And this is where interpolation and a prediction function can provide a solution .
而这就是插值和预报函数能提供的解决方案。
The interpolation / prediction method will create the visual appeal that the game is actually running at a high frame rate .
插值/预报方法会创建虚拟请求让游戏实际运行在更高的帧速率下。
But unfortunately , the display_game function gets more complex . You will have to implement a prediction function that takes the interpolation as argument .
但不幸的是,display_game函数会变得复杂,你需要实现一个以插值作为参数的预报函数。
The gamestate gets updated 25 times per second , so if you don 't use interpolation in your rendering , frames will also be displayed at this speed .
游戏状态每秒更新25次,因此如果你不在渲染的时候使用插值,帧数也只能以这个速度显示。
On the blog dr thorne has set up to allow people to provide feedback on more than a dozen draft white papers , dealing with everything from data interpolation to project governance , it 's a rare post that manages to attract as many as two comments .