are that I W As working with the wrong basic assumptions for doing a good internet game. My original design is targeted at Ok, I made a bad call. I have a T1 to my house and so I just wasn ' t familliar with the PPP life. I ' m addressing it now.
The problem was of course latency.What John did next when he released QuakeWorld would change the industry forever.
client-side Prediction
In the original Quake you felt the latency between your computer and the server. Press forward and you ' d wait h
proprietary, but at the moment I focus on Firefox OS and how we can improve on it.
Most HTML5 games today are either poorly performing (fps only 0 to 20) or barely pass (FPS reaches 20 to 30). In addition, in most cases, these games can not run at a stable frame rate, resulting in a very unpleasant gaming experience. Interestingly, many problems are actually unrelated to device and JavaScript. Some large
button after you feel inconvenience, press the "Reset" button, you can revert to the system default settings.
In addition to pressing the F1, there are also F12 function keys are common in two modes, after entering the game, as long as the non-title screen in the scene press F12, will be directly back to the title screen. In addition, Alt+enter is the key to switch between full screen and window, which can be found in the help of RMXP.
Next we describe some of the features that appear only in d
of the image is higher than 24, it is regarded as coherent. This phenomenon is called Vision temporarily.
Frame rate is a measure of the number of display Frames. The so-called measurement unit is the number of display Frames per Second (Frames per Second, FPS)
In general, 30fps is acceptable, but improving the performance to 60fps can significantly improve the interaction and authenticity. However, generally, a higher smoothness is not obvious if th
. cocos2dx can run only one scenario Scene * getRunningScene (); // obtain the fps value double getAnimationInterval (); // set the fps value void setAnimationInterval (double dValue); // whether the fps is in the displayed status bool isDisplayStats (); // set whether to display the fps void setDisplayStats (bool bDis
Do program development must take into account the memory optimization, after all, the iphone itself is not very large memory, this section mainly said that the cocos2d development of memory optimization, specific performance in, both the same sprite (image) can only render once, or can not be rendered only once.The following is the procedure of the program, first block the previous code.let's start with a brief introductionCcspritebatchnode optimize game rendering efficiency, in the >ccspriteb
the requirement
The phone screen is currently 60Hz refresh rate, which is limited by itself in the delay.
Elevation of refresh rateAssuming a refresh rate of 60Hz does not mean that there is a 16.67ms delay per frame, but that the screen image is updated every 16.67ms, the concept of "vertical synchronization" in rendering options is derived from this. This is a very high time for us to submit a render screen, such as:For ease of calculation, first assume that the sensor, transmission,
-in and fade-out effects are often seen on websites. In this example, "Fade Animation" is used to achieve this effect, "Fade Animation" has four attributes: L Duration: the animation effect interval. l fps: The display speed of frames per second. L maximumopacity: maximum transparency. L minimumopacity: minimum transparency.
3. Separ
current running scene, COCOS2DX can only run a scene scene* getrunningscene (); Gets the FPS value double getanimationinterval (); Set FPS value void Setanimationinterval (double dvalue); Whether FPS is a display state bool Isdisplaystats (); Sets whether to display fps void setdisplaystats (bool bdisplaystat
The most important Optimization of body rendering is to reduce GPU sampling. Testing the filling rate of the GPU material can guide our work. Do you want to know why the GPU can only reach 12 FPS in 800*600 environments? This depends on the number of GPU samples per second.
I wrote a simple OSGProgramTo test the number of samples. Click here to download
The procedure is simple. There are several steps: create a window, generate and set the texture
our computer, we can also use it to convert the supported movie files into the most popular MPEG-4 movies currently. Here we will introduce how to use flask MPEG to convert a MPEG-1 file into a DivX (MPEG-4) film.Step 1: Open the MPEG-1 film file to be converted with Flask MPEG, select file ==> open media, and then select a file from your computer.If you want to convert a. DAT video file (generally a VCD-format audio/video file) to a DivX (MPEG-4) film, you must first use another Conversion Pro
In the cocos2d-x, the game at any time, only one scene object instance is running, the object can be used as the current game content of the overall package object
In addition to ccdirector, The Cocos2d-x engine provides a ccdisplaylinkdirector, which is a ccddirethat can be automatically refreshed.
The main functions of ccdirector are as follows:
Ccscene * getrunningscene (void) // obtain the current running scenario
Double getanimationinterval (void) // obtain the current
Sets an object so that camera can automatically fly to the current position from now on.
1. Set a position. You can place a cube that displays its position in front of it. You can also write a script to set the location here.
2. Use Functions
Mobile function transform. Position = vector3.slerp (positionstart, positionend, time * 0.001 );
Rotation function transform. Rotation = Quaternion. slerp (startrotation, aimrotation, time. Time * 0.00001 );
3. Add a function in the switch script
commonly used options-- Longhelp list all options-H, -- help display common parameters-- Longhelp: Display All ParametersNote:-h, -- help indicates that both-H and -- help can be used.-H is a simplified writing method.For example:X264-H and x264 -- help are equivalent.
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Frame-type options:Frame-type options:
-I, -- keyint Description: maximum interval between two IDR frames. The default value is 250.Recommended Value: default value or 10 times of FPSExample
Using UnityEngine; using System. collections; public class AniSprite: MonoBehaviour {public int rowCount = 4; // The number of rows in the frame image in the image public int colCount = 4; // public int rowStart = 0 for the number of frames in the image; // The row subscript that starts playing public int colStart = 0; // The subscript public int totalCells = 4; // The total number of frames public int fps = 10; // playback speed // Update void Update
performance issue discussed here: scanning speed.
Using a triangular ranging method, the camera screen can recognize the laser point and calculate the actual distance. for desktop computers, it is almost considered that time is not required. Then, the factor limiting the scanning speed is the camera's detection rate. For common USB cameras currently in the market, the maximum frame rate is 30 FPS in 640 × 480 resolution mode, so the scanning speed is
One, the title editing software under LinuxCommonly used are subtitleeditor, Gnome-subtitles, Gaupol1, Gnome-subtitles: Multi-caption File batch processing is not supported2, Gaupol: Full English interface3, Subtitleeditor: Function and Gnome-subtitles, gaupol similar, but support batch processing, interface ChineseSecond, common video and subtitle reasons for synchronizationSubtitles and videos downloaded online due to different sources, resulting in subtitles and audio out of sync. There are g
not hide this part, play effect is not satisfactory.So I used the Pyinvoke module, and as long as I gave it a parameter hide=True , I could perfectly hide the output of the called program (referring to stdout). Before running the code below, please install the invoke with Pip first. (Can see here, install a module is not a piece of cake)Okay crap say so much, on the code:import="BadApple.mp4"invoke.run(f"mpv --no-video {video_path}", hide=True, warn=True)Run the above test code, if you hear the
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