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游戏开发

webgl,psm,opengl,dx,unity3d,ce3,ue3,physics

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原创 一些网址

http://gameplay3d.org/http://database.51cto.com/exp/mysql5.6/index.htmlhttp://book.51cto.com/art/201109/293514.htm推荐youtube上面的一个发教程的主叫unitycookiehttp://web.mit.edu/~mkgray/project/silk/r

2013-05-19 10:44:27 727

原创 近期

不知不觉进公司快一个月了。无感。继续个人补强。图形学直到ios shader的时候才能捡起来一点,现在以移动端插件,linux c++ 服务端,cocos2d-x为主。明天春节后opengl4.x是一定要开始的。其他的就没有什么值得说的了。u3d配个脚本什么的得准备看看。unreal,ce3静默中。

2013-02-20 23:10:58 598

原创 近期动态

现在白天做ogre+D3D+multithread,晚上做cocos2d-x,U3d,erlang,心力交瘁。今天洗澡时搓澡师傅说我睡眠不足,的确。但是没办法,这就是人生。

2013-01-11 23:17:44 644

转载 像素化pixel shader

void MyFragmentShader9(float2 uv : TEXCOORD0,out float4 color : COLOR,uniform sampler2D texture,uniform float numpixels){float num = numpixels;float stepsize = 1.0/num;float2 fragmen

2012-12-09 00:29:55 1382

原创 新年新计划

2013年快到了,列出一个未来一年的学习方向:3d引擎方面:Ogre,CE3,Unreal3,wildmagic53dsmax2013AI wisdom系列骨骼动画U3D:NGUI,mecAnimation,Android,IOSMysql渲染物理引擎:bullet以下暂缓:html5,javascript,webgl,全局光照,体渲染,DX11,O

2012-12-08 10:21:04 730

原创 想说爱你不容易

以前一直想要成为一名游戏制作人,特别崇拜宫本茂小岛秀夫。进了一家公司,做的不错,却黯然离开。制作人之梦破碎,走之前将自己写的一份策划案给了同事,他进了一家大的游戏公司。后来上了程序员这条贼船,开始想做游戏3D程序。崇拜的对象也转变为了大神卡马克和云风。辛苦的自学,终于获得了机会,却临时选择了Unity3D。背井离乡来到京城,家乡一家游戏公司却找到了我,而我却已安顿完毕。再后来想要通过U3D

2012-12-08 00:03:41 680

转载 wildmagic 内存连续的多维数组申请与释放

template T* new1 (const size_t bound0){    return new T[bound0];}//----------------------------------------------------------------------------template T** new2 (const size_t bound0, con

2012-12-05 21:42:28 636

原创 下一阶段目标

下一阶段目标:C++11,C++ concurrencyc# .net socket, C# parellel必须完结Android java game booksjavascript for webmysqliphone 3d cocos-2d-xNGUIbullet, xna for bulletwebgl4本书必须完结real time shado

2012-11-30 20:32:20 853

原创 网站资源博客

1 opengl4.0教程http://ogldev.atspace.co.uk/index.htmlhttp://www.kge3d.org/https://www.udacity.com/wiki/cs291#lesson-scripts2 DX11 教程http://www.rastertek.com/3.Bullet物理引擎http://

2012-11-23 19:47:02 819

原创 WPF DX10 DX11 interoperation

WPF host DX9 的surface通过d3dimage,wpf unleashed 这本书里有提到。但是DX10,DX11之类的就比较麻烦,因为Dx10之后的surface与dx9的不一样。目前所知有如下解决方案:1.完全将dx11做一个c# wrapper。请搜索 Windows API Code Pack 1.12.参考kinect的一个wpf d3d demo。装上k

2012-11-22 16:24:58 1502

转载 obj format

mtllib cube.mtlo Cubev 1.0 1.0 -1.0v 1.0 -1.0 -1.0v -1.0 -1.0 -1.0v -1.0 1.0 -1.0v 1.0 1.0 1.0v 1.0 -1.0 1.0v -1.0 -1.0 1.0v -1.0 1.0 1.0vt 0.0 0.0vt 1.0 0.0vt 1.0 1.0vt 0.0

