• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

                 摘要: The next two functions to come along work in conjunction with the update functionality
            of the class. At every frame that a character needs updating, a specific
            function is called to update the character’s actions. This specific function is dependent
            on the type of character being updated; for PCs, that specific function is
            pc_update (which is overridden by you in order to control your player).  閱讀全文
            posted @ 2007-12-04 16:29 lovedday 閱讀(305) | 評論 (0)編輯 收藏
                 摘要: The brains of the character operation is the cCharController class,
            which is probably the biggest non-game core class you’ll work with.

            The cCharController class maintains a list of active characters, each character
            being stored within a sCharacter structure. For each type of character, there is a
            matching entry into an array of sMeshAnim structures (and a matching sCharAnimInfo structure).  閱讀全文
            posted @ 2007-12-04 16:19 lovedday 閱讀(263) | 評論 (0)編輯 收藏
                 摘要: To start, each character needs a definition, which is pulled from the master character
            list. You store this definition value in the def variable. To tell similar
            characters apart, you assign a unique identification number (ID) to each one.
            Think of using identification numbers as you use names. Instead of adding a character
            named “George” into the game during play, you refer to that same character
            as character 5.  閱讀全文
            posted @ 2007-12-04 00:08 lovedday 閱讀(225) | 評論 (0)編輯 收藏
                 摘要: The character definitions are templates by nature, so you really need to load up the
            definitions and work with them on a per-instance basis. This means that you need
            to come up with a controller that loads the definitions and tracks each instance of
            a character in your game. What you need is a character controller class.  閱讀全文
            posted @ 2007-12-03 23:29 lovedday 閱讀(218) | 評論 (0)編輯 收藏
                 摘要: master character list edit source:  閱讀全文
            posted @ 2007-12-03 22:05 lovedday 閱讀(419) | 評論 (0)編輯 收藏
                 摘要: You create and use a master character list (MCL) much like you use the master
            item list (MIL) to define objects in your game. Before using them in your game,
            you need to design every character, complete with appearance (3-D mesh) and
            functionality (abilities and attributes). This character information is stored in the
            sCharDef structure.  閱讀全文
            posted @ 2007-12-03 21:54 lovedday 閱讀(224) | 評論 (0)編輯 收藏
                 摘要: Now, you can put all the neat spells that your game has to offer to good use. You
            know how spells work, but you need to know how the spells affect the characters.
            Remember that the spell controller tracks only the meshes that create the visual
            side of spells; the character controller determines the effects of the spells.  閱讀全文
            posted @ 2007-12-03 21:00 lovedday 閱讀(148) | 評論 (0)編輯 收藏
                 摘要: When a character takes a swing at another character, this action triggers the
            process that determines whether the blow hit the target. Determining whether the
            attack hit involves an attacking character’s to-hit ability and a defending character’s
            agility ability. Remember that the higher the ability values, the better the chance to
            hit or dodge the attack.  閱讀全文
            posted @ 2007-12-03 20:31 lovedday 閱讀(267) | 評論 (0)編輯 收藏
                 摘要: After a spell triggers and the effects are processed, what happens? As I’ve previously
            mentioned, spells only affect characters, so only the character controller engine
            should modify the character’s data. In the section “Creating a Character Controller
            Class,” later in this chapter, you find out how to process spells in regard to characters.  閱讀全文
            posted @ 2007-12-03 20:12 lovedday 閱讀(181) | 評論 (0)編輯 收藏
                 摘要: Because the spell controller is needed only for tracking the spell meshes and
            animation, the class definition is relatively small  閱讀全文
            posted @ 2007-12-03 19:46 lovedday 閱讀(280) | 評論 (0)編輯 收藏
            僅列出標題
            共136頁: First 42 43 44 45 46 47 48 49 50 Last 

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            久久99热只有频精品8| 久久综合亚洲欧美成人| 亚洲国产一成久久精品国产成人综合| 久久精品一区二区三区中文字幕| 欧美色综合久久久久久| 久久国产乱子伦免费精品| 国产国产成人久久精品| 久久夜色精品国产噜噜亚洲a| 久久亚洲精品无码AV红樱桃| 久久亚洲国产成人精品无码区| 亚洲第一极品精品无码久久| 欧美精品丝袜久久久中文字幕| 久久亚洲日韩精品一区二区三区 | 精品熟女少妇a∨免费久久| 久久精品国产亚洲av瑜伽| 日产精品99久久久久久| 一本久久综合亚洲鲁鲁五月天亚洲欧美一区二区 | 丁香久久婷婷国产午夜视频| 久久夜色精品国产亚洲| 久久久精品日本一区二区三区| 久久精品国产清高在天天线| 国产精品久久久久久久人人看| 93精91精品国产综合久久香蕉 | 亚洲AV无码一区东京热久久| 亚洲欧美精品一区久久中文字幕| 伊人久久综在合线亚洲2019| 国产一区二区三区久久| 久久国产精品成人影院| 亚洲女久久久噜噜噜熟女| 久久久久久久综合狠狠综合| 国产精品美女久久久久AV福利| 99久久er这里只有精品18| 久久久噜噜噜www成人网| 亚洲综合熟女久久久30p| 久久久无码精品亚洲日韩京东传媒 | 久久久久久亚洲Av无码精品专口| 亚洲欧美一区二区三区久久| 久久伊人色| 久久久久精品国产亚洲AV无码| 伊人久久久AV老熟妇色| 精品久久久久久无码中文字幕一区|