If the hardware can handle the defined FPS, no problem.
若果硬件能跟上定义好的FPS,那没问题。
Our first solution, FPS dependent on Constant game speed, has a problem when running on slow hardware. Both the game speed and the framerate will drop in that case.
在我们最先的解决方法,FPS基于固定的游戏速度,在低速的硬件下会有问题,游戏速度和帧速率都会有丢失。
If you're unfamiliar with the Enemy Territory series, essentially it's a FPS which is played out on large maps.
如果你不熟悉《深入敌后》系列,那么你只需要了解这是一个地图很大的第一人称射击类游戏就行了。
Another implementation of a game loop is to let it run as fast as possible, and let the FPS dictate 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。
Using a constant game speed with a maximum FPS is a solution that is easy to implement and keeps the game code simple.
使用固定的游戏速度和最大的FPS是一个容易实现而且代码简洁的解决方案。
For example, an obstacle that could be avoided with a normal FPS, can become impossible to avoid with a slow FPS.
例如,在正常的FPS下能躲开的障碍可能会在低的FPS下变得无法躲避。
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.
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。
With acceleration turned on, the rate was increased to a range of 29 to 35 FPS.
当打开加速时,该比率提升到了每秒29到35帧。
Because you don't update your game state every frame, only the visualization, your game will have a higher FPS than with the second method I described.
对比我记述的第二个方法,你的游戏将会有更高的FPS。
With a dedicated HD video recording button on the back, it's cake to switch between capturing stills and video (1080i at 60fps, or 720p at 30 FPS).
HD录像(1080i每秒60格、或720p每秒30格)的专用按键也令动静态影像的捕捉切换更是轻松写意。
The second internship I got I attribute to making my own fps game using a free C++ game engine 3D state -- and the fact that I already had a game internship on my resume.
我得到第二份实习机会是因为我用一个免费的C++3D游戏引擎自己做了一个FPS游戏出来——而同时我的简历上已经有了一个在游戏公司实习的经验。
The rear-facing camera can record 720p high-definition content at 30 frames per second (fps) with audio, and the front-facing camera records VGA (video graphics array) video at 30fps.
iPad2上的后置摄像头能够摄录720线、30帧/秒高清有声视频,前置摄像头能够摄录30帧/秒VGA(视频图形阵列)视频。
Along with reduction of transaction costs, notably for micro payments, FPS makes it possible and easy to define a customized charging model using a capability called payment Instruction.
伴随着交易成本的降低,小额支付(micro payments)引起注意,FPS使用之成为可能,并可使用所谓的支付指令(payment Instructions)功能方便地定制收费模型。
This is why Paul Stamatiou believes that Amazon FPS cannot be directly compared to traditional payment services.
这正是PaulStamatiou认为AmazonFPS不能直接比作其它传统支付服务的原因。
Once Payment Instructions are formulated by each party, a piece of FPS functionality called GateKeeper has to verify that they are compatible and install them in order to proceed with a transaction.
一旦支付指令被每个团体设计完毕,一项被称为GateKeeper的FPS的功能就必须验证他们的兼容性,并安装他们以处理交易。
For Paul Stamatiou, FPS is a significant innovation in the field of payment management services based on "everything Amazon has learned about dealing with money transactions."
对Paul Stamatiou而言,FPS是支付管理服务领域内的一次重大革新,它建立于“Amazon从处理货币交易中所学到的所有经验”基础之上。
The -mf fps=17 parameter tells mencoder to create a movie at 17 frames per second.
mf fps=17参数告诉mencoder创建每秒 17帧的影片。
You use character Controllers if you want to make a humanoid character. This could be the main character in a third person platformer, FPS shooter or any enemy characters.
如果想制作一个类似人的角色那就使用角色控制器。这可以是第三人称平台游戏、第一人称射击游戏的主要角色或任何敌对角色。
And something I also should mention, the more FPS you have, the easier and better you can strafe.
还有我要说明的,你有越高的FPS值,就可以更好更容易的完成旋转。
FPS Setting now also displays the number of currently selected models.
FPS设置区域也显示当前选定的模型数量。
You use Character Controllersif you want to make a humanoid character. This could be the main character in a third person platformer, FPS shooter or any enemy characters.
如果想制作一个类似人的角色那就使用角色控制器。这可以是第三人称平台游戏、第一人称射击游戏的主要角色或任何敌对角色。
The basic idea is that synchronizes your FPS with your monitor's refresh rate.
基本的思路是将你的FPS和显示器的刷新率同期起来。
It takes the main combined arms nature of the FPS game, and places it within the framework of real-time strategy with a commander handing out orders.
它融合了主视角射击游戏的武装特性,并将其放入了由指挥官发布命令的实时策略框架中。
Jennik: What would you expect? The corridor and level based maps as in other FPS?
你希望什么呢?难道像别的FPS游戏那样的走廊地图?
Moreover, the structure and fasten of the device are convenient. A FPS-MTMD system was designed, in which a mass-plate slides on four spherical surfaces.
本文设计了一种质量板在四个球面上滑动的FPS型MTMD减震系统,并安装在某输电塔的横担处。
Moreover, the structure and fasten of the device are convenient. A FPS-MTMD system was designed, in which a mass-plate slides on four spherical surfaces.
本文设计了一种质量板在四个球面上滑动的FPS型MTMD减震系统,并安装在某输电塔的横担处。
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