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转载 To be a good programmer
http://www.trickjarrett.com/programmer/index.php/Main_Page This is dedicated to updating the excellent resource by Robert L. Read. The original version of this document was written by Robert L.
2009-04-12 09:56:00
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翻译 Basic XNA OOP for Beginners
Basic XNA OOP for Beginnersby percent20 German TranslationThe Problem: Often overlooked in development is the beginner to a technology. This is defiantly prevalent in the XNA community as
2009-04-09 15:39:00
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翻译 Getting started with XNA - First Person Camera
Getting started with XNA - First Person CameraWhat’s a game or an interactive presentation without a way to move around? So in this tutorial, I’ll show you how to make a first person camera. As usua
2009-04-07 15:50:00
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翻译 Collision Detection Overview
Collision Detection OverviewOverview of the collision-detection–related functionality provided by the XNA Framework.Collision detection is the process of determining whether objects in a gam
2009-04-03 15:05:00
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翻译 Math Overview
Math OverviewThe XNA Framework Math Libraries can be found in the Microsoft.Xna.Framework namespace, alongside a number of additional types that deal with the XNA Framework Application model
2009-04-03 14:39:00
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翻译 Viewports and Frustums
Viewports and FrustumsProvides overview of viewports and frustums as related to 3D graphics concepts.Conceptually, a viewport is a two-dimensional (2D) rectangle onto which a 3D scene is p
2009-04-03 14:06:00
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翻译 3D Graphics Overview
3D Graphics OverviewProvides an overview of 3D graphics. The Microsoft.Xna.Framework.Graphics namespace contains classes to use the graphics device to load and render resources and to apply
2009-04-03 11:08:00
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翻译 So you want to be a Game Developer?
So you want to be a Game Developer?Starting to Program gamesIn the good old days, back when the Internet had about 10 users and the web was a far off vision, PCs were called Home Computers a
2009-04-03 09:51:00
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翻译 2D Graphics Overview
2D Graphics OverviewSprites are 2D bitmaps drawn directly on the screen, as opposed to being drawn in 3D space. Sprites are commonly used to display information such as health bars, number of
2009-04-02 16:24:00
935
翻译 Application Model Overview
Application Model OverviewThe XNA Framework Game class provides a framework for processing game simulation based on a fixed or variable time interval.This overview covers the following topic
2009-04-02 15:31:00
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翻译 Content Pipeline Architecture
Content Pipeline ArchitectureDescribes the architecture of the XNA Game Studio Content Pipeline build process. The process is designed to be extensible, so that it can easily support new inp
2009-04-02 14:57:00
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原创 Model Processing with the XNA Framework Content Pipeline
Model Processing with the XNA Framework Content PipelineDescribes the model conversion process implemented by XNA Framework Content Pipeline.The conversion of a game asset in your project is
2009-04-02 14:23:00
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翻译 XNA: Overview of the Content Pipeline
Overview of the Content PipelineDescribes how the XNA Game Studio Content Pipeline lets you build art assets into your game automatically from the file formats in which they are maintained.使用C
2009-04-02 14:04:00
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翻译 Developing an Application Architecture Part 1: Giving Your Data Some Brains
Developing an Application ArchitectureOverviewThis series of articles will walk through the creation of a simple application architecture that can be utilized in programs of nearly any size. The c
2009-04-01 15:56:00
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原创 More Effective C# Item 7. Do Not Create Generic Specialization on Base Classes or Interfaces
Item 7. Do Not Create Generic Specialization on Base Classes or InterfacesIntroducing generic methods can make it highly complicated for the compiler to resolve method overloads. Each generic met
