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天行健 君子當(dāng)自強(qiáng)而不息

     摘要: FinalPos = MeshPos + ∑( Difference_i * Weight_i)

= MeshPos + ∑( (NewMeshPos_i - MeshPos) * Weight_i )

= MeshPos + ∑( (MeshPos × OffsetMatix_i × CombinedMatrix_i - MeshPos) * Weight_i ) [1]  閱讀全文
posted @ 2008-04-22 15:22 lovedday 閱讀(1096) | 評(píng)論 (0)編輯 收藏
     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  閱讀全文
posted @ 2008-04-21 18:38 lovedday 閱讀(341) | 評(píng)論 (0)編輯 收藏
     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  閱讀全文
posted @ 2008-04-21 18:23 lovedday 閱讀(369) | 評(píng)論 (0)編輯 收藏
很多時(shí)候,我們?cè)趥鹘y(tǒng)的教育模式下吸收著所謂的文明成果,但恰恰因?yàn)槲覀冏硇挠趯W(xué)習(xí)研究這些東西,遠(yuǎn)離了與我們息息相關(guān)的生活。
人生不過(guò)短短數(shù)十年,我們每個(gè)人都應(yīng)該好好想想,到底應(yīng)該怎么活下去?
是所謂的“把有限的人生,投入到無(wú)限的為人民服務(wù)中去”?還是為了科學(xué)或者藝術(shù)之類的,奉獻(xiàn)自己的一生?
不管怎樣,我覺(jué)得每個(gè)人都應(yīng)該認(rèn)真嚴(yán)肅地對(duì)待自己的生活,人活著最大的意義就在于存在的價(jià)值。
每個(gè)人都應(yīng)該珍視自己的健康, 不要為了所謂的“為人民服務(wù)”、“為了科學(xué)研究”而犧牲自己的健康。

現(xiàn)在一些學(xué)校和專業(yè)的教育模式、學(xué)習(xí)內(nèi)容已經(jīng)遠(yuǎn)遠(yuǎn)脫離了現(xiàn)實(shí)生活和社會(huì)的需求,很多學(xué)生念完大學(xué)四年后發(fā)現(xiàn)靠自己的專業(yè)根本找不到合適的工作,于是不得不轉(zhuǎn)行,白白浪費(fèi)了不少光陰,真是“投資需謹(jǐn)慎 ,上學(xué)有風(fēng)險(xiǎn) ”。

有的人因?yàn)閰拹含F(xiàn)實(shí)生活而沉醉于游戲這一虛擬世界里尋找自己的快樂(lè)和欲望。
但游戲畢竟是虛擬的,它不能代替現(xiàn)實(shí),人是活生生的生活在這個(gè)世界上,關(guān)掉游戲那一刻你依舊感到空虛。
而且游戲?qū)ι眢w的損害真不小,一旦你玩了某個(gè)好玩的游戲,真正能控制住自己的人極少。

不管什么都不能過(guò)于沉迷,牛頓在50多歲就因沉迷于科學(xué)研究,用腦過(guò)度導(dǎo)致精神失常。

從今天開(kāi)始,我要好好地對(duì)待生活,關(guān)注自己存在的價(jià)值、生存的感受,不讓自己的一生虛度,留下太多的遺憾,謹(jǐn)以此文勉勵(lì)自己。


posted @ 2008-04-21 13:08 lovedday 閱讀(324) | 評(píng)論 (0)編輯 收藏
     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!  閱讀全文
posted @ 2008-04-20 19:48 lovedday 閱讀(444) | 評(píng)論 (0)編輯 收藏
     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?   閱讀全文
posted @ 2008-04-18 15:18 lovedday 閱讀(749) | 評(píng)論 (0)編輯 收藏
     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.  閱讀全文
posted @ 2008-04-18 14:35 lovedday 閱讀(919) | 評(píng)論 (1)編輯 收藏
     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.  閱讀全文
posted @ 2008-04-18 12:16 lovedday 閱讀(967) | 評(píng)論 (0)編輯 收藏
     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.  閱讀全文
posted @ 2008-04-18 09:41 lovedday 閱讀(928) | 評(píng)論 (0)編輯 收藏
     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.  閱讀全文
posted @ 2008-04-17 19:54 lovedday 閱讀(482) | 評(píng)論 (0)編輯 收藏
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