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。
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。
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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