2009-04-01 10:34:00
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原创 项目经理应当阅读的8篇paper
同样来自于Dr. Dobbs 网站的推荐,好像这个网站经常做推荐,例如当前有什么适合开发人员看的好书,或者是针对多核编程的书。这里推荐了PM应当阅读的书籍,先记录一下。看来想在这个领域混饭吃,还是需要多读书。 10 Papers Every Software Architect Should Read (At Least Twice)Earlier today I read a po
2009-04-01 10:18:00
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原创 设计师应该读的10篇paper
在Dr. Dobb网站上看到的blog,虽然里现在有一段时间了,而且很多内容比较理论化,或者说需要有一定工作经验的时候看比较有感触,所以工作一段时间以后,可以回过头来看看这些文章,也许有不一样的体会。里面还有一个“开发人员应当阅读的10篇论文”链接,也是挺不错的文章。 10 Papers Every Software Architect Should Read (At Least Twic
2009-04-01 10:12:00
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转载 如何使用消息队列
MSMQ(微软消息队列)是Windows操作系统中消息应用程序的基础,是用于创建分布式、松散连接的消息通讯应用程序的开发工具。消息队列和电子邮件有着很多相似处,他们都包含多个属性,用于保存消息,消息类型中都指出发送者和接收者的地址;然而他们的用处却有着很大的区别:消息队列的发送者和接收者是应用程序,而电子邮件的发送者和接收者通常是人。 如同电子邮件一样,消息队列的发送和接收也不需要发送者和接收者
2009-03-31 17:59:00
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原创 XNA高级编程读书笔记系列(2)
Let’s Write PongYou got the concept all figured out and have all the files you need to get started. It’s time to do some actual coding. First take a look at the Spri
2009-03-30 15:34:00
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原创 XNA高级编程读书笔记系列(1)
Game IdeasTalking about the game concept for a game like Pong seems to be a little ridiculous, but I will try to keep things as general as possible. The important th
2009-03-30 14:37:00
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原创 XNA系列(5)
XNA Game Studio 3.0How To: Make a First-Person CameraDemonstrates how to create a first-person camera.The example controls the camera by using the method shown in How To: Rotate and Move a
2009-03-29 13:55:00
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原创 XNA系列(4)
XNA Game Studio 3.0How To: Draw TextDemonstrates how to import a SpriteFont into a project and draw text using DrawString. Note As with most types of software, font files
2009-03-27 13:23:00
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原创 XNA系列(3)
XNA Game Studio 3.0How To: Draw a SpriteDemonstrates how to draw a sprite by using the SpriteBatch class. The Complete SampleThe code in this topic shows you the technique. You can downl
2009-03-27 12:54:00
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原创 XNA系列(2)
XNA Game Studio 3.0How To: Load ContentDemonstrates how you can load content and ensure that the content will be reloaded at the appropriate times. Note The methods used to
2009-03-27 12:47:00
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原创 XNA系列(1)
本系列的文章都是从MSDN上找的文章,添加一点学习笔记。 XNA Game Studio 3.0Adding Game Assets to Your GameDemonstrates how to add a texture asset to your game. The same procedure can also be applied to model and s
2009-03-26 18:31:00
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原创 Day2
1. right this way = this way, please 2. bump into = meet by chance 3. pop up = appear with surprise 4. out of no where = without warning 没有迹象 5. Thanks for stopping by = Thanks for vis
2009-03-10 11:11:00
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原创 Day1
虽然本博客定位在技术类,但是由于计算机这个特殊的行业,使得英语的学习也非常重要。因此,开设一个类似Daily English Tips系列,总结一些常用的短语或者习语,以及他们的替换,以此丰富我们的英语表达。 1. like a cancer: 不是像绝症,而是形容些东西非常快速的占据或者传播,比较形象。 2. have no taste for sth: 不喜欢某些东西,替换di
2009-03-09 15:22:00
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转载 我是硬盘
我是一块硬盘,在一个普普通通的台式机里工作。 别人总认为我们是高科技白领,工作又干净又体面,似乎风光得很。也许他们是因为看到洁白漂亮的机箱才有这样的错觉吧。其实像我们这样的小台式机,工作环境狭迫,里面的灰尘吓得死人。每天生活死水一潭,工作机械重复。跑跑文字处理看看电影还凑活,真要遇到什么大软件和游戏,上上下下就要忙的团团转,最后还常常要死机。 我们这一行技术变化快,差不多每过两三年就要升级换代
2009-03-06 10:22:00
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转载 算法的趣味题
看到一些讲解算法的趣味题,可以研究一下。http://www.kuqin.com/tiku/c100/ C/C++语言程序百例学习指南 100.数字移动 99.超长正整数的加法 98.八皇后问题 97.满足特异条件的数列 96.选美比赛 95.将阿拉伯数字转换为罗马数字 94.兎子产子(斐波那契数列)
2009-03-05 13:01:00
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转载 如何使用C#写.net编译器?
看到一篇文章,讲解如何利用C#编写.net编译器,觉得很有意思,先贴上来,以后慢慢研究。 Create a Language Compiler for the .NET FrameworkJoel PobarThis article discusses: Language definition The phases of a compiler Th
2009-03-05 12:34:00
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转载 算法题目汇集
非常有用的101道算法部分常见面试题 1. Given a rectangular (cuboidal for the puritans) cake with a rectangular piece removed (any size or orientation), how would you cut the remainder of the cake into two equal halve
2009-03-05 12:27:00
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原创 如何使用匿名方法?
