这一层是放置游戏引擎的地方。
This is the tier where the game engine -- the heart of the simulation -- resides.
游戏引擎不需要对星型模式做大量联结。
它表示的是一个游戏引擎内部的值。
这一层的规模几乎完全取决于游戏引擎的实现。
Sizing of this tier depends almost entirely on the implementation of the game engine.
中间层的规模取决于游戏引擎本身的体系结构。
The sizing of the middle tiers depends on the architecture of the game engine itself.
他的游戏引擎是开源的,但是不免费。
作为游戏引擎,它缺少业务和社交环境所需的功能。
As a game engine, it lacked capabilities required in business and social context.
数据库层上面的一层常常称为游戏引擎(或游戏服务器)。
On top of that is a layer commonly called the game engine (or game server).
选择您要使用的游戏引擎后再挑选您要的游戏。
这是很自然的,图形只占了游戏引擎的一小部分。
实时游戏引擎,虚幻引擎,许多现代游戏的权力。
The real-time gaming engine, Unreal Engine, powers many modern day games.
朕采取了写一本关于设计的游戏引擎白皮书的任务。
I took a task of writing a white paper about designing a game engine.
一些设计新颖的游戏引擎甚至可以支持这个数量的10倍。
On the positive side, non-traditional game-engine design has allowed them to support 10 times those numbers on their servers.
该方法能有效地用于3d游戏引擎中碰撞检测的实现。
This method can be applied effectively to collision detection in 3d game engine.
实际的游戏绝不应该包含任何被放入游戏引擎的部分。
The actual game should never have components that are put into the game engine.
这个游戏引擎将保留事物在世界中的轨迹,比如这样这样。
The game engine will keep track of everything in the world like such and such.
游戏引擎将会计算这个脚本并把这个行为和胆怯的巨人相关联。
The game engine will evaluate the script and link this behavior to the cowardly troll.
因此,3d游戏引擎的研究在游戏开发中拥有非常重要的地位。
So it's a crucial task to research on the 3d engine in game development.
下一层的规模评估很复杂,因为它在很大程度上取决于实现游戏引擎的方式。
Sizing the next layers down is compounded, because it depends largely on how the game engine is implemented.
Web技术的最大好处,是像游戏引擎一样,可以跨平台重用客户端代码。
The big advantage of Web technologies, like game engines, is their ability to reuse client code across platforms.
假如说你正在写一个能够支持一大堆很好的特性的3D游戏引擎。
So lets say your writing a 3D game engine that supports a pretty good set of features.
机房信息:硬件信息储存到游戏引擎可望首次提出并作为评价评。
Machine room information: Hardware information saved in game, expected move and first engine evaluation as commentary.
这里的要点是,延迟会受到游戏引擎和客户机通信系统方面的设计决策的影响。
The point of all this is that latency is impacted by design decisions that lay at the heart of the game engine and the client communication system.
对这些变量的赋值将会由真正的游戏引擎而不是我们的脚本语言完成。
The actual game engine, not our scripting language, will assign the values in these variables.
逻辑部分定义游戏引擎的核心原则和算法,数据部分提供其内容和行为的具体细节。
Logic definition of the core principles and algorithms of the game engine, the data afford some of its content and the specific details.
然后游戏引擎让脚本系统可以使用这些文本,以便于分析文本并对此做出适当的响应。
The game engine then makes the text strings available to the script system, which analyzes the text and provides an appropriate response.
然后游戏引擎让脚本系统可以使用这些文本,以便于分析文本并对此做出适当的响应。
The game engine then makes the text strings available to the script system, which analyzes the text and provides an appropriate response.
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