我们评论了4种可行的实现,而其中一种你应该会明确避免的,那就是用可变fps控制游戏速度的那种。
We've reviewed 4 possible implementations, and it seems that there is one of them which you should definitely avoid, and that's the one where a variable FPS dictates the game speed.
另一种游戏循环的实现就是让其尽可能快地运行,然后让FPS控制游戏速度。
Another implementation of a game loop is to let it run as fast as possible, and let the FPS dictate the game speed.
上下左右键控制移动,游戏速度很快,要及时补充路上的燃料,对于向你开枪的警车把他挤到路边爆炸。
The next key to control movement around, the game quickly, in time to add fuel to the road, For you to the police shot him relegated to roadside bombings.
将物理重量桥接到虚拟对象上是通过物理控制器的重心来确定游戏中的速度的。
The way you bridge the physical weight to the virtual is to use the center of mass of the physical controller to determine in-game velocity.
所以他只能沿着山丘移动以建立速度。然后飞向天空,有时也会飞上云朵。 这款游戏非常简单,只需要一个按钮就能控制。
But without any wings he has to slide along hills to build up speed, then take to the sky and soar.
所以他只能沿着山丘移动以建立速度。然后飞向天空,有时也会飞上云朵。 这款游戏非常简单,只需要一个按钮就能控制。
But without any wings he has to slide along hills to build up speed, then take to the sky and soar.
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