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🎰 第241回「ビデオゲーム」 | 英語学習サイト:Hapa 英会話

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I got my ビデオゲーム Nintendo NES.
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第241回目のポッドキャストのテーマは「ビデオゲーム」です。今日の会話ではジョシュアとステファンがビデオゲームについて会話をします。ジョシュアは具体的に、子供の頃に遊んだゲームについて話します。彼はビデオゲームを通して正しい.


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You know, the one where you had to blow in the cartridge ビデオゲーム slam it in to get it to ビデオゲーム />I had that, and you know, Super Mario Brothers, I grew up with that.
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I was a big fan of the RPG genre.
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I was a bad student.
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Uh, I learned a lot of words.
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Preserving Virtual Worlds Final Report.
Twisty Little Passages Almost All Alike: Applying the FRBR Model to a Classic Computer Game.
Proceedings of the 45th Hawaii International Conference On System Sciences HICSS.
Cabrinety ビデオゲーム in the History ビデオゲーム Microcomputing, ca.
A History of Video Game Cataloging in U.
Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS.
Journal of Library Metadata.
Racing the beam: The Atari video computer system.
MIT Press, 2009, 192p.
The Routledge companion to video game studies, Routledge, 2016, 544p.
Best Practices for Cataloging Video Games -Using RDA and MARC21.
Developing a video ビデオゲーム metadata schema for the 2プレイヤーゲームのダウンロード Interactive Media Museum.
International Journal of Digital Library.
Empirical evaluation of metadata for video games and interactive media.
Journal of the Association for Information Science and Technology.
A conceptual model for video games and interactive media.
Journal of ビデオゲーム Association for Information Science and Technology.
Proceedings of the ASIST Annual Meeting.
Proceedings of the iConference 2014.
Why Video Game Genres Fail: A Classificatory Analysis.
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米ニューヨーク州ロチェスターのストロング遊戯博物館は、2019年の「ビデオゲームの殿堂」(World Video Game Hall of Fame)入りゲームとして『スーパーマリオカート』『Mortal Kombat』『Microsoft Solitaire』『Colossal Cave Adventure』の4.


