You will also love this game if you like: action, gun shooting, shooter games, FPS games, action games.
您也一定会喜欢这个游戏,如果你喜欢:动作,枪射击,射击游戏,FPS游戏,动作游戏。
Imagine you and mixing your FPS game and you want to avalanche the player with the sound of gunfire and explosions.
想象下你把FPS(以每秒帧数形式的)游戏加入其中,你想用有枪响和爆炸的声效秒杀你的玩家。
Giants by the Nanjing military Region, jointly developed with Wuxi in China's first military FPS game "glorious mission" has successfully developed.
由南京军区与无锡巨人公司联合开发的中国第一款FPS军事游戏《光荣使命》日前研发成功。
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。
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。
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。
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。
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。
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。
Perfect FPS for your playing game and HD video recording.
完美的FPS你玩游戏和高清视频录制。
Making the game state independent of the FPS seems to be the best implementation for a game loop.
基于恒定游戏速度的FPS的主循环实现方案简单易学。
Making the game state independent of the FPS seems to be the best implementation for a game loop.
基于恒定游戏速度的FPS的主循环实现方案简单易学。
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