2012-11-22 01:39:02 686

原创 读书

有时候会上新浪随便看看,今天无意中看到一句话,来自石述思的新浪博客:正如一个人的能否成功可能由情商和人脉左右,但人生的质量和生活的品味却往往由一些表面上看起来没用的东西决定——比如读书,比如艺术,比如信仰。汗颜,似乎已经很久很久没有看跟人文相关的书籍了,连管理类书籍都不看了,如今似乎只有英文的图形学和计算机游戏开发相关的书了,举目四望,家里的,电脑上的皆如此,似乎从未这

2012-11-22 00:37:37 655

转载 opengles2.0 programming guide: attribute

Performance HintsHow to store different attributes of a vertexWe described the two most common ways of storing vertex attributes—array of structures and structure of arrays. The question to

2012-11-19 03:46:08 854

原创 学习并行编程

今天看到bulletphysics支持opencl,支持苹果的simd。。。。。。对于多线程一直停留在win32的几个API上,到了vista时代的RWLock,interlock函数族都不甚了解,也没有写过多线程程序。现在看来比较迫切了。移动端和web硬件发展太快了!心慌慌。整理下思路先。先是CPU端的。首先是PSM的四核,会有至少2个子线程,因此c#的多线程库必须掌握。其次是w

2012-11-19 01:33:53 779

原创 期望的书

1 Computer Facial Animation                 3 GPU-BASED REAL-TIME SOLID VOXELIZATION FOR VOLUME GRAPHICS:  Theory and Practice              4 Introduction to the Boost C++ Libraries; Volume I - Fo

2012-11-18 21:53:26 1658 2

转载 javascript:Asynchronous Scripts,xhtml,named argument

Asynchronous ScriptsHTML5 introduces the async attribute for elements. The async attribute is similar to deferin that it changes the way the script is processed. Also similar to defer, async appl

2012-11-18 21:23:41 547

转载 effect编译时通过uniform函数变量判断条件

There is nothing that limits us to one parameter. We will need to combine shadow quality, textures, and the number of lights all together so the vertex and pixel shaders would look like the followin

2012-11-18 01:17:02 658

转载 vertex shader : hints

1 If there is no geometry shader, then the vertex shader must at least do the projection transformation because this is the space the hardware expects the vertices to be in when leaving the vertex s

2012-11-17 19:09:56 551

转载 frustrum culling plane

[Blinn78] describes how clipping can be done in 4D homogeneous space (Figure 5.29). After the perspective divide, points inside the view frustum are in normalized device coordinates and bounded as fol

2012-11-17 12:33:40 755

转载 Geometry shader : homogeneous clip space

Vertex positions leaving the geometry shader must be transformed to homogeneous clip space.

2012-11-17 12:28:49 997

转载 benefits to tessellation

There are a number of benefits to tessellations:   1. We can implement a level-of-detail (LOD) mechanism, where triangles near the camera are tessellated to add more detail, and triangles far away f

2012-11-17 12:23:27 517

转载 XMMatrixPerspectiveFovLH

5.6.3.6 XMMatrixPerspectiveFovLH A perspective projection matrix can be built with the following XNA Math function: XMMATRIX XMMatrixPerspectiveFovLH( // returns projection matrix FLOAT FovAngleY, //

2012-11-17 12:20:25 1934

转载 XMMatrixLookAtLH

The XNA Math library provides the following function for computing the view matrix based on the just described process: XMMATRIX XMMatrixLookAtLH( // Outputs resulting view matrix V FXMVECTOR EyePosit

2012-11-17 12:01:21 2142

转载 Primitives with Adjacency

5.5.2.6 Primitives with Adjacency A triangle list with adjacency is where, for each triangle, you also include its three neighboring triangles called adjacent triangles; see Figure 5.14b to observe

2012-11-17 11:44:31 898

原创 共享一些资料文档

准备将自己手头上所有的游戏开发电子书资源共享,能从verycd和itpub上下载的我就不上传了。基本上都是从amazon上购买的电子版。每个资源象征性收一个币,希望为中国的游戏事业尽点力!其实还有大量的网络游戏,网页游戏,引擎源码,但是都是从论坛上下载的,人家都明码标价了想赚点,咱就不做对不起同行的事了。亚马逊的话,唉,那对不起了!陆陆续续一点一点传吧。我倒是也愿意将自己买的其他一些书,比如g

2012-11-17 11:04:28 2746 4

转载 iphone 3d programming : clean project

Optional: Creating a Clean SlateThe following steps remove some Interface Builder odds and ends from the project;this is optional, but it’s something I like to do to start from a clean slate.1.