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Modern browsers strive to call methods right as they are needed and idle or do their other tasks in the gaps.
It is an excellent idea to attach your code to the moments that are appropriate for them.
Think about whether your function really needs to be called on a strict interval of time, every frame, or only after something else happens.
Being more specific with the browser about when your function needs to be called allows the browser to optimize when it is called.
Also, it will probably make your job easier.
Some code needs to be run frame-by-frame so why attach that function to anything other than the browser's redraw schedule?
On the Web, will be the foundation of most well-programmed per-frame main loops.
A callback function must be passed in to it when it is called.
That callback function will be executed at a suitable time before the next repaint.
Here is an example of a simple main loop: window.
That is not by accident and it is considered best practice.
Calling the next requestAnimationFrame early ensures the browser receives it on time to plan accordingly even if your current frame misses its VSync window.
The above chunk of code has two statements.
The first statement creates a function as a global variable called main.
This function does some work and also tells the browser to call itself next frame with window.
The second statement calls the main function, defined in the first statement.
Because main is called once in the second statement and every call of it places itself in the queue of things to do next frame, main is synchronized to your framerate.
Of course this loop is not perfect.
Before we discuss ways to change it, let us discuss what it already does well.
Timing the main loop to when the browser paints to the display allows you to run your loop as frequently as the here wants to paint.
You are given control over each frame of animation.
It is also very simple because main is the only function getting looped.
A First Person Shooter or a similar game presents a new scene once every frame.
here cannot really get more smooth and responsive than that.
But do not immediately assume animations require frame-by-frame control.
Simple animations can be easily performed, even GPU-accelerated, with CSS animations and other tools included in the browser.
There are a lot of them and they will make your life easier.
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Note: In practice, it is more common to prevent the next requestAnimationFrame with an if-statement, rather than calling cancelAnimationFrame.
For the second issue, stopping the main loop, you will need to cancel the call to main with.
You will need to pass cancelAnimationFrame the ID token given by requestAnimationFrame when it was last called.
Let us assume that your game's functions and variables are built on a namespace that you called MyGame.
At any point, we can stop the main loop by telling the browser to cancel the request that corresponds to our token.
You may have multiple components driven by multiple different types of events.
This feels like unnecessary complexity but it might just be good optimization not necessarily, of course.
The problem is that you are not programming a typical main loop.
In Javascript, you are using the browser's main loop and you are trying to do so effectively.
The above sections describe main loops which try not to wrestle away control from the browser.
These main methods attach themselves to window.
It is up to the browser how to relate these requests to their main loop.
The does not really define exactly when the browsers must perform the requestAnimationFrame callbacks.
This can be a benefit because it leaves browser vendors free to experiment with the solutions that they feel are best and tweak it over time.
Modern versions of Firefox and Google Chrome and probably others attempt to connect requestAnimationFrame callbacks to their main thread at the very beginning of a frame's ビデオゲーム />You can think about developing realtime applications as having a budget of time to do work.
All of the above steps must take place every 16-and-a-half milliseconds to keep up with a 60 Hz display.
Browsers invoke your code as early as possible to give it maximum computation time.
Your main thread will often start workloads that are not even on the main thread such as rasterization or shaders in WebGL.
Long calculations can be performed on a Web Worker or a GPU at the same time as the browser uses its main thread to manage garbage collection, its other tasks, or handle asynchronous events.
While we are on the topic of budgeting time, many web browsers have a tool called High Resolution Time.
The object is no longer the recognised method for timing events because it is very imprecise and can be modified by the system clock.
High Resolution Time, on the other hand, counts the number of milliseconds since navigationStart when the previous document is unloaded.
This value is returned as a decimal number accurate to a thousandth ビデオゲーム a millisecond.
It is known as a but, for all intents and purposes, consider it a floating point number.
They should provide 0.
This value is not too useful alone, since it is relative to a fairly uninteresting event, but it can be subtracted from another timestamp to accurately and precisely please click for source how much time elapsed between those two points.
To acquire one of these timestamps, you can call window.
You will often want to know when your main function ビデオゲーム invoked.
Because this is common, window.
This leads to another enhancement to our previous main loops.
Your game genre will obviously make a difference but it could even be more subtle than that.
You could draw every pixel individually on a canvas or you could layer DOM elements including multiple WebGL canvases with transparent backgrounds if you want into a complex hierarchy.
Each of these paths will lead to different opportunities and constraints.
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You might even want update and draw to occur at different rates.
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We will branch out later.
Think about your needs, carefully, before working on your main loop.
What most browser games should look like If your game can hit the maximum refresh rate of any hardware you support then your job is fairly easy.
You can simply update, render, and then do nothing until VSync.
In our case, we give it rAF's timestamp.
The most famous example of this concept is the game from id Software, RAGE.
This game removed control from the user in order to keep its calculation time at roughly 16ms or roughly 60fps.
If computation took too long then rendered resolution would decrease, textures and other assets would fail to load or draw, and so forth.
Other ways to handle variable refresh rate needs Other methods of tackling the problem exist.
One common technique is to update the simulation at a constant frequency and then draw as much or as little of the actual frames as possible.
The update method can continue looping without care about what the user sees.
The draw method can view the last update and when it happened.
Since draw knows when it represents, and the simulation time for the last update, it can predict a plausible frame to draw for the user.
It does not matter whether this is more frequent than the official update loop or even less frequent.
The update method sets checkpoints and, as frequently as the system allows, the render method draws instants of time around them.
This is a more complex solution, and might be too much overhead for simple updates.
Again, this is a bit more complex than the previous two 無料でプレイするゲーム, and starting each update will be blocked until the browser decides to fire rAF callbacks.
A separate update and draw method could look like the following example.
For the sake of demonstration, the example is based on the third bullet point, just without using Web Workers for click the following article and, let's be honest, writeability.
Note: This example, specifically, is in need of technical review.
Always here by tickLength.
It is 20 Hz 50ms here.
It draws the scene.
It is the authority for game state.
If a portion of your update loop is difficult to compute but insensitive to time, you might consider scaling back its frequency and, ideally, spreading it out into chunks throughout that lengthened period.
An implicit example of this is found over at The Artillery Blog for Artillery Games, where they to optimize garbage collection.
Obviously, cleaning up resources is not time sensitive especially if tidying is more disruptive than the garbage itself.
This may also apply to some of your own tasks.
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The concern is mostly with switching to another option.
Fortunately, I do not have any experience with this but I have heard it is an excruciating game of Whack-a-Mole.
An important thing to remember for managed platforms, like the web, is that your loop may stop execution for significant periods of time.
This could occur when the user unselects your tab and the browser sleeps or slows its requestAnimationFrame callback interval.
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Once your main loop has been developed and you have ビデオゲーム on a set of assumptions and tradeoffs which suit your game, it is now just a matter of using your decisions to calculate any applicable physics, AI, sounds, network synchronization, and whatever else your game may require.

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ビデオゲームは昔からありますが、その影響は年々大きくなっています。世界中でビデオゲームの対戦を楽しむ eスポーツは物凄い勢いで成長しており、まさに21世紀の象徴とも言えるでしょう。日本でも「ユーキャン 新語・流行語大賞」で.


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「グッチ(GUCCI)」は7月11日、ゲームセクション“グッチ アーケード(GUCCI ARCADE)”を公式アプリに導入した。1970年から1980年代にゲームセンターで人気を博したビンテージのビデオゲームをインスピレーション源に、ユーザーは「グッチ」.


