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Titlebook: Entertainment Computing; Technologies and App Ryohei Nakatsu,Junichi Hoshino Book 2003 IFIP International Federation for Information Proces

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樓主: malcontented
51#
發(fā)表于 2025-3-30 09:44:20 | 只看該作者
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發(fā)表于 2025-3-30 13:38:09 | 只看該作者
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發(fā)表于 2025-3-30 19:42:34 | 只看該作者
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發(fā)表于 2025-3-30 22:16:05 | 只看該作者
Entertainment Computing978-0-387-35660-0Series ISSN 1868-4238 Series E-ISSN 1868-422X
55#
發(fā)表于 2025-3-31 03:36:13 | 只看該作者
56#
發(fā)表于 2025-3-31 05:45:44 | 只看該作者
Alexander Schmitt,Wolfgang Minkera paradigm for speech interfaces in interactive storytelling based on the notion of influence. In this paradigm, the user is mainly a spectator who is however able to interfere with the course of action by issuing advice to the characters. This is achieved by recognising corresponding speech acts an
57#
發(fā)表于 2025-3-31 12:28:09 | 只看該作者
When Psychology Turns to Spiritualitytination points in a virtual environment, minimizing some criterion (e.g., the length of the overall trajectory), we call this problem multi-goal pathfinding. The problem appears for artificial creatures in virtual environments and for computer-controlled characters in 2D or 3D games, which have to
58#
發(fā)表于 2025-3-31 14:39:13 | 只看該作者
The World Today: A Net Assessment,at a synchronization protocol and a protocol for prevention of common cheating techniques in real-time multiplayer games. We then propose an optimization to the current cheat-proofing techniques which takes advantage of synchronization delay inherent in current implementation of multiplayer games. P
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發(fā)表于 2025-3-31 21:00:01 | 只看該作者
Stephane Ploix,Amr Alzouhri Alyafiitations of a Palm computer and their impact on game design. It is observed that the designers of complex games refuse to take sufficiently into account the imposed limitations. Seven design problems are identified and examples of these problems in actual games are given, including ways of solving t
60#
發(fā)表于 2025-3-31 23:11:23 | 只看該作者
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