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<h1>Sequencing Patterns</h1>
<h1 class="book"><a href="/">Game Programming Patterns</a></h1>
<p>电子游戏之所有有趣,很大程度上归功于它们会将我们带到别的地方。
几分钟后(或者,诚实点,可能会更长),我们栖息在一个虚拟的世界。
创造那样一个世界是游戏程序员至上的欢愉。</p>
<p>大多数游戏世界都有的特性是<em>时间</em>——虚构世界以其特定的昼夜生活。
作为世界的架构师,我们必须发明时间,制造推动我们游戏时间运作的齿轮。</p>
<p>这一部分的模式是建构这些方面的工具。
<a href="game-loop.html">游戏循环</a>是时钟的中间轴。
对象通过<a href="update-method.html">更新模式</a>来听时钟的滴答声。
我们可以用<a href="double-buffer.html">双重缓存</a>存储快照来隐藏计算机的顺序执行,这样看起来世界是同步运行的。</p>
<h2><a href="#模式" name="模式">模式</a></h2>
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