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            diceidea

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            2008年9月10日 #

            Sep.10.2008

            1. Take it a step further, I want to be your husband, hehe.
            2. Following is some issues I ran across.
            3. The title had me cracking up.

            posted @ 2008-09-10 23:40 diceidea 閱讀(172) | 評論 (0)編輯 收藏

            2008年9月8日 #

            Golden Shield Project(GSP)

            The Golden Shield Project (Chinese: ; pinyin: jīndùn gōngchéng), sometimes referred to as the Great Firewall of China, is a censorship and surveillance project operated by the Ministry of Public Security (MPS) of the People's Republic of China. The project started in 1998 and began operations in November of 2003.
            Googlepage is now forbidden by GSP.

            posted @ 2008-09-08 22:36 diceidea 閱讀(418) | 評論 (0)編輯 收藏

            2008年9月7日 #

            Sep.07.2008

            1. I am very grateful to my parents
            2. Writing is the only art that must be learned by wrote.
            3. She is not my type.
            4. A thousand percent.
            5. stand by 待命
            6. That sucked. 糟透了??? Things that suck
            7. The title had me cracking up. 這個標題讓我崩潰了

            posted @ 2008-09-07 22:10 diceidea 閱讀(150) | 評論 (0)編輯 收藏

            2008年9月3日 #

            Blender+Ogre Preview

            1. 開發(fā)背景

            OgreBlender都是開源軟件中的佼佼者,前者提供了作為一個real time renderer的各種要素,后者作為offlineanimation renderermodel工具, 根據(jù)Ogre官網(wǎng)上的資料及一些開源愛好者的建議,可以作為level editor來與外部的renderer或者是游戲引擎合作。有了這兩個強大的工具,其他諸如聲音物理等等模塊可以依賴于其他的開源工具很方便的解決,這也為我們呈現(xiàn)了一種低成本的游戲開發(fā)解決方案。

             

             

            1. 案例

            下面是一個使用這些混合物來開發(fā)的游戲(Mulver),質(zhì)量考究:

            以下文字和圖片摘自:http://www.ogre3d.org/phpBB2/viewtopic.php?t=29907&postdays=0&postorder=asc&start=0,版權(quán)屬于原作者

            My alltime favourite game is Super Mario 64. In my eyes its still the king of the 3D Platform game category. Some people http://www.stevestreeting.com/?p=448 just dont get this genre though.

            Anyway I have been trying to make a similar game using Ogre of course and a couple of other open source libraries out there ODE, LUA, OIS, FMod (not OS). I have also used AC3D for some modelling and Blender for Level Design and modelling.

             

            Its intresting that the core engine and first test level was up and running just a couple of months after I started in May 2006. But to create a useful Art/level pipeline took much longer than I expected. I took a long break from programming during autumn and winter but still it was almost as much work as writing the game engine! Learning Python programming and the Blender Python API was also an intresting experience. Don forget those tabs

             

            Levels are built in Blender using a custom level exporter together with reimpells Ogre mesh exporter. The generated levels are just LUA scripts that calls into the game engine to set up the world and handle events.

             

            FMod integration and building a Demo with 5 complete levels is my next step. And getting rid of the crappy programmer art of course. That will be a tough one...

             

              Here is a level concept with good old pen & paper I wrote a couple of days ago:


            Here is the level starting to take shape in Blender. Last shot is a Blender render of the level.
            ......


            Here is the level in Ogre:
            ......



            AVI video (Microsoft encoded Im afraid):
            Video ~10Mb (mp42 codec)

            Older format:
            Video ~10Mb (mpg4 codec)



            A couple of other levels Ive been toying with:
            ...

             

            Pasted from <http://www.ogre3d.org/phpBB2/viewtopic.php?t=39835&view=next&sid=ce193664e1d3d7c4af509e6f4e2718c6>

             

            1. 開發(fā)步驟:

            網(wǎng)上有一些關(guān)于如何合作使用BlenderOgre的建議:

            The Blender-Ogre process

            So, it is decision time - how will I go about making levels Three level choices, as I see it :

            1) Build my own level editor, build an importer, generate the levels

            2) Use Blender to build the scene, export all the meshes, export the scene to dotscene format and bring it in that way, using the generic Ogre scene manager

            3) Use Blender to build the scene, export all the meshes, export the scene to dotscene format, then import it to octree and bring it in using the Ogre octree scene manager

            My understanding is that 3 has speed advantages. Dont really understand it all yet. More research needed. Probably NOT going to do 1, though - It’d be doable, particularly if I limited myself to rectangular, perpendicular rooms, but it’d be nice to be able to NOT limit myself that way.

            More reading, more research.

             

            Pasted from <http://israndomrandom.com/>

             

              4. 參考資料:

            加州大學(xué)河濱分校的課程:

            http://www.cs.ucr.edu/~macchiea/cs134/

            Note:這個教程很好,課程名叫做Videogame Creation and Design,學(xué)完這門課程,基本上可以用Blender配合Ogre及其他的開源庫做出一個游戲來


            posted @ 2008-09-03 16:19 diceidea 閱讀(1549) | 評論 (0)編輯 收藏

            2008年9月2日 #

            Prison Break IV(01-02)

            1. in and out. 快去快回
            2. be right back(I'm right back)
            3. Do you believe in fate?
            4. You left this behind 你落下了這個
            5. likewise. 彼此彼此
            6. start over. 重新開始
            If anything goes wrong, we'll have to start over again.

            posted @ 2008-09-02 23:31 diceidea 閱讀(128) | 評論 (0)編輯 收藏

            2008年9月1日 #

            Face the facts that...

