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原创 sleeping-to-save-cpu
Link: http://www.mindcontrol.org/~hplus/sleeping-to-save-cpu.html
2006-11-07 21:58:00 1055
原创 固定frame rate的windows-event-loop
Link: http://www.mindcontrol.org/~hplus/misc/windows-event-loop.html They typical Windows event loop in a game or tool may look something like: wh
2006-11-07 21:47:00 860
原创 How to get rid of threads
http://www.mindcontrol.org/~hplus/no-threads.html It appears that school, tutorials, or whatever is teaching about threads a whole lot these days, and most d
2006-11-02 17:27:00 940
原创 udp-vs-tcp
[Link]http://www.mindcontrol.org/~hplus/udp-vs-tcp.html Ive written an answer to the question "whats the difference between UDP and TCP" a few times now, so I figured Id put it here. With UDP,
2006-11-01 17:14:00 927
原创 Networked Game High-level Structure
[Link]http://www.mindcontrol.org/~hplus/networked-game.html An often-asked question is how to structure a networked game at the high level: what do y
2006-11-01 17:00:00 785
原创 What is Lag
[link]http://www.mindcontrol.org/~hplus/lag.htmlWhat is Lag?One thing Ive learned in this business is that different people have different things they call "lag". Some people call it "lag" when o
2006-11-01 16:38:00 868
原创 MaNGOS
MaNGOS是WoW的模拟服务器端工程,架设在sourceforge上,使用C++,开放源码,代码写的很清楚,架构清晰,质量很高.我看重的,是其对3D游戏服务端编程的通用流程和问题的处理手法和经验.研究消息包结构,一般就能推断WoW采取哪种逻辑方案来解决一些棘手的通用问题,而服务端编程质量在很大程度上取决于程序员的经验. [Link]SVN: https://svn.sourcefo
2006-11-01 12:38:00 948
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