2012-11-16 20:06:58 637

转载 OpenGL ES Shading Language : array

For matrix construction, the language is very flexible. These basic rulesdescribe how matrices can be constructed:• If only one scalar argument is provided to a matrix constructor, thatvalue is

2012-11-16 20:06:04 1336

转载 compile shader

First of all, you can determine whether an implementation supports onlineshader compilation by checking for the value of GL_SHADER_COMPILERusing glGetBooleanv. If this value is GL_TRUE, then the i

2012-11-15 16:17:27 2399

转载 query uniform

The block of code in Example 4-3 demonstrates how one would go aboutquerying for uniform information on a program object using the functionswe have described.Example 4-3 Querying for Active Unif

2012-11-15 16:06:07 895

转载 uniform : local to a program object

One point worth noting here is that the glUniform* calls do not take aprogram object handle as a parameter. The reason for this is because theglUniform* calls always act on the current program tha

2012-11-15 16:00:12 479

原创 出现在vertex shader和pixel shader 的同名Uniform的type和value需相同

opengles2.0 programming 2.o guideUniforms and AttributesOnce you have a linked program object, there a number of queries that youmight want to do on it. The first is that you will likely need to

2012-11-15 14:14:25 772

转载 OpenGL 4.3 (Core Profile) -5.3 Propagating Changes to Objects

Objects that may be shared between contexts include buffer objects, programand shader objects, renderbuffer objects, sampler objects, sync objects, and textureobjects (except for the texture objec

2012-11-10 02:17:52 576

转载 Frustum culling

求Frustrum六个面的方程http://www.game798.com/html/2007-05/3465.htm首先计算6个裁减面的方程系数//-----------------------------------------------------------------------------// Name: calculateFrustumPlanes()//

2012-11-09 19:23:15 3560 1

原创 openglinsights

新书,opengl,webgl,opengles都有讲,刚看了几章,内容挺新,推荐。https://github.com/OpenGLInsights/OpenGLInsightsCodeUDK又更新了。。。一个带opengl教程的网站,有源码,有说明http://ogldev.atspace.co.uk/crytek上的链接http://cgg

2012-11-09 15:04:51 1413

原创 Interactive Computer Graphics :3.10.4 Rotation About an Arbitrary Axis 绕任意轴旋转

先将物体平移到原点,再绕X轴旋转到Y=0的平面,再绕Y轴旋转到与Z轴重合。最后再平移回去。M = T(p0)Rx(−θx)Ry(−θy)Rz(θ)Ry(θy)Rx(θx)T(−p0)P0是物体中心。θ是绕轴旋转角度d = αy * αy+ αz * αz .设归一化的旋转轴是αx αy αz Rx(θx) =1 0 0 00 αz/d −αy/d 0

2012-11-09 14:11:24 744

原创 郁闷!现在心情好了些

PSM从买来到现在PSV的助手只要一点就会弹出error c1-7701-1 的错误,无法在真机运行。模拟器运行有什么用啊。还专门买了个psv,现在快成砖头了。好歹当时没冲动买xperia手机。买了个win8笔记本,但是操作系统还不是win8 pro的,不能运行wp8的模拟器。昨天去买系统盘,他们那还没有,就只好让他们刻录,两张要20元,我给讲了5元,觉得自己还是亏大了,算了,希望到时候重装w

2012-11-08 15:39:26 533

原创 WebGL shader

合理的方案是:单独在可视化编辑器里可以单写,在场景文件中也以单独文件形式存在,导出场景文件在Asset Pipeline里编译时应该以字符串的形式编译进Asset里,和普通3d引擎是一样的,不要直接写进html里,更不要在服务端单列,这样增加请求次数。

