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原创 竟然不能改头像!!!

说是裁剪错误,郁闷了!

2008-11-30 09:44:00 950

torque 1.5.2

torque 1.5.2的一个Demo。 能懂它的脚本的话用这个就可以做些蛮复杂的游戏了。 安装以后文件夹下面的后缀是.cs文件都是脚本文件,后缀.sdo的是编译过后的文件。想深入了解的话可以去下 《Game programming all in one》,就是讲这个的。 还想继续深入的话可以去http://www.garagegames.com/ 买源码,不过要$150... 这个文件除了没源码和教程,应该不缺组件的。

2009-03-08

学习3D模型-Focus.On.3D.Models.pdf

As a 3D game programmer, sooner or later the time comes when you get bored with spinning cubes and flying space ships in space. You want fully articulated 3D characters and anima- tion. So you start looking on Internet for information thereof, and sooner or later you realize that although there are a lot of sites with information—and lots of demos—it’s all rather useless in reality. There are too many holes in the file format explanations, and in the end you would probably be better off reverse-engineering the files rather than wade through hacker document after hacker document. This problem is one that I have personally been dealing with for a long time. When I first wanted to write a Quake file loader, I thought that it would be easy; there must be a billion sites on the Internet with clear and concise explanations, right? However, there is none! As far as I can tell there is literally only one single document on the Internet with the .MD2 file for- mat, and it’s not complete, but more of a FAQ. Moreover, it’s just a file format; it doesn’t really explain all the details. This is just one example. There are many. The bottom line is that whether it’s a game format like Quake’s .MD2 or .MD3 or 3D Studio Max’s file format, there is simply no single place to find information. This issue was the motivation for this book.

2008-12-11

wow插件制作指南 wowscript

自己写的插件终究还是安全些,不用担心被绑木马 看看这个吧

2008-12-11

人月神话 软件工程经典著作

关于软件工程的书,像是蛮经典的。语言比较幽默。

2008-12-11

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