1.Part of this is down to the pathfinding, with the new algorithms making sure that you won't encounter late-game slowdown when trying to move hundreds of units.
其中一部分是靠寻路降低,在新的算法下,你不会在游戏后期同时移动几百单位时感到变慢。
2.There are many pathfinding algorithms, which have different search strategies, time efficiency and space efficiency. So they have different application situations.
路径搜索的算法有很多,不同的搜索算法有其不同的搜索策略、时间效率、空间消耗与应用场合。
4.Low logic update rates such as this are common in games such as real-time strategy games, where logic can eat up a lot of time in pathfinding and AI calculations that would choke a higher rate.
在实时策略类游戏中可能会使用这样低的逻辑更新帧率,这里逻辑更新会因寻路和AI计算而占用大量的时间,在这种情况下使用高的逻辑更新帧率显然不行。
5.Pathfinding, the method in which a unit will determine how to move, is handled by code, and will not be able to be edited within the map editor.
寻路AI这种东西是依靠程序代码操控的,所以没办法用地图编辑器制作。