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Titlebook: HTML5 Game Development Insights; Colt McAnlis,Petter Lubbers,Andres Pagella Book 2014 The Author(s) 2014

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樓主: Braggart
11#
發(fā)表于 2025-3-23 10:11:17 | 只看該作者
Faster Map Rendering,nt. The background content can become a burden to the rendering pipeline, as it can easily consume megabytes of data as well as a hefty chunk of your rendering pipeline. In this chapter, I’m going to discuss a few strategies for overcoming this burden, providing trade-offs where your game may need them.
12#
發(fā)表于 2025-3-23 14:52:00 | 只看該作者
13#
發(fā)表于 2025-3-23 18:47:22 | 只看該作者
14#
發(fā)表于 2025-3-24 02:05:20 | 只看該作者
https://doi.org/10.1007/978-3-319-95585-8For a game to be enjoyable, smoothness is critical. A smooth game can feel lifelike and amazing; without smoothness, a game will be sluggish and annoying, even with the best art.
15#
發(fā)表于 2025-3-24 05:15:22 | 只看該作者
16#
發(fā)表于 2025-3-24 07:12:54 | 只看該作者
https://doi.org/10.1007/978-1-349-22734-1It is a bit hard to imagine, but the Web wasn’t always as dynamic as it is today. Before I discuss WebSockets, let’s take a trip down memory lane.
17#
發(fā)表于 2025-3-24 13:40:49 | 只看該作者
https://doi.org/10.1007/978-3-662-04874-0Making games is exciting, exhilarating, and hugely fulfilling. Making good games isn’t easy. Making great games that work on multiple platforms is . . . what this chapter is about.
18#
發(fā)表于 2025-3-24 17:41:55 | 只看該作者
Robert W. Palmatier,Kelly D. MartinBack in Chapter 3, we covered the common pitfalls that cause a game to perform poorly, as well as the techniques to address them. Now we will tackle techniques to make your game look and feel just like a native one on mobile.
19#
發(fā)表于 2025-3-24 22:37:05 | 只看該作者
20#
發(fā)表于 2025-3-24 23:16:29 | 只看該作者
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