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Preserving Virtual Worlds Final Report.
Twisty Little Passages Almost All Alike: Applying the FRBR Model to a Classic Computer Game.
Proceedings of the 45th Hawaii International Conference On System Sciences HICSS.
Cabrinety Collection in the History of Microcomputing, ca.
A History of Video Game Cataloging in U.
Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS.
Journal 車のゲーム無料オンライン Library Metadata.
Racing the beam: The Atari video computer スペインのオンラインカジノ />MIT Press, 2009, 192p.
The Routledge companion to video game studies, Routledge, 2016, 544p.
Best Practices for Cataloging Video Games -Using RDA and MARC21.
Developing a video game metadata schema for the Seattle ビデオゲーム Media Museum.
International Journal of Digital ビデオゲーム />Empirical evaluation of metadata for video games and interactive media.
Journal of the Association for Information Science and Technology.
A conceptual model for video games and interactive media.
Journal of the Association for Information Science and Technology.
Proceedings of the ASIST Annual Meeting.
Proceedings of the iConference 2014.
Why Video Game Genres Fail: A Classificatory Analysis.
IFLA Library Reference Model.

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NHKスペシャル 新・電子立国 第4回 ビデオゲーム~巨富の攻防~

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ITmedia NEWS 「ソリティア」とともに「スーパーマリオカート」「Mortal Kombat」「Colossal Cave Adventure」も殿堂入りした. 米Microsoftが「Windows 3.0」からOSにバンドルしているゲーム「ソリティア」が、米国の遊びの文化に関する.


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Preserving Virtual Worlds Final Report.
Twisty Little Passages Almost All Alike: Applying the FRBR Model to a Classic Computer Game.
Proceedings of the 45th Hawaii International Conference On System Sciences HICSS.
Cabrinety Collection in the History of Microcomputing, ca.
A History of Video Game Cataloging in U.
Implementing Controlled Vocabularies for Computer Game Platforms and Media Formats in SKOS.
Racing the beam: The Atari video スロット現金カジノの検討 system.
MIT ビデオゲーム, 2009, 192p.
The Routledge companion to video game studies, Routledge, 2016, 544p.
Best Practices for Cataloging Video Games -Using RDA ビデオゲーム MARC21.
Developing a video game metadata schema for ビデオゲーム Seattle Interactive ビデオゲーム Museum.
International Journal of Digital Library.
Empirical evaluation of metadata for video games and interactive media.
Journal of the Association for Information Science and Technology.
A conceptual model for video games and interactive media.
Journal of the Association for Information Science and Technology.
Proceedings of the ASIST Source Meeting.
Proceedings of the iConference 2014.
Why Video Game オンライン500ゲーム Fail: A Classificatory Analysis.
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本日2018年12月26日に待望のデビュー・アルバム『Different World』をリリースし、初のジャパン・ツアーを開催した世界的DJ“Alan Walker”インタビュー。ゲーマーとしての一面、ビデオゲームと氏の音楽の関係性について伺った。


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I got my first Nintendo NES.
You know, the one where you had to blow in the cartridge ビデオゲーム slam it in to get it to work.
I had that, and you know, Super Mario Brothers, I grew up with that.
It…it was that era.
You know, it was the era of the console gaming.
Uh, but later on I got a SEGA Genesis.
And so as long as they stick to that formula, I love that franchise.
But as I grew up, um I got a PlayStation.
I was a big fan of the RPG genre.
But uh, I used to stay up all night playing Final Fantasy article source />I was a bad student.
I—I would…I would skip homework.
But at the same time, those kind of games you had to read.
People were tossing around slang and uh…no one really spoke proper English.
Uh, I learned a lot of words.
I learned how to read through Final Fantasy.
The first video game console click to see more ever owned was the Nintendo Entertainment System NES.
In particular, he grew ビデオゲーム playing Final Fantasy VII, though he now feels that game is a bit overrated.
He believes that through playing Final Fantasy VII he avoided learning improper English.
It closed down in under a ビデオゲーム />I thought it had potential to do well.
I stayed up and worked all night last 無料のモバイルゲームのダウンロード />I stayed up all ビデオゲーム reading it.
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ビデオゲームは昔からありますが、その影響は年々大きくなっています。世界中でビデオゲームの対戦を楽しむ eスポーツは物凄い勢いで成長しており、まさに21世紀の象徴とも言えるでしょう。日本でも「ユーキャン 新語・流行語大賞」で.


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ビデオゲーム関係
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I got my first Nintendo NES.
You know, the one where you had to blow in the cartridge and slam it ビデオゲーム to get it to work.
I had that, and you know, Super Mario Brothers, I grew up with that.
It…it was that era.
You know, it was the era of the console gaming.
Uh, スペースカジノフリースピン later on I got a SEGA Genesis.
And so as long as they stick to that formula, I desperadosは死んでいるか生きているゲームプレイを望んでいた that franchise.
But as I grew up, um I got a PlayStation.
I was a big fan of the RPG genre.
But uh, I used to stay up all night playing Final Fantasy games.
I was a bad student.
I—I would…I would skip homework.
But at the same time, those kind of games you had to read.
People were tossing around slang and uh…no one really spoke proper English.
Uh, I learned a lot of words.
I learned how to read through Final Fantasy.
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Twisty Little Passages Almost All Alike: Applying the FRBR Model to a Classic Computer Game.
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