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            天行健 君子當自強而不息

            《贏在中國》第二賽季的初步觀感,董冰、陳小霞再上鏡頭,中國的教育誕生了這么些人。

            老史的一句話蠻經典,失敗的次數再多,如果總結的不夠深刻,那也白失敗了。
            老史對參賽選手的點評十分精彩,真正從選手立場出發。
            posted @ 2007-12-11 16:45 lovedday 閱讀(151) | 評論 (0)編輯 收藏
                 摘要: While going through the examples, I placed characters on the map in
            a direct, hard-coded manner. However, remember that hard-coding game data is a
            no-no. You need to have as much flexibility as possible when designing your maps,
            and this includes placement of characters in a level.   閱讀全文
            posted @ 2007-12-10 19:47 lovedday 閱讀(479) | 評論 (0)編輯 收藏
                 摘要: Mapping demo main source:  閱讀全文
            posted @ 2007-12-10 19:43 lovedday 閱讀(227) | 評論 (0)編輯 收藏
                 摘要: Recall that you need to enable each map section in order for it to be visible when
            rendered. The m_visible array tracks the visibility of each map section; if an array
            element is set to 0, the respective map section is not displayed. If the element is set
            to 1, the map section is drawn.  閱讀全文
            posted @ 2007-12-10 19:31 lovedday 閱讀(255) | 評論 (0)編輯 收藏
                 摘要: The constructor and destructor of the cAutomap class ensure that all data is placed
            within a known state and that all used resources are released. The constructor does
            nothing more than clear some variables and orient a camera to point downward.
            You later use that camera to render the map. The destructor calls on the Free
            function to release all used resources.  閱讀全文
            posted @ 2007-12-10 16:00 lovedday 閱讀(277) | 評論 (0)編輯 收藏
                 摘要: The auto map class I've developed for the book will load a cMesh object and compress
            it into a flat version of the map. The flattened map is stored in a series of vertex
            buffers. These vertex buffers use only the X-, Y-, and Z-coordinates of each
            vertex plus a single diffuse color. This means that auto maps are compact and easy
            to render. This also means that you can use alpha blending to overlay the map on
            the screen without covering the crucial gaming action going on.  閱讀全文
            posted @ 2007-12-10 15:31 lovedday 閱讀(204) | 評論 (0)編輯 收藏
                 摘要: Your game world is a huge place, and when players start exploring their surroundings,
            you may want to make things easier on them by providing a miniature version
            of your map for their reference. Not just any map mind you—a map that is smart
            enough to know where the player has been and the places he still needs to explore.  閱讀全文
            posted @ 2007-12-10 15:11 lovedday 閱讀(221) | 評論 (0)編輯 收藏
                 摘要: Even though the barrier class marks areas on the map using geometric shapes in
            exactly the same way as the trigger class does, the barrier class also positions meshes.
            Looking again at the cBarrier class declaration, notice that each of the add barrier
            functions — add_sphere, add_box, add_cylinder, and add_triangle—have a set of coordinates
            that position and rotate the barrier’s mesh before being rendered.  閱讀全文
            posted @ 2007-12-10 14:50 lovedday 閱讀(190) | 評論 (0)編輯 收藏
                 摘要: Continue now with the cBarrier class declaration:

            When you need to assign a mesh to a barrier, use the set_mesh function, passing the
            barrier’s identification number to set, as well as cMesh objects to use.
            For setting an animation for a barrier, you pass the barrier’s
            identification number, cAnimation object, the name of the animation to use, and the
            time the animation is set (using a timer function such as timeGetTime).  閱讀全文
            posted @ 2007-12-10 14:11 lovedday 閱讀(256) | 評論 (0)編輯 收藏
                 摘要: You know—detecting when your character is walking around the map bumping into walls or standing
            on solid ground. What about objects such as doors blocking your character’s way?
            Because a door is not part of the terrain, I didn’t include a door when I constructed
            the collision detection code. Now is the time to remedy that situation.  閱讀全文
            posted @ 2007-12-10 13:50 lovedday 閱讀(187) | 評論 (0)編輯 收藏
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