2012-11-07 23:30:59 967

转载 opengl insights:4 webgl for opengl developers

1。跨域代理服务器img.src = "proxy.phy?anotherDomain.com/img.pngCORScross-origin resource sharing.see http://enable-cors.org/In PHPIf you don't have access to configure Apache, you can

2012-11-07 23:26:54 598

原创 浪潮之巅读后感

节选:这对 IBM 这样一个大公司来讲是非常有必要的。我们前面讲过,IBM 成功的秘诀是保守,它基本上是不见兔子不撒鹰。如果苹果公司失败了, IBM 不需要做任何事情。如果前者成功了,IBM 依靠它强大的技术储备完全可以后发制人。我们在前面已经提到,IBM 其 实时第二家做计算机的公司。我们以后还会看到很多大公司用这种办法对付小公司的例子。IBM 如何衡量一个研究员的工作,他告诉我有三

2012-11-07 19:00:50 2193

转载 graphics shaders 2 :opengl new vs comparitable

Standard OpenGL Function                  Built-in Attribute Variable glVertex*(...) gl_VertexglColor*(...) gl_ColorglNormal*(...) gl_Normal glMultiTexCoord*(i, ...) gl_MultiTexCoordi, i=1..N

2012-11-06 12:20:00 478

The Boost C__ Libraries

The Boost C__ Libraries

2012-11-25

Simulating Clouds with Procedural Texture

Simulating Clouds with Procedural Texture

2012-11-22

Interop.D3DImage11.rar

WPF Interop.D3DImage11

2012-11-22

Interop.D3DImageEx10.rar

WPF D3D10互操作

2012-11-22

Holistic Game Development with Unity

Holistic Game Development with Unity

2012-11-22

The_Magic_of_Computer_Graphics

The_Magic_of_Computer_Graphics

2012-11-20

iOS.Programming.The.Big.Nerd.Ranch.Guide.3rd

iOS.Programming.The.Big.Nerd.Ranch.Guide.3rd

2012-11-20

Data-Driven 3D Facial Animation

Data-Driven 3D Facial Animation

2012-11-20

Introduction to 3D Computer Graphics, Stereoscopic Image

Introduction to 3D Computer Graphics, Stereoscopic Image, and Animation in OpenGL and C_C__

2012-11-19

An+Integrated+Introduction+to+Computer+Graphics+and+Geometric modeling

Computer Graphics + Geometric modeling

2012-11-19

Mastering+Autodesk+Maya+2013

Mastering+Autodesk+Maya+2013

2012-11-19

3D Game Textures

3D Game Textures Create Professional Game-Art-Using-Photosho.

2012-11-18

Introducing+Autodesk+Maya+2013

Introducing+Autodesk+Maya+2013

2012-11-17

Beginning WebGL for HTML5

Beginning WebGL for HTML5

2012-11-17

Advanced+.NET+Debugging

Advanced+.NET+Debugging

2012-11-17

Rotation+Transforms+for+Computer+Graphics

Rotation+Transforms+for+Computer+Graphics

2012-11-17

Professional WebGL Programming

Professional WebGL Programming

2012-11-17

Game Engine Design and Implementation

Game Engine Design and Implementation

2012-11-17

Computer Animation

Computer Animation Algorithms and Techniques

2012-11-17

Shadow Algorithms Data Minera.pdf

Shadow Algorithms Data Minera.pdf

2012-11-17

Graphics+Shaders_+Theory+and+Practice

Graphics+Shaders_+Theory+and+Practice 第二版

2012-11-17

Game_Engine_Gems_2

Game_Engine_Gems_2

2012-11-17

directx11 龙书

directx11 龙书,还可以看看,高手慎入

2012-11-17

Pro HTML5 with Visual Studio 2012

Pro HTML5 with Visual Studio 2012

2012-11-17

3dsmax2013 bible

3dsmax2013 bible是一本mobi格式的电子书,新书

2012-11-17

Game develop tools

Game develop tools 的pdf格式文档

2012-11-17

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