
這邊還是個新嘗試,所以會慢慢把舊有的資料放上來。一邊放上來,一邊看看現有的架構要怎麼調整:P
Last week was really full of hard work for us. The response to Smashing Texture Contest was impressive and overwhelming. We have received over 740 e-mails from over 600 participants, resulting in far more than 2000 photos. The result, however, is not just literally zillion of textures, but truly brilliant textures you can use in your private and professional projects for free. Thanks to all participants — without Smashing readers this texture gallery wouldn’t be possible.
Insomniac Games is an independent videogame developer that has released award-winning hits the PlayStation family of consoles for 14 years. We created the first three Spyro the Dragon games and the Ratchet & Clank franchise, which have combined to sell over 25 million copies worldwide and have won dozens of awards. Insomniac released Resistance: Fall of Man in 2006, a gritty first-person shooter and PlayStation 3 launch title. Ratchet & Clank Future: Tools of Destruction, the latest intergalactic adventure for the famed duo was released exclusively for the PlayStation 3 in 2007. We are currently working on the first third-generation PlayStation 3 title, Resistance 2, which features 60-player online competitive play, an 8-player online co-op campaign and a full single-player campaign.
1. 先學會C語言。 不少人問過我,該如何學習遊戲程式設計,我都會建議他們先從C語言開始學起。 因為這實在是遊戲程式領域中,基礎的基礎! 或者,也有少數人早已先學習過其他語言,如HTML, Visual Basic, C#等等,那則更好, 無論如何,至少你已先有程式的概念,恭喜你將能更快的學會C語言! 學任何語言其實也都是萬變不離其宗,道理都是一樣的! 只要你學會一種程式語言,以後要再學其他語言,絕對沒問題! 我認為,學習C語言語法最重要的是函式(Function),結構(Structure)和指標(Pointer)! (我這裡強調的只是語法,還不是應用) 遊戲程式其實只是一堆資料結構和操作邏輯的結合。 函式就是操作邏輯。(例如角色的攻擊流程判定 / 死亡流程判定等) 結構就是資料群組。(例如角色的HP / MP等) 而指標是啥呢?這就又點複雜,又會常常讓人搞混的神兵利器! 簡單說就是...能操作和存取記憶體的東西。 詳細的說明...你還是去看書會比較清楚吧。 總之,指標學熟了,你才算學會C語言語法喔。 我以前學習時,也是被指標搞得頭昏腦脹,但是書上又說超重要, 我就一直看一直看,一直去瞭解他的特性,還特別為了學熟指標, 去買了一本Turbo C進階的書,裡面就有詳細介紹指標的概念,複雜應用和特殊應用! 指標的學習重點又細分為: [1]指標 long *p; [2]指標的指標 long **pp; [3]指標陣列 long *pointer_array[ 10 ]; [4]陣列指標 long (*array_pointer)[ 10 ]; [5]函式指標 void (*func_pointer)( long a, long b ); [6]函式指標陣列 void (*func_pointer_array[ 10 ])( long a, long b ); 這些都要徹底理解喔~ 然後我也做過了很多的C語言練習,藉此測驗我的學習程度。 例如製作DOS環境下的井字遊戲,問答遊戲,地圖捲動迷宮,檔案資料庫等等。 而比較有趣的就是地圖捲動迷宮, 顧名思義就是用那些ASCII字符和陣列來做一個迷宮, 重點是他能捲動畫面,當時我可覺得很棒呢! 因為這樣就像是模擬RPG裡面的地圖和人物移動啦~
此路徑搜尋演算法是採用漩渦式的探測,每次尋路時都盡量向終點移動, 每移動一格,都會將移動路徑用數字紀錄在一個虛擬地圖內。 (此虛擬地圖可以自行設定大小,能決定尋路的遠近喔) 若是遇到死路,則開始從走過的路倒退,直到找到新路徑出現。 若是已找到的路徑超過512格,則判定為無路,不再搜尋。 若是虛擬地圖設太小而終點太遠,則判定為無路,不再搜尋。 所以將虛擬地圖設大,可以找到更遠的終點, 但是也更花搜尋時間和虛擬地圖記憶體。 若是順利找到了終點,則開始進行路線最佳化。 最佳化原理是,用路線的每一格編號來進行判斷,編號越大的, 有可能會是最短路線。(但不保證是) 例如現在這格編號是1,然後再開始搜尋該鄰近8格, 如果編號大於1,則先紀錄起來,直到鄰近8格都檢查過。。。 假設如果最後找到最大的編號是10,則會將路線的2~9編號格剃除, 而路線編號就會是1,10,11,12,13。。。
繼程式初探篇說的,要學好C++後, 我現在就將我以前寫給朋友的遊戲框架事件驅動概念的範例,分享給大家! 而這是需要善用多型和虛擬喔! 遊戲框架是什麼呢?就是能夠將複雜的程式邏輯,規劃限制在容易理解的設計範圍中! 當你程式碼越寫越多越大時,就會體現出遊戲框架的重要性! 就像...如果你有一萬本書,你是否該買些書櫃並好好的規劃如何放置,對吧! 如果隨便亂丟...而又要找一本書時,這還找的到嗎? 以下只節錄程式碼中的重點部份!
Zero Gear is being created by two people. One artist and one programmer. That is not entirely true however. We are making use of many, many tools to help us create this game. These tools have large communities of people creating them. I wanted to give some credit to these people and also just show how we are doing this so others might see how they can speed up their development with free tools.
Welcome to Panda3D! Panda3D is a 3D engine: a library of subroutines for 3D rendering and game development. If you'd like to know more about what it can do, examine the screenshots and feature list. Panda3D is free for any purpose, even commercial development. Go ahead and download it here. To learn Panda3D, you can read the tutorial sections of the manual, or you can just dive into the code of the sample programs. If you get stuck, ask for help on the forums. They're very active, and people are always willing to help.
http://edu.stuccess.com/kno...
基本上是一模一樣,但是(簡體)中文版 感覺還是很有吸引力~
全世界的人都喜歡的不存在的地方!
如您所說的資料包裝: 資料包裝的方式例如壓縮, 加密或...
hello : 恕在下笨拙,我的意思是說,很多遊...