﻿<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/"><channel><title>C++博客-浩毛的博客-最新评论</title><link>http://www.cppblog.com/jaxe/CommentsRSS.aspx</link><description>OldJiang.com</description><language>zh-cn</language><pubDate>Thu, 08 Jan 2015 08:17:06 GMT</pubDate><lastBuildDate>Thu, 08 Jan 2015 08:17:06 GMT</lastBuildDate><generator>cnblogs</generator><item><title>re: 游戏服务器的场景管理计算AOI终于搞出一个靠谱的方案了。。。</title><link>http://www.cppblog.com/jaxe/archive/2014/10/17/148998.html#208610</link><dc:creator>Area</dc:creator><author>Area</author><pubDate>Fri, 17 Oct 2014 14:25:00 GMT</pubDate><guid>http://www.cppblog.com/jaxe/archive/2014/10/17/148998.html#208610</guid><description><![CDATA[说下原理也好嘛。<img src ="http://www.cppblog.com/jaxe/aggbug/208610.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/jaxe/" target="_blank">Area</a> 2014-10-17 22:25 <a href="http://www.cppblog.com/jaxe/archive/2014/10/17/148998.html#208610#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 多线程还是单线程？</title><link>http://www.cppblog.com/jaxe/archive/2013/09/06/119387.html#203047</link><dc:creator>啦啦啦</dc:creator><author>啦啦啦</author><pubDate>Fri, 06 Sep 2013 04:11:00 GMT</pubDate><guid>http://www.cppblog.com/jaxe/archive/2013/09/06/119387.html#203047</guid><description><![CDATA[@xghost<br>这个最不是问题<img src ="http://www.cppblog.com/jaxe/aggbug/203047.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/jaxe/" target="_blank">啦啦啦</a> 2013-09-06 12:11 <a href="http://www.cppblog.com/jaxe/archive/2013/09/06/119387.html#203047#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 一个利用AOI计算做的 NPC跟随的3D服务器DEMO</title><link>http://www.cppblog.com/jaxe/archive/2013/07/12/153037.html#201731</link><dc:creator>kangbry</dc:creator><author>kangbry</author><pubDate>Fri, 12 Jul 2013 06:06:00 GMT</pubDate><guid>http://www.cppblog.com/jaxe/archive/2013/07/12/153037.html#201731</guid><description><![CDATA[您好  这个demo客户端提示 应用程序错误 为什么呢<img src ="http://www.cppblog.com/jaxe/aggbug/201731.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/jaxe/" target="_blank">kangbry</a> 2013-07-12 14:06 <a href="http://www.cppblog.com/jaxe/archive/2013/07/12/153037.html#201731#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏服务器中的数据库异步操作技术和游戏数据的保存机制</title><link>http://www.cppblog.com/jaxe/archive/2012/03/18/125258.html#168248</link><dc:creator>QQ462624080隔夜寿司</dc:creator><author>QQ462624080隔夜寿司</author><pubDate>Sun, 18 Mar 2012 05:23:00 GMT</pubDate><guid>http://www.cppblog.com/jaxe/archive/2012/03/18/125258.html#168248</guid><description><![CDATA[一个逻辑上的东西拆成2个函数来完成，确实代码不美观，不易阅读。不过好在这部分逻辑较少。大部分数据在玩家上线时已经加载到GameServer内存了。少数像玩家房屋之类的just in time的数据就需要做这样的回调。不知道谁有更好的方法。欢迎交流<img src ="http://www.cppblog.com/jaxe/aggbug/168248.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/jaxe/" target="_blank">QQ462624080隔夜寿司</a> 2012-03-18 13:23 <a href="http://www.cppblog.com/jaxe/archive/2012/03/18/125258.html#168248#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏服务器中的数据库异步操作技术和游戏数据的保存机制</title><link>http://www.cppblog.com/jaxe/archive/2012/03/18/125258.html#168246</link><dc:creator>QQ462624080隔夜寿局</dc:creator><author>QQ462624080隔夜寿局</author><pubDate>Sun, 18 Mar 2012 05:14:00 GMT</pubDate><guid>http://www.cppblog.com/jaxe/archive/2012/03/18/125258.html#168246</guid><description><![CDATA[2011-03-24 16:39 by J <br>当你的逻辑需要DB返回数据，你的异步DB操作怎么保证下面的逻辑操作继续工作？