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原文 https://blog.lidia-martinez.com/efficiency-tips-spaces-and-transformation-matrices-unity Should I care which method I use to switch spaces? This on 阅读全文
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Understanding the managed heap Another common problem faced by many Unity developers is the unexpected expansion of the managed heap. In Unity, the ma 阅读全文
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在Windows平台上可以通过KeywordRecognizer识别简单的语音关键字,我们可以通过麦克风控制编辑器的开启、暂停、关闭只是一个有趣的小实验 1 using System; 2 using UnityEngine; 3 using UnityEngine.Windows.Speech; 阅读全文
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https://dev.epicgames.com/documentation/en-us/unreal-engine/using-gameplay-abilities-in-unreal-engine Gameplay Ability Overview of the Gameplay Abilit 阅读全文
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https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking Multiplayer games based on the Source use a Client-Server networking architectu 阅读全文
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https://gafferongames.com/post/networked_physics_in_virtual_reality/ Introduction About a year ago, Oculus approached me and offered to sponsor my res 阅读全文
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https://gafferongames.com/post/client_server_connection/ So far in this article series we’ve discussed how games read and write packets, how to unify 阅读全文
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https://gafferongames.com/post/reliable_ordered_messages/ Many people will tell you that implementing your own reliable message system on top of UDP i 阅读全文
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https://gafferongames.com/post/sending_large_blocks_of_data/ In the previous article we implemented packet fragmentation and reassembly so we can send 阅读全文
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https://gafferongames.com/post/packet_fragmentation_and_reassembly/ Now we are ready to start putting interesting things in our packets and sending th 阅读全文
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参考:https://gamedev.stackexchange.com/questions/62468/how-to-implement-a-shotgun-in-a-game Here is a page discussing shotgun spreads, you might take a 阅读全文
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https://gafferongames.com/post/state_synchronization/ In this article we round out our discussion of networked physics strategies with state synchroni 阅读全文