OpenJDK11U-jdk_x64_windows_hotspot_11.0.6_10.msi
最新的jdk OpenJDK11U-jdk_x64_windows_hotspot_11.0.6_10.msi
Frustum Cull ppt
the volume of space that includes everything visible from a given viewpoint
defined by six planes arranged in the shape of a pyramid with the top chopped off
If a point is inside this volume then it's in the frustum and it's visible, and vice versa
LOD的大规模真实感室外场景实时渲染技术的初步研究
LOD的大规模真实感室外场景实时渲染技术的初步研究
spherical-harmonic-lighting.pdf
Spherical Harmonic lighting (SH lighting) is a technique for
calculating the lighting on 3D models from area light sources that
allows us to capture, relight and display global illumination style
images in real time. It was introduced in a paper at Siggraph 2002
by Sloan, Kautz and Snyder as a technique for ultra realistic
lighting of models. Looking a little closer at it’s derivation we can
show that it is in fact a toolbox of interrelated techniques that the
games community can use to good effect.
Skinned Mesh Character Animation with Direct3D 9.0c
This chapter include 8 section:
Section 1 describes the motion and data structural representation of a 3D
character. Section 2 focuses on the datasets needed to describe an animation sequence.
Section 3 examines an animation technique that works with rigid bodies and emphasizes
the problems associated with this approach. Section 4 explains a new animation
technique, vertex blending (also called skinned mesh animation), which does not suffer
the problems of rigid body animation. Section 5 shows how to implement a skinned
mesh character animation using the D3DX Animation API. Section 6 demonstrates how
to play multiple distinct animation sequences. Section 7 explores how to create new
animations from existing ones using the D3DX animation blending functionality. And
finally, Section 8 explains how to execute code in parallel with an animation sequence,
using the D3DX animation callback functionality.
modeling-software-with-finite-state-machines-a-practical-approach
Modeling Software with Finite State Machines: A Practical Approach explains how to apply finite state machines to software development. It provides a critical analysis of using finite state machines as a foundation for executable specifications to reduce software development effort and improve quality. It discusses the design of a state machine and of a system of state machines. It also presents a detailed analysis of development issues relating to behavior modeling with design examples and design rules for using finite state machines. This text demonstrates the implementation of these concepts using StateWORKS software and introduces the basic components of this software.
GPU Gems2.CHM[EN - htm to chm]
This sequel to the best-selling, first volume of GPU Gems details the latest programming techniques for today’s graphics processing units (GPUs). As GPUs find their way into mobile phones, handheld gaming devices, and consoles, GPU expertise is even more critical in today’s competitive environment. Real-time graphics programmers will discover the latest algorithms for creating advanced visual effects, strategies for managing complex scenes, and techniques for advanced image processing. Readers will also learn new methods for using the substantial processing power of the GPU in other computationally intensive applications, such as scientific computing and finance. Twenty of the book’s forty-eight chapters are devoted to GPGPU programming, from basic concepts to advanced techniques. Written by experts in cutting-edge GPU programming, this book offers readers practical means to harness the enormous capabilities of GPUs.
you can find the source code at:
http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html
[CHM]GPU Gems2[EN-Pages Link]
This sequel to the best-selling, first volume of GPU Gems details the latest programming techniques for today’s graphics processing units (GPUs). As GPUs find their way into mobile phones, handheld gaming devices, and consoles, GPU expertise is even more critical in today’s competitive environment. Real-time graphics programmers will discover the latest algorithms for creating advanced visual effects, strategies for managing complex scenes, and techniques for advanced image processing. Readers will also learn new methods for using the substantial processing power of the GPU in other computationally intensive applications, such as scientific computing and finance. Twenty of the book’s forty-eight chapters are devoted to GPGPU programming, from basic concepts to advanced techniques. Written by experts in cutting-edge GPU programming, this book offers readers practical means to harness the enormous capabilities of GPUs.
you can find the source code at:
http://http.download.nvidia.com/developer/GPU_Gems_2/CD/Index.html
Game.Programming.Gems.6(2)
"Game Programming Gems 6" is the latest all new volume in this critically acclaimed series. Filled with insights from game industry pros, this volume provides faster, better tools and techniques for making the best games possible. These techniques have been used in today's most successful games and will help solve many of the challenges facing the development team. Not only do they help the team avoid redundancy and save valuable programming hours, but they push the team to approach problems from a new perspective and develop their own tools to prevent future issues. As with all previous volumes, the core areas of graphics, programming, networking, AI, physics, and audio are thoroughly covered and in this volume, new coverage of game testing, wireless gaming, and scripting has also been added. "Game Programming Gems 6" is an indispensable resource that every developer must have on their shelves!
