<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>逍遥自在 - 游戏引擎</title><link>http://blog.csdn.net/xoyojank/category/337622.aspx</link><description /><dc:language>zh-CN</dc:language><lastUpdateTime>Wed, 03 Sep 2008 10:56:00 GMT</lastUpdateTime><ttl>60</ttl><item><dc:creator>逍遥剑客</dc:creator><title>《星际争霸2》引擎技术解析</title><link>http://blog.csdn.net/xoyojank/archive/2008/09/03/2872041.aspx</link><pubDate>Wed, 03 Sep 2008 10:55:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/09/03/2872041.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2872041.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/09/03/2872041.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2872041.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2872041</trackback:ping><description>&lt;span class="Apple-style-span" style="color: rgb(0, 0, 0); font-family: palatino; font-size: 14px; line-height: 21px; "&gt;&lt;div&gt;转自&lt;a href="http://www.cppblog.com/rise-worlds/archive/2008/09/02/60714.html"&gt;http://www.cppblog.com/rise-worlds/archive/2008/09/02/60714.html&lt;/a&gt;&lt;/div&gt;&lt;div&gt;-------------------------------------------------------------------------------&lt;/div&gt;&lt;div&gt;就在SIGGRAPH大会刚结束之后，AMD和暴雪在AMD官方网站上放出了《星际争霸II》的官方技术文档，通过游戏引擎技术的展示让星际迷们感受到越来越多的惊喜。&lt;/div&gt;&lt;img border="0" src="http://file.sgamer.com/&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2872041.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>Nebula3学习笔记(8): 脚本系统</title><link>http://blog.csdn.net/xoyojank/archive/2008/07/25/2711737.aspx</link><pubDate>Fri, 25 Jul 2008 20:51:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/07/25/2711737.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2711737.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/07/25/2711737.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2711737.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2711737</trackback:ping><description>可能是还在开发当中的缘故, 我感觉Nebula3中的lua脚本系统不是很完善. 所有的调用都是封装成Command来执行的, 并不像LuaBind那样直接绑定到C++类对象; 而且, 对于C++调用脚本的接口也不是很方便, 只有一个Eval()来执行一个字符串. 如果要实际进行应用的话, 我想最好是自己扩展一下, 这里有一篇不错的文章: Integrating Lua into C++. 当然, 对于需求更高的用户来说, 可以选择使用LuaBind等第三方库来整合脚本系统.&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2711737.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>Nebula3学习笔记(7): 网络系统</title><link>http://blog.csdn.net/xoyojank/archive/2008/07/10/2636260.aspx</link><pubDate>Thu, 10 Jul 2008 23:01:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/07/10/2636260.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2636260.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/07/10/2636260.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2636260.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2636260</trackback:ping><description>  Nebula3的网络子系统提供了基于TCP协议的简单C/S通信模式. 它并没有打算做成大厅,会话管理还有玩家数据同步的面向游戏的高级通信. 这些以后会在更高层的Nebula3子系统中出现. &lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2636260.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>Nebula3学习笔记(6): IO实战, ZIP解压缩程序</title><link>http://blog.csdn.net/xoyojank/archive/2008/07/08/2625365.aspx</link><pubDate>Tue, 08 Jul 2008 16:23:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/07/08/2625365.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2625365.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/07/08/2625365.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2625365.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2625365</trackback:ping><description>上一次熟悉了IO系统后, 写个程序来练练手. 正好这次看到App命名空间, 正好熟悉一下ConsoleApplication的用法. 因为Nebula3内置了ZipFileSystem, 但不支持压缩, 只支持解压缩, 就试着写了一个命令行的unzip.exe, 算是对之前所学的一个总结. 没想解压缩就像拷贝文件一样简单! 因为当zip文件挂载到IO系统后, 可以像本地文件一样使用其中的文件, 呵呵. &lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2625365.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>Nebula3学习笔记(5): IO系统</title><link>http://blog.csdn.net/xoyojank/archive/2008/07/07/2621440.aspx</link><pubDate>Mon, 07 Jul 2008 14:54:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/07/07/2621440.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2621440.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/07/07/2621440.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2621440.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2621440</trackback:ping><description>Nebula3的IO系统相对于Nebula1和2是一个巨大的进步 使用更标准的机制, 如用URI来定位资源, 用MIME类型来区分数据格式 一个灵活的流模型, 它不关心数据是来自文件, 内存, HTTP连接还是其它地方 从流读写不数据的数据类型也更方便, 例如要读取的XML格式数据来自文件/内存/网络都没问题 另外, 新的流和读写类可以在运行时注册到IO系统中 相对于系统平台的特定IO函数, 像fopen()这样的C Lib函数会有额外的性能或内存损失. 所以在保证可移植性的前提下不损失性能, 必须使用特定平台的IO函数 &lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2621440.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>Nebula3学习笔记(4): 工具库</title><link>http://blog.csdn.net/xoyojank/archive/2008/07/04/2611568.aspx</link><pubDate>Fri, 04 Jul 2008 14:48:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/07/04/2611568.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2611568.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/07/04/2611568.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2611568.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2611568</trackback:ping><description>Nebula3工具库, 包含一些工具类, 容器类, 还有一个强大的String类.&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2611568.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>Nebula3学习笔记(3): 核心库</title><link>http://blog.csdn.net/xoyojank/archive/2008/07/03/2608400.aspx</link><pubDate>Thu, 03 Jul 2008 14:49:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/07/03/2608400.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2608400.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/07/03/2608400.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2608400.