表面上看,匿名方法是C#2.0的一个新特性,但是本质上和1.0的delegate有很密切的关系,可以认为是delegate的升级版。当然,到了C#3.0有进一步升级,变成了lambda表达式,其表现形式越来越简洁。可以看出来C#语言的一个进化方向就是不断地去贴近人的思维,简化代码编写的逻辑,精简代码量。下面先看一个例子:class Test{ delegate void TestDel
2009-03-05 10:52:00
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转载 开源如何盈利?
开源软件在发展历程中,已经不仅仅是开放源代码的免费软件。开源软件与商业并不冲突,它是一种新兴的商业模式。与传统的商业软件相比,开源软件采用了开放源代码、免费分发等形式,减少了营销与销售成本,更易于广泛传播。 在开源软件领域中,常见的盈利模式一共有7种。下面让我们来逐一列举和分析。 ● 盈利模式之一:多种产品线 如 MySQL 产品就同时推出面向个人和企业的两种版本,即开源版本和专业版本,分别采用不
2009-03-02 14:40:00
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原创 一些C# Best Practices
不论我们学习了多少.net理论,最终还是要体现在代码中,下面总结一些C#方面的Best Practices。对于一些常见的代码规定,例如,命名规则,这里就不重复了。 不好的代码:1.重复2.复杂,难以理解3.效率低下4.有bug 针对这几项,写代码时需要注意处理一下问题:1.如何给包含switch的语句处理异常? bad:为每一个case语句都添加try c
2009-03-02 09:50:00
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转载 如何使用卫星程序集
l 前言 l 了解资源文件 l 创建资源文件 l 在程序中使用资源文件 l 资源文件的命名和部署 l 参考 前言: 在学习如何使用.NET资源文件以及如何开发World-Ready程序之前,我们先通过一个例子来看看为什么要使用资源文件,以及使用它的好处。 假设要在程序中根据当前的Culutre来设置Form的Title和Logo: private void Form1_Load(object se
2009-02-27 14:31:00
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原创 Pro OGRE 3D Programming学习系列(1)设计总揽 (续)
不好意思,第二个链接竟然是第一部分的续,果然让人受打击,原来第一部分的内容还没完。不过,下面要介绍的内容离我们实际应用开发是越来越近了~ 1.场景管理器(SceneManager) 还记得之前说过的场景图和场景内容分离的topic么?不记得了?看这里。简单来说,我们需要在屏幕上画物体,就要用到场景管理器。他可以创建场景节点(SceneNode)。通过场景节点,我们可以控制物体的方位
2009-02-26 15:08:00
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原创 Pro OGRE 3D Programming学习系列(1)设计总揽
因为书中前两章内容主要是讨论Ogre的历史和安装方法,感兴趣可以查阅,就不在本学习系列中讨论了。 1.如何开始 Ogre是个非常庞杂的系统,所以一开始就去学习他的API手册,应该不是一个很好的选择,就如同我们学习.net,不会一上来就去啃.net API大餐一样。基本上我们可以选择性的运行几个Demo,有了基本的认识,就可以开始有针对性的学习一下Ogre的整体知识了。 2.设
2009-02-26 14:18:00
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原创 Mogre学习系列(5)如何使用Ogre建立游戏程序
前面我们已经学会了如何使用Mogre来建立一个3D游戏,但是那是建立在一个叫做MogreFramework.dll的基础上。如果我们想直接利用Ogre的封装API来创建游戏,又是如何做到呢? 1.首先需要遵循一定的创建顺序。具体来说,包括一下步骤: CreateRoot(); DefineResources(); SetupRenderSystem(); CreateRen
2009-02-24 12:28:00
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原创 Mogre学习系列(4)Frame Listeners 和Windows.Forms Input
1.Mogre里面有一种机制,就是使得我们可以在渲染每个frame的时候,可以得到一个通知事件,借此我们可以做一些控制操作。例如我们希望点击鼠标右键并移动,以此来旋转Camera的角度。这个时侯,我们可以在每次刷新frame的时候,添加改变Camera的角度和方位的逻辑。要实现这个功能,我们需要添加Frame的事件相应。具体来说:this.Root.FrameStarted += new Fram
2009-02-24 08:59:00
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C/C++实现的算法程序100例
2009-03-05
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