Ignoring other units in the pathfinding code, however, means that you will need to write separate code to handle collisions.
寻路代码中忽略其他的单元,然而,这意味着你要写单独的代码来处理碰撞。
There are many pathfinding algorithms, which have different search strategies, time efficiency and space efficiency. So they have different application situations.
路径搜索的算法有很多,不同的搜索算法有其不同的搜索策略、时间效率、空间消耗与应用场合。
Low logic update rates such as this are common in games such as real-time strategy games, where logic can eat up a lot of time in pathfinding and AI calculations that would choke a higher rate.
在实时策略类游戏中可能会使用这样低的逻辑更新帧率,这里逻辑更新会因寻路和AI计算而占用大量的时间,在这种情况下使用高的逻辑更新帧率显然不行。
The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc.
对于不同的玩家来说,可识别的游戏区域对可玩性更有帮助:城镇地区,任务地点,可征服或定居的领地,地标,寻路坐标,难度标示区域等。
The distinct player-recognizable areas might be useful for gameplay: locations of towns, places to quest, territory to conquer or settle, landmarks, pathfinding waypoints, difficulty zones, etc.
对于不同的玩家来说,可识别的游戏区域对可玩性更有帮助:城镇地区,任务地点,可征服或定居的领地,地标,寻路坐标,难度标示区域等。
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