the client and server, and building the front end.
任何发送到游戏客户端的数据都可以访问或修改。
Any data that are sent to a game client can be accessed or modified.
图6显示了两个游戏客户端和一个游戏服务器通过流程代理程序进行交互。
Figure 6 shows two game clients and a game server interacting via a Process Broker.
想想不断流行的PC游戏:即使是网络中心化程度最高的多人在线游戏也大量依赖于客户端的性能来渲染它们的画面。
Consider the ongoing popularity of PC gaming: Even the most network-centric multiplayer online games rely heavily on thick client software to render their graphics.
电子书中对印象深刻页面的要求,Google的PacMan是一个交互性、可玩性和难以辨别是否基于客户端的游戏。
e-book has impressive page turns, and its own PacMan is fully interactive, and playable, and undistinguishable from a client-based game.
游戏平台就是最终用户用来访问游戏的设备,在技术上也称为客户端(client side)。
The game platform is the end-user access device to the game, also technically known as the client side.
多接口缩短了游戏开发时间,因为,除了版本之外,多接口还允许我们在客户端和服务器之间的类型级别中使用松耦合。
Multiple interfaces reduced development time of the game because, apart from versioning, they allowed us to use loose coupling at the type level between clients and servers.
为避免这些问题,我们这样设计游戏:让客户端通过几个引导对象访问接口,客户端只需为引导对象选择一个接口版本。
To avoid these problems, we designed the game such that clients access it via a small number of bootstrap objects for which they choose an interface version.
PUN(客户端),它会自动切换到游戏服务器。
PUN (the client) automatically switches to that game server.
在游戏进行过程中,同步变量的值的修改都会被自动同步到所有的客户端,直到游戏结束。
As gameplay progresses, changes to SyncVar values are automatically synchronized to clients. This continues until game ends.
动画中提取,从原来的游戏客户端,或通过本场比赛的球迷进行。该应用程序允许您下载并设置他们作为你的动态壁纸。
The animations are extracted from the original game client or made by fans of the game. This application allows you to download and set them as your live wallpapers.
当今天的交叉火力发射,将提示您更新您的游戏客户端。
Upon launching Cross Fire today, you will be prompted to update your game client.
例如,游戏客户端现在也许能够通过付款提取内容(由一个函数调用进行控制)。
For example, the game client may now be able to retrieve the content in return for a payment, controlled under a single function call.
本文论述了MMORPG(大型网络角色扮演游戏)中地图服务器和客户端移动功能实现。
The implementation of Map Server and Move Function of Client in MMORPG (Massively Multiplayer Online Role Playing Games) is discussed in the paper.
我们可以下载游戏客户端但现在无法登录到任何服务器。
We can download game client now and not be able to log onto any servers.
比如手机游戏、 手机搜索、门户资讯网站、客户端等。
For instance website of information of search of mobile phone game, mobile phone, portal, client is carried etc.
比如手机游戏、 手机搜索、门户资讯网站、客户端等。
For instance website of information of search of mobile phone game, mobile phone, portal, client is carried etc.
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