Game.Programming.Gems.6(1)
"Game Programming Gems 6" is the latest all new volume in this critically acclaimed series. Filled with insights from game industry pros, this volume provides faster, better tools and techniques for making the best games possible. These techniques have been used in today's most successful games and will help solve many of the challenges facing the development team. Not only do they help the team avoid redundancy and save valuable programming hours, but they push the team to approach problems from a new perspective and develop their own tools to prevent future issues. As with all previous volumes, the core areas of graphics, programming, networking, AI, physics, and audio are thoroughly covered and in this volume, new coverage of game testing, wireless gaming, and scripting has also been added. "Game Programming Gems 6" is an indispensable resource that every developer must have on their shelves!
NeHe OpenGL Tutorial(EN)
This includes many new features, and improvements to the OpenGL rendering
Advanced Animation With DirectX
You’ve tackled the basics. You can blend textures and manipulate vertex buffers with the best of them. So what now? "Advanced Animation with DirectX" will show you how to move beyond the basics and into the amazing world of advanced animation techniques. Get ready to jump right in, because this book starts off with a bang. There is no time wasted on basic concepts that you’ve already mastered. Instead, you'll learn the techniques you need to create seamless timing, skeletal animations, and cloth simulations. Don't let the pros have all the fun! With "Advanced Animation with DirectX" by your side, you'll learn how to use cutting-edge animation techniques, from real-time cloth simulations and lip-synced facial animation to animated textures and a physics-based rag-doll animation system. If you're bored with the basics and ready to get down to the nitty-gritty of truly spectacular animation with DirectX, you've come to the right place
Introduction To 3D Game Programming
Introduction to 3D Game Programming with DirectX 9.0c: A Shader Approach presents an introduction to programming interactive computer graphics, with an emphasis on game development, using real-time shaders with DirectX 9.0. The book is divided into three parts that explain basic mathematical and 3D concepts, show how to describe 3D worlds and implement fundamental 3D rendering techniques, and demonstrate the application of Direct3D to create a variety of special effects.
With this book: * Understand basic mathematical tools used in video game creation such as vectors, matrices, and transformations. * Discover how to describe and draw interactive 3D scenes using Direct3D and the D3DX library. * Learn how to implement lighting, texture mapping, alpha blending, and stenciling using shaders and the high-level shading language (HLSL). * Explore a variety of techniques for creating special effects, including vertex blending, character animation, terrain rendering, multi-texturing, particle systems, reflections, shadows, and normal mapping. * Find out how to work with meshes, load and render .X files, program terrain/camera collision detection, and implement 3D object picking. * Review key ideas, gain programming experience, and explore new topics with the end-of-chapter exercises.
Mathematics.for.3D.Game.Programming.and.Computer.Graphics.(2004),.2Ed.LRN.LotB.pdf
Mathematics for 3D Game Programming and Computer Graphics, Second Edition (Game Development Series) by Eric Lengyel
[PDF]The.Cg.Tutorial.The.Definitive.Guide.to.Programmable.Real-Time.Graphics.pdf
The Cg Tutorial by Randima Fernando and Mark J. Kilgard. This book is an excellent tutorial to programmable 3D graphics using the high-level graphics language Cg, which is practically the same as Direct3D's HLSL
The Cg Tutorial
The Cg Tutorial by Randima Fernando and Mark J. Kilgard. This book is an excellent tutorial to programmable 3D graphics using the high-level graphics language Cg, which is practically the same as Direct3D's HLSL
Figma Converter for Unity 1.2.6
With this asset, you can transfer your layout from Figma to Unity in one click!
Thanks to the unique tagging system, the asset can understand what type of components you are using in the layout and recreate them in your project scene. The asset includes a detailed guide to the tagging system (specific layout rules) and how to work with the asset itself.