            Today's Fantasy:
            1. We must face the facts that the future of our products is not optimistic.
            2. I think 27 is an European-size for shoe, right?
            3. When you want to do something, you'd better make clear first that your work is worth of while or just waste of time.
            4. When a project starts, I always ask myself a question: Where do I fit in in our team?

            posted @ 2008-09-01 00:16 diceidea 閱讀(183) | 評論 (0)編輯 收藏

            2008年5月25日 #

            帶行號和折疊的在線編輯器--雙魚文本編輯器

            具體參見http://www.2fstory.net/blog/View.aspx?blogID=47,效果如下,剛才試了一下C++博客的編輯器,我選定了代碼折疊,可是沒效果。給我自己提個醒,放在:F:\Downloads\GameTools
            01 BOOL CAG_RegEx::Eval()
            02 {
            03     // First pop the operator from the stack
            04     if(m_OperatorStack.size()>0)
            05     {
            06         char chOperator = m_OperatorStack.top();
            07         m_OperatorStack.pop();
            08
            09         // Check which operator it is
            10         switch(chOperator)
            11         {
            12         case 42:
            13             return Star();
            14             break;
            15         case 124:
            16             return Union();
            17             break;
            18         case 8:
            19             return Concat();
            20             break;
            21         }

            22
            23         return FALSE;
            24     }

            25
            26     return FALSE;
            27 }

            posted @ 2008-05-25 15:09 diceidea 閱讀(1433) | 評論 (3)編輯 收藏

            2008年5月24日 #

            批處理source control(Handy source control using batch file)

            寫了個批處理的source control, 用很野蠻的辦法, 就是把當前目錄下的源程序backup到一個用戶指定目錄里,perforce雖然很好用,可是我的本本太慢了,打開VS2005+perforce差不多要1分鐘,下個月買臺式,這個批處理也就沒什么用了。
            SourceControl.bat(下載后更換后綴,運行時會提示復(fù)制源程序到哪個文件夾里,一般我用當天的日期)

            posted @ 2008-05-24 21:41 diceidea 閱讀(335) | 評論 (2)編輯 收藏

            DFA和lexical analysis

            對于hand written的lexical analyzer來說,NFA和DFA的運用是不可避免的,除非你的grammer十分簡單。
            一旦給出了source program(也就是你想處理的character stream)的一個pattern的正則表達式,就可以構(gòu)造對應(yīng)的NFA,然后轉(zhuǎn)換為DFA,這個DFA就可以用來處理你的source program, 將里面能夠match這個pattern的lexeme全都找出來。按照這樣的流程,對于一種編程語言,不管是常用的語言,還是腳本語言,只要對所有的pattern構(gòu)造DFA,就能夠?qū)懗鲎约旱膌exical analyzer了。
            有兩篇關(guān)于正則表達式到DFA的文章寫的很好:
            1.Writing own regular expression parser By Amer Gerzic英文的
            http://www.codeproject.com/KB/recipes/OwnRegExpressionsParser.aspx
            有源碼
            2. 《構(gòu)造正則表達式引擎》新鮮出爐啦!中文的,by vczh,華南理工大學(xué)
            http://www.shnenglu.com/vczh/archive/2008/05/22/50763.html
            閱讀完上面兩篇文章,寫個能夠運行的lexer就不成問題了。
            另外附上龍書(Compilers, principles techniques and tools)里一段token,pattern和lexeme術(shù)語的區(qū)別:
            1. A t o k e n  is  a  pair  consisting  of  a  token  name  and  an optional attribute
            value.   The  token  name  is  an  abstract  symbol  representing  a  kind  of
            lexical unit(lexeme), e.g., a  particular keyword, or a sequence of  input  characters
            denoting an identifier.  The token  names are the input  symbols that the
            parser  processes.  In what  follows, we  shall generally write the name of  a
            token  in boldface.  We  will often refer to a token  by  its token name.
            2. A pattern is a description of the form that the lexemes of  a token may take.
            In  the case of  a  keyword as  a token,  the pattern  is just  the sequence of
            characters that form the keyword.  For identifiers and some other tokens,
            the pattern is a more complex structure that is matched by many strings.
            3. A lexeme is a sequence of  characters in the source program that matches
            the  pattern  for  a  token  and  is  identified  by  the  lexical  analyzer  as  an
            instance of  that token.
             notes:
            1. more than  one lexeme  can  match  a  pattern
            2. 看看example 3.1


            posted @ 2008-05-24 13:59 diceidea 閱讀(525) | 評論 (0)編輯 收藏

            2008年5月12日 #

            Material related

            Compiler Principles Techniques and Tools by Alfred Aho(CPTAT)Dragon book
            此書極為通俗易懂,尤其是在布局上,第二章安排了一個小compiler的實現(xiàn),而且先從parser開始,不是通常的lexical analysis。閱讀完第二章,我已對編譯器如何寫有了初步的認識,當然,這期間也穿插著閱讀了別的電子書,還有別人給我的大學(xué)教材,以及網(wǎng)上的資料。那本大學(xué)教材是數(shù)學(xué)性最強的,可惜是最難讀懂的,因為作者在運用大量符號的時候省略了很多解釋工作,而且直到看完一章我還不知道這一章是干什么的,后來先看Dragon book,再看這本教材,發(fā)現(xiàn)他們的結(jié)構(gòu)原來是差不多的,為什么這本教材就那么難懂呢?

            如果你想學(xué)習編譯原理,想寫自己的parser,Dragon book絕對是居家旅行,殺人必備之寶物。

            posted @ 2008-05-12 22:53 diceidea 閱讀(270) | 評論 (0)編輯 收藏

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