摘要: FinalPos = MeshPos + ∑( Difference_i * Weight_i)
= MeshPos + ∑( (NewMeshPos_i - MeshPos) * Weight_i )
= MeshPos + ∑( (MeshPos × OffsetMatix_i × CombinedMatrix_i - MeshPos) * Weight_i ) [1]
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摘要: Games are packed with movement. Characters running here, bullets flying there−basically there's a slew of objects moving about your game world. The smooth motion of these objects is a very important aspect that can't be overlooked. Have you ever thought about the use of movement and animation based on time? Using time−based motion is hot, and to keep up with the rest of the world you must fully understand how it can help your game project. In fact, you need to understand not only using time−base
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摘要: Using time−based animation is crucial to achieving smooth playback, but what good could using time−based movement possibly do? Sure, moving a few objects around a set path is neat, but is that all you can do? The answer is a resounding no! There's much more you can do with time−based movement, including creating in−game cinematic sequences, like those from games such as Silicon Knights' Eternal Darkness: Sanity's Requiem In Eternal Darkness, the player is treated to animation sequences that play
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很多时候,我们在传统的教育模式下吸收着所谓的文明成果,但恰恰因为我们醉心于学习研究这些东西,远离了与我们息息相关的生活。
人生不过短短数十年,我们每个人都应该好好想想,到底应该怎么活下去?
是所谓的“把有限的人生,投入到无限的为人民服务中去”?还是为了科学或者艺术之类的,奉献自己的一生?
不管怎样,我觉得每个人都应该认真严肃地对待自己的生活,人活着最大的意义就在于存在的价值。
每个人都应该珍视自己的健康, 不要为了所谓的“为人民服务”、“为了科学研究”而牺牲自己的健康。
现在一些学校和专业的教育模式、学习内容已经远远脱离了现实生活和社会的需求,很多学生念完大学四年后发现靠自己的专业根本找不到合适的工作,于是不得不转行,白白浪费了不少光阴,真是“投资需谨慎 ,上学有风险
”。
有的人因为厌恶现实生活而沉醉于游戏这一虚拟世界里寻找自己的快乐和欲望。
但游戏毕竟是虚拟的,它不能代替现实,人是活生生的生活在这个世界上,关掉游戏那一刻你依旧感到空虚。
而且游戏对身体的损害真不小,一旦你玩了某个好玩的游戏,真正能控制住自己的人极少。
不管什么都不能过于沉迷,牛顿在50多岁就因沉迷于科学研究,用脑过度导致精神失常。
从今天开始,我要好好地对待生活,关注自己存在的价值、生存的感受,不让自己的一生虚度,留下太多的遗憾,谨以此文勉励自己。
摘要: A path by its lonesome self does you little good; there are times when you need to string together a series of paths that an object must follow. I'm talking about complex paths that are both straight and curved. In fact, we're no longer discussing paths; we've moved on to the advanced topic of routes!
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摘要: Your 3D meshes need a place to liverather, you need a place to store your 3D mesh data (not to mention all that other data your game project requires). What's a developer to do−develop his own file format or go with a third−party format? With so many popular formats out there, it's an easy choice to make, but what about the restrictions some formats impose? Why can't you just use somebody else's file format and configure it to work the way you want?
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摘要: Skeletal animation systems require a frame hierarchy (which represents the bone structure) to orient each bone during rendering. The .X file format defines a frame−of−reference data template that you can use to define your bone hierarchy. This template, Frame, is merely a placeholder of sorts. It allows any type of data object to be embedded in it so you can reference the instanced Frame object by its assigned instance name and allow all contained objects to be addressed as well.
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摘要: Just as I promised, it's time to check out how to merge the mesh−loading functions into your .X parser class. Since you're going to be accessing the mesh data objects directly, you need to use the D3DXLoadMeshFromXof function to load mesh data. That means you need to parse each data object, and look for Mesh objects as you go. Start by deriving a parser class with which to work.
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摘要: Now that you've got a firm grip on how the .X file format works, consider how Microsoft first intended for you to use it−to contain 3D mesh information for your games. The D3DX library comes with a number of functions you can use to load mesh data from an .X file. With the addition of the .X parser developed in this chapter, you have even more options available to you. Check out just how easy it is to work with D3DX to load mesh data.
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摘要: So, you want to create a class to handle all aspects of parsing .X files, eh? Sounds great to me! In this .X file parser class, you can wrap up the Parse and ParseObject functions you saw earlier in this chapter, in the "Enumerating Data Objects" section. Use the code from those two functions and write the parser class to allow yourself to override the data object parsing functions, which will allow you to scan for specific objects.
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