MeshTerrainEditor3.8.3f3
MTE是基于模型的地形编辑器,包含3个主要功能:
创建MTE可编辑的模型
将MTE的地形对象、模型转换为MTE可编辑的模型
编辑MTE可编辑的模型
渲染MTE地表模型(mesh-terrain)时,仅需1个DrawCall,可用4张贴图。支持内置渲染管线,LWRP和URP. 支持Windows和macOS.
Fast Gaussian Blur Mobile URP VR AR LWRP 1.4
Fastest Solution on the market!
Supports Multi-pass VR
Supports Single-pass instanced or Multiview VR(Oculus devices)
Supports Single-pass VR
This package consists of two shaders for applying the blur on the screen. This solution is currently the fastest blur I the market. Both of the shaders were tested on a low-end mobile device in the loaded scene in order to optimize the performance and fps.
Toon Soldiers v2.0 – unity低聚士兵动画模型包
Toon Soldiers是unity的卡通化低聚士兵完全动画,是战略游戏的理想选择。
– 完全可定制:
(9个车身模型,15个头部模型,5个背包模型,19个武器模型,加上手榴弹,弹丸和一些拾音器)
– 无色皮肤
– 超过400个动画:
(每个武器组约有70个动画,包括近战,手枪,攻击,火箭发射器,轻型机枪,重型武器)
– 包括动作动画。
Powerful Sword PackGreat Sword Katana 1.7
This package provides character animation for RPG production.
Great Sword, Katana Animation consists of about 754 kinds of key animations.
Fast Shadow Receiver 1.5.9
Shadows are very important aspects in 3D space. However, shadow rendering is GPU intensive process. Fast Shadow Receiver makes shadow rendering much faster by minimizing the area where shadows are drawn.
This is the real solution to the shadow performance problem on low-end mobile devices.
- Lightmaps and Shadowmasks are available in Projector materials (example: Blob Shadow Projector with mixed lighting) (Version 1.5.0)
Dynamic Shadow Projector 1.2.1
This simple Unity asset provides a few components to render a shadow onto a render texture so that the render texture can be used with Blob Shadow Projector. Blob Shadow Projector is usually used for dropping a round blurry shadow which is not suitable for a skinned mesh object. This asset enables a projector to drop a dynamic shadow which is perfect for skinned mesh objects.
Fast Shadow Projector1.57
Blazing fast, easy-to-use alternative to the Blob Shadow Projector. This projector can render lots of blob shadows that fall correctly on any surface while still maintaining high framerate even on mobile devices.
Runner Action Animation Pack.unitypackage
Runner Action Animation Pack.unitypackage
Assist+X+10.9.2224.破解版
Assist+X+10.9.2224.破解版,不引起杀毒误报,直接替换dll
Unity Easy Touch 4
Web Player | Virtual Controls | Support | PlayMaker extension
Update price is for EasyTouch Controls users
FULLY COMPATIBLE WITH UNITY 5
EasyTouch allows you to quickly and easily develop actions based on a touchscreen gesture, joystick , button, DPadn TouchPad with EasyTouch controls
All major gestures are recognized by EasyTouch such as tap, double tap, swipe, twist, pinch... multi-touch support
You have all you need to create your game on mobile device, developed for mobile platforms has never been easier with the second finger simulation
EasyTouch 4 new features
* Unity UI integration.
* EasyTouchTrigger component
* New two finger gesture algorithm.
* The simulation of the second finger can be activated or not
* 2 methods for two fingers auto selection
* The double tap is now configurable.
* Gesture priority between tap & slips.
* 4 new build in swipe direction .
* Auto update picked object option .
EasyTouch is written in C#, it notifies you of an action by events. The events are sent by delegate system, or you can use the new EasyTouchTrigger component.
BloomPro AAA Mobile-Ready
Requires Unity 4.5.1 or higher.
BloomPro brings high-quality AAA Bloom,Dirty Lens and Chromatic Aberration effects to your mobile and desktop games.
In fact, Bloom is one of the most important effects when it comes to making your games look realistic.
