魔幻mmorpg中历史与神话类型的模拟结构

Pilkevych Pilkevych
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引用次数: 0

摘要

本文探讨了幻想类电子游戏中历史和神话遗产的接受问题。面向对象编程范式和MMORPG算法逻辑决定了内容仿真的结构。Сreating成千上万个类似的对象优先为不同类型的实体提供单一接口。神话内容类在另一个类之上,保留了类似的实现,结合了历史接受和编程继承的原则。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
THE SIMULATION STRUCTURE OF THE HISTORICAL AND MYTHOLOGICAL TYPES IN FANTASY MMORPG
The article deals with the reception of historical and mythological heritage in the video games of fantasy genre. The paradigms of object-oriented programming and MMORPG algorithm logic determine the structure of the content simulation. Сreating thousands of similar objects provides for top priority the provision of a single interface to entities of different types. Mythological content class upon another class, retaining similar implementation combines the principles of historical reception and programming inheritance.
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