• 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。

    youdao

  • 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。

    youdao

  • 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。

    youdao

  • 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。

    youdao

  • 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。

    youdao

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