Requires Unity Pro
[backcolor=rgba(255, 255, 255, 0.6)]Our engineers understand that every bit of performance counts, especially on mobile platforms. That's why we created BloomProand made sure that it runs faster than anything else available for Unity without sacrificing quality.
[backcolor=rgba(255, 255, 255, 0.6)]BloomPro doesn't rely on 32-bit buffers, therefore it will perform faster and will run on a wide range of platforms. Additional optimizations make BloomPro up to x4 times faster compared to conventional bloom techniques.
Features:
+ Energy-conserving RealLens Bloom algorithm that keeps highlights nice andcrisp.
+ Includes a high-quality Dirty Lens effect.
+ Physically-based Chromatic Aberration.
+ FAST. Blazingly fast.
+ Easy to set up.
+ Tested on Windows, Mac, iPhone and Android.
+ No need to use 32-bit rendering.
+ Various quality settings for different platforms.
+ Ready for Unity 5.
+ Works with Anti-Aliasing.
+ Complete source code included.
Mobile performance:
45+ FPS on iPhone 5 at FULL native resolution with ALL features enabled.
Render time comparison with competing assets:
The following tests were carried out at a full-screen resolution on a low-end 4 year old Nvidia GPU (lower render time is better):
BloomPro: 5.1ms
SE Natural Bloom: 11.2ms
GlareFX: 14.8ms
Unity Pro Bloom: 3.7ms
As you can see BloomPro is x2.2 times faster than SE Natural Bloom, and x2.9 faster than GlareFX.
Please note that BloomPro has been tested on higher-end mobile devices (iPhone 5 and higher) and is not guaranteed to work on older mobile devices.
Programming in Lua 5.1 中文版
Programming in Lua
目 录
第一篇 语言. 1
第 0 章 序言. 1
0.1 序言 1
0.2 Lua的使用者. 2
0.3 Lua的相关资源. 3
0.4 本书的体例 3
0.5 关于本书 3
0.6 感谢 4
第 1 章 起点. 5
1.1 Chunks . 5
1.2 全局变量 7
1.3 词法约定 7
1.4 命令行方式 7
第 2 章 类型和值. 9
2.1 Nil 9
2.2 Booleans 9
2.3 Numbers. 10
2.4 Strings 10
2.5 Functions . 12
2.6 Userdata and Threads 12
第 3 章 表达式. 13
3.1 算术运算符 13
3.2 关系运算符 13
3.3 逻辑运算符 13
3.4 连接运算符 14
3.5 优先级 15
3.6 表的构造. 15
第 4 章 基本语法. 18
4.1 赋值语句 18
4.2 局部变量与代码块(block). 19
4.3 控制结构语句 20
4.4 break和return语句. 23
第 5 章 函数. 24
5.1 多返回值 25
5.2 可变参数 27
5.3 命名参数 28
第 6 章 再论函数. 30
6.1 闭包 32
6.2 非全局函数 34
6.3 正确的尾调用(Proper Tail Calls). 36
第 7 章 迭代器与泛型for. 40
7.1 迭代器与闭包 40
7.2 范性for的语义 42
7.3 无状态的迭代器 43
7.4 多状态的迭代器 44
7.5 真正的迭代器 45
第 8 章 编译·运行·错误信息. 47
8.1 require函数 49
8.2 C Packages. 50
8.3 错误 51
8.4 异常和错误处理 52
8.5 错误信息和回跟踪(Tracebacks) 53
第 9 章 协同程序. 56
9.1 协同的基础 56
9.2 管道和过滤器 58
9.3 用作迭代器的协同 61
9.4 非抢占式多线程 63
第 10 章 完整示例. 68
10.1 Lua作为数据描述语言使用. 68
10.2 马尔可夫链算法 71
第二篇 tables与objects. 75
第 11 章 数据结构. 76
11.1 数组 76
11.2 矩阵和多维数组 77
11.3 链表 78
11.4 队列和双端队列 78
11.5 集合和包 80
11.6 字符串缓冲 80
第 12 章 数据文件与持久化. 84
12.1 序列化 86
第 13 章 Metatables and Metamethods 92
13.1 算术运算的Metamethods. 92
13.2 关系运算的Metamethods. 95
13.3 库定义的Metamethods. 96
13.4 表相关的Metamethods. 97
第 14 章 环境. 103
14.1 使用动态名字访问全局变量 103
14.2 声明全局变量. 104
14.3 非全局的环境 106
第 15 章 Packages 109
15.1 基本方法 109
15.2 私有成员(Privacy).111
15.3 包与文件.112
15.4 使用全局表.113
15.5 其他一些技巧(Other Facilities).115
第 16 章 面向对象程序设计118
16.1 类.119
16.2 继承 121
16.3 多重继承 122
16.4 私有性(privacy) 125
16.5 Single-Method的对象实现方法. 127
第 17 章 Weak表 128
17.1 记忆函数 130
17.2 关联对象属性 131
17.3 重述带有默认值的表 132
