tailieunhanh - Algorithms and Networking for Computer Games phần 2

(ví dụ như bằng cách không bao gồm di chuyển bất hợp pháp được đề xuất bởi một cầu thủ). Đầu vào cầu thủ của con người là nhận được thông qua một thiết bị đầu vào được lọc bởi một phần mềm điều khiển. Các thành phần cấu hình cung cấp dữ liệu ví dụ, | INTRODUCTION 5 The Controller part includes the components for the participation role. Control logic affects the Model and keeps up the integrity . by excluding illegal moves suggested by a player . The human player s input is received through an input device filtered by a driver software. The configuration component provides instance data which is used in generating the initial state for the game. The human player participates in the data flow by perceiving information from the output devices and performing actions through the input devices. Although the illustration in Figure includes only one player naturally there can be multiple players participating the data flow each with thier own output and input devices. Moreover the computer game can be distributed among several nodes rather than reside inside a single node. Conceptually this is not a problem since the components in the MVC can as well be thought to be distributed . the data flows run through the network rather than inside a single computer . In practice however the networked computer games provide their own challenges see Section . Synthetic Players A synthetic player is a computer-generated actor in the game. It can be an opponent a non-player character NPC that participates limitedly like a supporting actor or a deus ex machina which can control natural forces or godly powers and thus intervene or generate the game events. Because everything in a computer game revolves around the human player the game world is anthropocentric. Regardless of the underlying method for decision-making see Chapter 6 the synthetic player is bound to show certain behaviour in relation to the human player which can range from simple reactions to general attitudes and even complex intentions. As we can see in Figure the data flow of the human player and the synthetic player resemble each other which allows us to project human-like features to the synthetic player. We can argue that in a sense there .

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