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Jun 2, 2017
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1 change: 0 additions & 1 deletion book/game-loop.markdown
Original file line number Diff line number Diff line change
Expand Up @@ -418,7 +418,6 @@ Fred的机器做了10倍的操作,所以他的误差要比George的更大。
方便的是,我们*实际*知道渲染时距离两次更新的时间:它被存储在`lag`中。
我们在`lag`比更新时间间隔小时,而不是`lag`是*零*时,跳出循环进行渲染。
`lag`的剩余量?那就是到下一帧的时间。
n we go to render, we'll pass that in:

当我们要渲染时,我们将它传入:

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2 changes: 1 addition & 1 deletion book/sequencing-patterns.markdown
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
^title 序列模式

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。
电子游戏之所以有趣,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),我们活在一个虚拟的世界。
创造那样的世界是游戏程序员至上的欢愉。

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