锘??xml version="1.0" encoding="utf-8" standalone="yes"?> Ogre鍜?/span>Blender閮芥槸寮婧愯蔣浠朵腑鐨勪郊浣艱咃紝鍓嶈呮彁渚涗簡浣滀負(fù)涓涓?/span>real time renderer鐨勫悇縐嶈绱狅紝鍚庤呬綔涓?/span>offline鐨?/span>animation renderer鍜?/span>model宸ュ叿, 鏍規(guī)嵁Ogre瀹樼綉涓婄殑璧勬枡鍙?qiáng)涓浜涘紑婧愮埍濂借呯殑寤鴻錛屽彲浠ヤ綔涓?/span>level editor鏉ヤ笌澶栭儴鐨?/span>renderer鎴栬呮槸娓告垙寮曟搸鍚堜綔銆傛湁浜嗚繖涓や釜寮哄ぇ鐨勫伐鍏鳳紝鍏朵粬璇稿澹伴煶鐗╃悊絳夌瓑妯″潡鍙互渚濊禆浜庡叾浠栫殑寮婧愬伐鍏峰緢鏂逛究鐨勮В鍐籌紝榪欎篃涓烘垜浠憟鐜頒簡涓縐嶄綆鎴愭湰鐨勬父鎴忓紑鍙戣В鍐蟲柟妗堛?/span> 涓嬮潰鏄竴涓嬌鐢ㄨ繖浜涙販鍚堢墿鏉ュ紑鍙戠殑娓告垙錛?/span>Mulver錛夛紝璐ㄩ噺鑰冪┒錛?/span> 浠ヤ笅鏂囧瓧鍜屽浘鐗囨憳鑷細(xì)http://www.ogre3d.org/phpBB2/viewtopic.php?t=29907&postdays=0&postorder=asc&start=0錛岀増鏉冨睘浜庡師浣滆?br> 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:
Pasted from <http://www.ogre3d.org/phpBB2/viewtopic.php?t=39835&view=next&sid=ce193664e1d3d7c4af509e6f4e2718c6>
緗戜笂鏈変竴浜涘叧浜庡浣曞悎浣滀嬌鐢?/span>Blender鍜?/span>Ogre鐨勫緩璁細(xì) 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. Don’t 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/> 鍔犲窞澶у娌蟲花鍒嗘牎鐨勮紼嬶細(xì) http://www.cs.ucr.edu/~macchiea/cs134/ Note錛氳繖涓暀紼嬪緢濂斤紝璇劇▼鍚嶅彨鍋歏ideogame Creation and Design錛屽瀹岃繖闂ㄨ紼嬶紝鍩烘湰涓婂彲浠ョ敤Blender閰嶅悎Ogre鍙?qiáng)鍏朵粬鐨勫紑婧愬簱鍋氬嚭涓涓父鎴忔潵
3. The title had me cracking up.
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Googlepage is now forbidden by GSP.
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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 寰呭懡
6. That sucked. 緋熼忎簡錛燂紵錛?/span> Things that suck
7. The title had me cracking up. 榪欎釜鏍囬璁╂垜宕╂簝浜?br>
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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:
...
4. 鍙傝冭祫鏂欙細(xì)
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3. Do you believe in fate?
4. You left this behind 浣犺惤涓嬩簡榪欎釜
5. likewise. 褰兼褰兼
6. start over. 閲嶆柊寮濮?br>If anything goes wrong, we'll have to start over again.
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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?
]]>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 }
]]>
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1.Writing own regular expression parser
By Amer Gerzic鑻辨枃鐨?/a>
http://www.codeproject.com/KB/recipes/OwnRegExpressionsParser.aspx
鏈夋簮鐮?br>2. 銆婃瀯閫犳鍒欒〃杈懼紡寮曟搸銆嬫柊椴滃嚭鐐夊暒錛?/a>涓枃鐨勶紝by vczh,鍗庡崡鐞嗗伐澶у
http://www.shnenglu.com/vczh/archive/2008/05/22/50763.html
闃呰瀹屼笂闈袱綃囨枃绔狅紝鍐欎釜鑳藉榪愯鐨刲exer灝變笉鎴愰棶棰樹簡銆?br>鍙﹀闄勪笂榫欎功錛圕ompilers, principles techniques and tools錛夐噷涓孌祎oken,pattern鍜宭exeme鏈鐨勫尯鍒細(xì)
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. 鐪嬬湅example 3.1
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濡傛灉浣犳兂瀛︿範(fàn)緙栬瘧鍘熺悊錛屾兂鍐欒嚜宸辯殑parser錛孌ragon book緇濆鏄眳瀹舵梾琛岋紝鏉浜哄繀澶囦箣瀹濈墿銆?br>
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