xak的专栏

Sometimes when I look at the world, I can see a line behind it.

Linear Vs Gamma For Textures Of Unity Standard Material

Albedo should be sRGB, not linear. It should be noted that for the most part it's not how they're saved but how they're created eventually read. The ...

2018-07-06 12:08:40

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Crunch compression of ETC textures

Introduction to Crunch: Compressing DXT textures. Crunch is an open source texture compression library © Richard Geldreich, Jr. and Binomial LLC, ...

2018-01-05 11:33:28

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渲染状态改变消耗详情

参考: https://computergraphics.stackexchange.com/questions/37/what-is-the-cost-of-changing-state http://media.steampowered.com/apps/steamdevdays/sl...

2017-08-29 10:53:44

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CommandBuffer.Blit BuiltinRenderTextureType.CameraTarget为空的问题

当使用CommandBuffer来实现后处理的时候,发现cb.Blit(BuiltinRenderTextureType.CameraTarget,...)无效,在FrameDebug中看到传入的_MainTex为Whilte, 原因: 在Forward模式下,默认相机是渲染到BackBuffer...

2017-08-02 11:34:45

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GPU截帧工具备忘

因为系统重装,需要用到GPU截帧工具来分析游戏的时候,瞎折腾了好久。一直以为自己原来用的是Nvidia的工具(因为电脑是Nviadia显卡),下载了多个版本的PerfHUD,不是本身报错,就是游戏启动报错。然后尝试SNight,也是进入到游戏之后,刚显示出HUD的时候,就报错了(尝试其他游戏是正常...

2016-10-23 14:50:09

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Shader Depth Offset [Polygon Offset]

Offset Factor, Units factor Specifies a scale factor that is used to create a variable depth offset for each polygon. The initial value is 0. units...

2016-07-11 15:19:58

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GTA V - Graphics Study

Part 1: Dissecting a Frame http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/ Part 2: LOD and Reflections http://www.adriancour...

2016-01-05 12:25:28

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Making AI Fun: When Good Enough is Good Enough

Making good artificial intelligence for computer opponents is difficult. Programming a game like draughts isn't terribly challenging; adding convinci...

2015-04-03 16:12:49

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Unpack Png Files From The Plist File

脚本: #! /usr/lical/bin/python import os,Image,sys from xml.etree import ElementTree def tree_to_dict(tree): d = {} for index, item in enumer...

2014-11-17 10:57:54

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understanding Steering Behaviors

1、Seek 2、Flee

2014-11-03 18:29:57

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鱼群算法实现-The Three Simple Rules of Flocking Behaviors: Alignment, Cohesion, and Separation

In the natural world, organisms exhibit certain behaviors when traveling in groups. This phenomenon, also known as flocking, occurs at both microscop...

2014-11-03 17:00:23

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Unity资源提取+KTX贴图转PNG

本文介绍了如何使用Disunity进行资源提取,以及如何将KTX贴图转换成PNG格式。

2014-10-03 00:48:11

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UV滚动不平滑-抖动原因及解决方法[Unity]

本文描述了Unity中UV滚动抖动的原因和解决办法。

2014-09-25 17:25:03

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Root Motion深度解析[Unity]

本文详细的解读了Unity中关于动画Root Motion的相关知识。

2014-09-22 16:37:38

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text2D at uv(0,0) get wrong result[Unity]

现象: using ramp textures and getting strange results when using the (0,0) uv of my texture. So using the texture above, instead of black t...

2014-09-19 15:50:14

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Toon shading basic

<a title="Noobs Guide To Shaders #4 – Toon shading (basic)" class="hover-overlay" data-rel="prettyPhoto" href=&quo...

2014-09-18 17:07:39

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2D occlusion culling

Ask: In my 2D game, I have static and dynamic objects. There can be multiple cameras. My problem:Determine objects that intersect with the current c...

2014-08-22 11:56:01

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MMOG网络同步算法揭秘(QQ幻想)

游戏发展从单机游戏到局域网游戏再到mmog(Massive multiplayer online game, 即大型多人在线游戏),越来越强调玩家之间的互动。mmog形成互动的前提是游戏中的所有玩家认为他们是在同一个游戏世界中,然而这个同一个游戏世界真的存在吗?答案是否定的,实际上,从不同的维度看...

2014-08-22 11:55:20

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游戏网络同步——MMO位置同步

前提 1. client和server之间或多或少存在网络延迟,需要提前做好对时,并在网络环境发生变化时校正时差。国内的公网通信,非跨网的情况下,一般在120ms左右。本地的网络会好一些。 2. 要努力防止外挂,如果是以client的通知为主,也要做抽查,或者全部都校验。 3. 应用DR技术,在...

2014-08-22 11:55:16

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游戏网络同步——dead reckoning

网游中,玩家的位置同步经常会用到dead reckoning算法,中文翻译叫导航推测,下文简称DR。 DR提供了隐藏延时和减少带宽的方法。DR在本地模拟其他联网玩家状态(主要是位置信息),减少网络带宽消耗的同时尽可能的还原实际情况。 在飞机游戏中DR的一个例子: 1. 飞机的运动速度都是固定的...

2014-08-22 11:55:13

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