= smgr-> getmesh ("20kdm2. BSP ");Scene: iscenenode * q3node = 0;
If (q3levelmesh)Q3node = smgr-> addocttreescenenode (q3levelmesh-> getmesh (0 ));So far, we have loaded the quake3 map as in example 2. The following is different: we have created a triangle selector. This is a class that you can use to pick up triangles from scene nodes for different purposes, such as collision detection. There are several triangle selectors in the engine, which can be created using iscenemanager. In this examp
hgeAnimation class: 6. x coordinate in the texture 7. y coordinate in the texture 8. 9. The width of each frame in the texture. height of each frame in the texture // 10. animation playback speed 11. the total number of frames for the animation is 12. texture required for animation // parameters of our role: 13. figure 14. role movement speed FGMyRole (short _ id, TYPE_Camp _ camp, char * _ name, float _ x, float _ y, float _ tx, float _ ty, float _ tw, float _ th, float _
teleport it, so it looks like it's rolling past ...Because wait to go to run, there is also no a lot of points need to explain, I directly on the code for everyone to see, comments are written, the main points will be singled out, more detailed explanation and experience will be waiting for me to the next day to refresh the implementation of it.Copy CodeThe code is as follows:/*** @desc Smooth Scrolling* @param v need to manipulate the view* @param fromY start y-coordinate* @param toY terminati
frame to be drawn in 16ms, then the 1-second frame rate is about 60 frames per second (1 seconds/0.016 frames per second = 62.5 frames/second), why should it be used as a measure of App performance? This is because collaboration between the human eye and the brain is not able to perceive more than a screen update.Most Android devices on the market have a screen refresh rate of up to one HZ. Of course, exceeding the FPS is meaningless, the human eye d
The following code shows the game pausedusingUnityengine;usingSystem.Collections; Public classgamepausetest:monobehaviour{ Public floatMovespeed =2.0f; voidUpdate () {//MoveTransform. Translate (NewVector3 (0,0, Movespeed *time.deltatime)); } voidOngui () {if(GUI. Button (NewRect ( $,0, -, -),"Pause") ) {Time.timescale=0; } if(GUI. Button (NewRect (280,0, -, -),"continue to") ) {Time.timescale=1; } }}gamepausetestPrecautionsThe speed *time.deltatime In the example is designed to en
state: The game engine draws a page load picture and adds a start Game buttonstartGame Status: The game starts reading the countdown, reminding the user that the game is about to beginrunningGame status: Draw all the game scene footage needed to run the gamestopGame status: The game enters the pause stage, the game in the Generation Sun, the zombie timer will clear, the character animation is in the static stategameoverGame state: Divided into the player to win the victory and the zombie to win
The following code shows the game paused
Using Unityengine;
Using System.Collections;
public class Gamepausetest:monobehaviour
{public
float movespeed = 2.0f;
void Update ()
{
//move
transform. Translate (New Vector3 (0, 0, movespeed * time.deltatime));
}
void Ongui ()
{
if (GUI. button (new Rect (140, 0, 100, 50), "pause")) {
Time.timescale = 0;
}
if (GUI. button (new Rect (280, 0, 100, 50), "continue")) {
Currently, the Xbox One handle does not include a headphone port, and users often need to purchase an additional standalone stereo headset adapter to use the headset on the console. Microsoft's spoiler program will release the new Xbox One handle next month with an additional headset port. In the Xbox One Support Forum Update blog post, the new gamepad will be available after June 2015, with a new 3.5mm audio port that can link any type of headset.
COCOS2DX New development of the game, the hand is very hot, the need for friends can refer to.COCOS2DX new research and development of the game, mobile phone running on the phone is very hot, and later listen to other project groups to share that can be resolved by reducing the frame of the problem, the original is cocos2dx default of 60, later modified to 30, the test found that mobile phone fever problem solved.To modify the code:AppDelegate.cppSet FPS
Usually when the view is scaled and moved, we can use Uiscrollview, because it comes with these functions, we have to do is to tell Uiscrollview a few relevant parameters can beBut the gesture of not realizing rotation is uirotationgesturerecognizerThere are many gestures in iOS:Uirotationgesturerecognizer rotationUITapGestureRecognizer Finger ClickUipinchgesturerecognizer ScalingUiswipegesturerecognizer fingers quickly sweep overUipangesturerecognizer Finger drag and moveUilongpressgesturerecog
The power will be stopped. Except for a bit of heat, there is no loss for the laptop.
However, a strange thing happened in just a few minutes: When I tested JavaScript code with IE, I found that the setInterval frequency was changed to 60 frames/second.
This is normal in earlier versions of IE. However, ie9, which keeps pace with the times, seems to be much lower. I tested the clock frequency of various browsers not long ago. I remember that the setInterval of ie9 can reach over 200
Guess it might be in the main loop using Sleep (0), a search, sure enough to locate the specific code, it is located in the Cocos2dx\platform\win32\ccapplication.cpp, roughly as long as the following:
1
while( 1 ) {
2
if( 有消息 ) {
3
if( 时间到 ) 更新计时, call 主循环函数;
4
elseSleep(0);
5
}
6
// 其他跳出循环判断代码
Firefox versions are provided first.Copy codeThe Code is as follows:Window. Define requestanimationframe ([callback]); // FirefoxWindow. webkitRequestAnimationFrame (callback [, element]); // Chrome Parameters:Callback :( FF (optional, Chrome required)The first parameter of the function to be called in the next repaint operation is the current time.Element :( FF none)It's actually a canvas, and the 'pa' is an animation. (The element that corresponds ally bounds the entire animation ). For canva
, strongly recommend each reader to download down as I step by step debugging, optimization. If you feel that you are helping yourself, you can show support for a star. Behind the picture more, traffic party cautious into.Basic conceptsAfter opening the project, as long as the Customtablecell.swift file is available, it implements the custom UITableViewCell and the internal UI layout, because the focus is on performance optimization, and the code implementation is more casual.First press COMMAND
Cadisplaylink class is called once. After the Nstimer is registered with the Runloop in the specified mode, Runloop sends a specified selector message to the specified target whenever the set cycle time arrives. 2, cycle settings different iOS device screen refresh frequency (FPS) is 60Hz, so cadisplaylink selector default call cycle is 60 times per second, this cycle can be set through the Frameinterval property, The number of Cadisplaylink selector
int getchar (void);The GetChar function is equivalent to GETC (stdin). Read one character from standard inputint getc (FILE *stream);Return value: The return value is usigned char but we treat it with the int typeis typically defined as a macro to useint fgetc (FILE *stream);Is the same as the GETC function, but is generally defined as function usageMacros and Functions:Macro does not occupy the scheduling time, only takes up the compilation time;The function occupies the scheduling time, does n
connected computers must maintain time synchronization. In online games, if a computer lags behind, he should keep it backward. Then, when entering the logic update loop, he should repeat himself several times, to catch up. If the time delay is just an isolated event, there will be no major problem. After one or two speeding events, it will catch up. However, if the game's logic update always times out, the performance will be very bad, and will eventually lag behind. In online games, you ma
front-end event is blocked several times by the firewall.Alas! I can only talk about it in my blog.Function
/*** Create a proxy function with Frame Rate Control for the function * contains details at the end * Note: this function is applicable when the call interval is greater than 1 ms * @ static * @ method getfpslimitedfunction * @ Param {function} accept-specified function * @ Param {number} [FPS = 0]-per second the maximum number of executions.
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