• <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

            国产A级毛片久久久精品毛片| 久久久久久精品久久久久| 久久亚洲精品人成综合网| 久久综合给合久久狠狠狠97色 | 理论片午午伦夜理片久久 | 一极黄色视频久久网站| 久久夜色精品国产欧美乱| 久久国产一区二区| 麻豆精品久久久久久久99蜜桃| 日韩av无码久久精品免费| 久久久WWW成人免费精品| 久久久久久夜精品精品免费啦 | 久久久亚洲裙底偷窥综合| 久久只有这里有精品4| 国产Av激情久久无码天堂| 久久成人精品| 91麻豆精品国产91久久久久久 | 久久久青草久久久青草| 亚洲美日韩Av中文字幕无码久久久妻妇 | 噜噜噜色噜噜噜久久| 国内精品伊人久久久久影院对白 | 国产精品美女久久久| 婷婷国产天堂久久综合五月| 91性高湖久久久久| 69SEX久久精品国产麻豆| 伊人久久综合精品无码AV专区| 久久久久国产视频电影| 999久久久国产精品| AV无码久久久久不卡网站下载| 精品多毛少妇人妻AV免费久久| 热RE99久久精品国产66热| 久久久国产一区二区三区| 久久―日本道色综合久久| 久久久久免费精品国产| 久久中文娱乐网| 伊人热人久久中文字幕| 中文字幕一区二区三区久久网站| 99久久免费只有精品国产| 国产毛片久久久久久国产毛片| 久久天堂电影网| 四虎亚洲国产成人久久精品|