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2608400</trackback:ping><description>核心子系统 对象模型 实现一个新的Nebula3类 引用计数和智能指针 创建Nebula3对象 运行时类型信息系统 Nebula3单件 性能与内存占用的考虑&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2608400.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>Nebula3学习笔记(2): Hello World</title><link>http://blog.csdn.net/xoyojank/archive/2008/07/02/2606023.aspx</link><pubDate>Wed, 02 Jul 2008 18:04:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/07/02/2606023.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2606023.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/07/02/2606023.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2606023.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2606023</trackback:ping><description>就以这个程序做为测试程序的模板吧&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2606023.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>Nebula3学习笔记(1): 序</title><link>http://blog.csdn.net/xoyojank/archive/2008/07/01/2602258.aspx</link><pubDate>Tue, 01 Jul 2008 15:20:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/07/01/2602258.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2602258.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/07/01/2602258.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2602258.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2602258</trackback:ping><description>前言 用到的开源工程 体系结构一览 基础层 渲染层 应用程序层 插件 编译&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2602258.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>逍遥剑客</dc:creator><title>骨骼动画系统Cal3D</title><link>http://blog.csdn.net/xoyojank/archive/2008/05/23/2473500.aspx</link><pubDate>Fri, 23 May 2008 14:48:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/05/23/2473500.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2473500.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/05/23/2473500.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2473500.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2473500</trackback:ping><description>在群里看到有人把它用在了商业游戏中, 就很好奇为什么用它.去网站上看了一下, 觉得许多特性很不错, 像动作融合, LOD之类的试着用DXUT参考miniviewer写了个DEMO, 确实很方便下一步看看它的3dmax和maya的导出插件好用不&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2473500.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>OGRE显示中文</title><link>http://blog.csdn.net/xoyojank/archive/2008/03/07/2155409.aspx</link><pubDate>Fri, 07 Mar 2008 01:24:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/03/07/2155409.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2155409.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/03/07/2155409.aspx#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2155409.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2155409</trackback:ping><description>看到教程6, 就顺便试了试中文显示, 字体设置我倒是想到了, 只是没想到字符集转换这么恶心:  quit-&amp;amp;gt;setText((CEGUI::utf8*)Ogre::UTFString(L"中文退出").asUTF8_c_str());&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2155409.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>OGRE中用到的设计模式 </title><link>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146435.aspx</link><pubDate>Tue, 04 Mar 2008 12:58:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146435.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2146435.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146435.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2146435.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2146435</trackback:ping><description>1. 单例模式(Singleton) 
2. 工厂方法(Factory Method) 
3. 适配器模式(Adapter) 
4. 桥接模式(Bridge) 
5. 职责链模式(Chain of Responsibility) 
6. 迭代器模式(Iterator) 
7. 观察者模式(Observer) 
8. 模板方法模式(TemplateMethod) 
还有Visitor, Façade, Strategy等等 &lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2146435.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>3D引擎数据库 </title><link>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146427.aspx</link><pubDate>Tue, 04 Mar 2008 12:56:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146427.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2146427.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/03/04/2146427.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2146427.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2146427</trackback:ping><description>http://www.devmaster.net/engines/&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2146427.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>OGRE Team Recommend Books </title><link>http://blog.csdn.net/xoyojank/archive/2008/01/28/2069612.aspx</link><pubDate>Mon, 28 Jan 2008 12:32:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2008/01/28/2069612.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/2069612.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2008/01/28/2069612.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/2069612.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=2069612</trackback:ping><description>The OGRE Team recommend the following books &lt;img src ="http://blog.csdn.net/xoyojank/aggbug/2069612.aspx" width = "1" height = "1" /&gt;</description></item><item><dc:creator>xoyojank</dc:creator><title>一个引擎架构图</title><link>http://blog.csdn.net/xoyojank/archive/2007/12/19/1953371.aspx</link><pubDate>Wed, 19 Dec 2007 12:13:00 GMT</pubDate><guid>http://blog.csdn.net/xoyojank/archive/2007/12/19/1953371.aspx</guid><wfw:comment>http://blog.csdn.net/xoyojank/comments/1953371.aspx</wfw:comment><comments>http://blog.csdn.net/xoyojank/archive/2007/12/19/1953371.aspx#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/xoyojank/comments/commentRss/1953371.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1953371</trackback:ping><description>从intel网站上找到的,看着眼晕&lt;img src ="http://blog.csdn.net/xoyojank/aggbug/1953371.aspx" width = "1" height = "1" /&gt;</description></item></channel></rss>