Each time through the loop, we perform game logic updates, input updating and handling, and rendering.
在每次进入循环的时候,我们会执行游戏逻辑的更新,输入更新与处理,还有渲染。
For example, somewhere in the game logic, there will be a need to see if the user wants to move his or her position forward.
举例来说,当在游戏逻辑进行到某处的时候,我们需要检测玩家是否希望他或她的位置朝前移动。
A new ATL analysis method based on game logic was inducted, and it can model and analyze Multi-electronic commerce protocol.
引入一种新的基于博弈逻辑的AT L分析方法,能够对日益复杂的多方电子商务协议进行建模与分析。
This portion is the game logic update sequence that forces the game logic (physics updates, object motion, animation cycling, etc...) to update a set number of times per second.
这部分代码处理游戏逻辑的更新,并且强制要求游戏逻辑每秒执行固定次数。
It is possible during a given frame that game logic will take too long. If a logic update cycle goes overtime, we can delay rendering for a bit to give ourselves a little extra time to catch up.
可能在某一帧里游戏逻辑的处理时间会非常长,甚至会超时,这时我们可以稍稍暂停一下屏幕的渲染,使得游戏逻辑更新能够在这段时间里赶上来。
If you embed any of your game logic in the engine itself, don't plan on reusing it later without lots of problems and modifications.
如果你打算把游戏逻辑的任何一部分嵌入引擎,那么在以后计划对它进行重用时,你得准备着去面对无数的问题和修改。
When you're keeping track of game logic and interactions, animations, camera positions, etc., there are a few different events you can use.
这里有一些不同的事件函数供你来追踪游戏逻辑,动画和相机的位置等。
Game logic, which belongs to the action logic, is a new interdisciplinary subject intersected with game theory and logic.
博弈逻辑是博弈论与逻辑学相交叉的一门崭新的学科,它属于行动逻辑。
Game logic, which belongs to the action logic, is a new interdisciplinary subject intersected with game theory and logic.
博弈逻辑是博弈论与逻辑学相交叉的一门崭新的学科,它属于行动逻辑。
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