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22 天
译介丨《作为可栖息空间的游戏》
译者按:我们今天常说的理性关卡设计来源于早期的fps游戏中对于视线的研究(或者说镜头射线,枪线),而在fps开始用射击这一具体的切入点入手之前,关卡设计尚且不存在具体的方法,任系游戏会预制众多的机关模块,并使用模块化的方式”拼迷宫“,而一些3A游戏的鼻祖作品则是遵循了电影行业的特性将空间视为一种镜头语言... 本文可以说十分晦涩,笔者尝试做了大量的注释帮助理解,总体上看这位学者主要探讨了一些3d游 ...
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今日热点
Trump bans trans athletes
Pro-Trump group renamed
US deports Indian migrants
Faces primary challenge
Disbands cadet clubs
To boycott G20 meeting
Trump cases review ordered
DOJ restricts DOGE's access
Newsom meets with Trump
Named the new Aga Khan
Johnson agrees to testify
MX troops arrive at border
Security detail revoked
Record producer Gotti dies
To accept parcels from China
To split into 3 companies
Blake Lively sued again
Ends DEI hiring goals
FBI agents won't lose jobs
Second strain in dairy cattle
US private payrolls rise
Reaches tentative deal
Blocks citizenship order
Confirmed as HUD secretary
Parked Delta plane struck
To cut 8.5% of its workforce
Fox News hires Lara Trump
Strikes deal on migrants
Matt Kuchar's father dies
Alex Jones bankruptcy case
Judge tosses last charge
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