算法从初始基本点开 始,包括两种移动:轴向移动(axis direction move)和模式移动(pattern move), 每次迭代中这两种移动都楚交骜进行的,轴彝移动依次沿终今坐标轴进行,磁以 确定新的基点和有利于函数值下降的方向。
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请参看第3章了解模式移动的相关技术。
See Chapter 3 for a detailed explanation of pattern movement techiniques.
图8 - 1展示了游戏设计者可以用脚本系统实现的模式移动的实例。
Figure 8-1 shows an example of a movement pattern that a game designer can implement using a scripting system.
我们可以提出一种像第3章的模式移动那样的概念并在脚本系统中实现它。
We can take a concept, such as pattern movement from chapter 3, and implement it in a scripting system.
Well, how do you get this hearts to move up and down and seemingly in these random patterns?
但是,你怎样才能让这些爱心们看起来,像是在某种随机的模式下上上下下地移动呢?
2 2 I can move 9 down, I can move 12 down, I can move 2 down, God and I can cheat by entering God mode and if I hit God and hit Enter well now the problem set solves itself for me.
我可以将9移下来,移动,而且我也可以输入无敌模式,如果我输入,并回车,然后此问题将会自动开始,解决。
And you can see this expanding rings of activity of stimulating, Cause a pattern of activities that move forward from the back of the brain to the front of the brain, in a very regular pattern which we call a visual field map.
眼睛在前面,指向这个红点,大家看到,刺激活动不断扩大的环路,引起一个活动的模式,从大脑的后不向前部移动,这一模式十分规律,我们可以称其为视觉分布图。
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