第三篇 标准库. 134
第 18 章 数学库. 135
第 19 章 Table库 136
19.1 数组大小. 136
19.2 插入/删除. 137
19.3 排序 137
第 20 章 String库. 140
20.1 模式匹配函数 141
20.2 模式 143
20.3 捕获(Captures) 146
20.4 转换的技巧(Tricks of the Trade) 151
第 21 章 IO库. 157
21.1 简单I/O模式. 157
21.2 完全I/O 模式. 160
第 22 章 操作系统库. 165
22.1 Date和Time . 165
22.2 其它的系统调用 167
第 23 章 Debug库. 169
23.1 自省(Introspective). 169
23.2 Hooks. 173
23.3 Profiles. 174
第四篇 C API . 177
第 24 章 C API纵览. 178
24.1 第一个示例程序 179
24.2 堆栈 181
24.3 C API的错误处理. 186
第 25 章 扩展你的程序. 188
25.1 表操作 189
25.2 调用Lua函数 193
25.3 通用的函数调用 195
第 26 章 调用C函数. 198
26.1 C 函数. 198
26.2 C 函数库. 200
第 27 章 撰写C函数的技巧. 203
27.1 数组操作 203
27.2 字符串处理 204
27.3 在C函数中保存状态 207
第 28 章 User-Defined Types in C . 212
28.1 Userdata. 212
28.2 Metatables 215
28.3 访问面向对象的数据 217
28.4 访问数组 219
28.5 Light Userdata . 220
第 29 章 资源管理. 222
29.1 目录迭代器 222
29.2 XML解析 225
第四篇 附录. 234
A. 终端机控制符. 235
Behavioral Mathematics for Game AI
Behavioral Mathematics introduces a raft of important techniques from decision theory, game theory, and utility theory, and uniquely applies them to game AI. These techniques are an important part of any game AI developer's toolbox.-Paul Tozour, Game AI author
This book is an excellent introduction to using AI in games. Dave has a knack for making complex subjects accessible. The text is very clear and admirably thorough. The author has chosen ? wisely - to avoid the esoteric, and focus on topics which are directly useful for making real computer games.-Richard Evans, Senior AI Architect, Electronic Arts
Game developers often use little tricks to sprinkle magic decision-making abilities throughout their AI code, without necessarily understanding the fundamentals of how it works. Dave not only documents this process on paper, but he also goes into the theoretical background behind these techniques too. For anyone wishing to know more about the maths behind common game behaviors, this is the ideal textbook on the subject.-Alex J. Champandard, Editor & Consultant, AiGameDev.com
special effects game programming source code
Ever look at a really cool effect in your favorite game and wonder "How in the world did they do that?" This book teaches you the skills that you need to create effects that are just as awesome as the ones that first amazed you. New to DirectX? Don't worry! There are plenty of tips that will bring you up to speed quickly. Already an experienced programmer? Get ready to create some amazing effects that will get people hooked on your game! An entire section on 2D special effects shows you how to use your 3D card for effects like transitions and image warping. If it's 3D effects that you're after, this book has everything that you need to create cool effects like explosions, water, and magic spells. "Special Effects Game Programming with DirectX" is the next step in transforming your game from an application to an experience.
Fast Extraction of Viewing Frustum Planes(pdf)
The paper is divided into two main chapters. The first chapter "Plane Extraction in Direct3D" shows how to extract
the viewing frustum planes in Direct3D, and the second chapter "Plane Extraction in OpenGL" shows how to do the
same in OpenGL.