没有数据啊？<br>－－－－－－－－－－－－－－－－－－<br>回复J:异步读取数据,函数逻辑不是连续的,要拆成两个函数来完成,即是靠回调的。请求时会把一个id与sql请求发到db,并把id与函数指针关联起来。db返回时会返回id与数据,根据db返回的id找到之前关联的相应的函数指针，再调用之.<br>这里所说的函数指针真正说法应该是一个Functor,因为被回调的函数中往往需要上一个函数中的参数,Functor的作用就是把上一个函数的局部变量打包到回调函数中使用。<br><br><img src ="http://www.cppblog.com/jaxe/aggbug/168246.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/jaxe/" target="_blank">QQ462624080隔夜寿局</a> 2012-03-18 13:14 <a href="http://www.cppblog.com/jaxe/archive/2012/03/18/125258.html#168246#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏服务器的场景管理计算AOI终于搞出一个靠谱的方案了。。。[未登录]</title><link>http://www.cppblog.com/jaxe/archive/2011/12/20/148998.html#162498</link><dc:creator>angle</dc:creator><author>angle</author><pubDate>Tue, 20 Dec 2011 15:21:00 GMT</pubDate><guid>http://www.cppblog.com/jaxe/archive/2011/12/20/148998.html#162498</guid><description><![CDATA[大哥，你写的太好了，能给个源代码吗？237095598@qq.com 谢谢啦~~ 刚qq写错了！！！！<br><img src ="http://www.cppblog.com/jaxe/aggbug/162498.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/jaxe/" target="_blank">angle</a> 2011-12-20 23:21 <a href="http://www.cppblog.com/jaxe/archive/2011/12/20/148998.html#162498#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏服务器的场景管理计算AOI终于搞出一个靠谱的方案了。。。[未登录]</title><link>http://www.cppblog.com/jaxe/archive/2011/12/20/148998.html#162497</link><dc:creator>angle</dc:creator><author>angle</author><pubDate>Tue, 20 Dec 2011 15:20:00 GMT</pubDate><guid>http://www.cppblog.com/jaxe/archive/2011/12/20/148998.html#162497</guid><description><![CDATA[大哥，你写的太好了，能给个源代码吗？23795598@qq.com 谢谢啦~~<img src ="http://www.cppblog.com/jaxe/aggbug/162497.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/jaxe/" target="_blank">angle</a> 2011-12-20 23:20 <a href="http://www.cppblog.com/jaxe/archive/2011/12/20/148998.html#162497#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏服务器的场景管理计算AOI终于搞出一个靠谱的方案了。。。[未登录]</title><link>http://www.cppblog.com/jaxe/archive/2011/09/30/148998.html#157221</link><dc:creator>zyb</dc:creator><author>zyb</author><pubDate>Fri, 30 Sep 2011 04:59:00 GMT</pubDate><guid>http://www.cppblog.com/jaxe/archive/2011/09/30/148998.html#157221</guid><description><![CDATA[请问你是用四叉树管理的么？每个entity有个可视范围，当entity移动时，需要先调整其在四叉树里面的位置，然后获取新可视范围区域内的entity集合(这里是关键！由于采用四叉树，可以通过给定范围，精确的找出小范围的目标entity)，和老的集合比较，计算差集和补集，分别通知离开和进入消息。<img src ="http://www.cppblog.com/jaxe/aggbug/157221.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/jaxe/" target="_blank">zyb</a> 2011-09-30 12:59 <a href="http://www.cppblog.com/jaxe/archive/2011/09/30/148998.html#157221#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏服务器的场景管理计算AOI终于搞出一个靠谱的方案了。。。</title><link>http://www.cppblog.com/jaxe/archive/2011/09/24/148998.html#156707</link><dc:creator>疯狂的火车</dc:creator><author>疯狂的火车</author><pubDate>Sat, 24 Sep 2011 09:46:00 GMT</pubDate><guid>http://www.cppblog.com/jaxe/archive/2011/09/24/148998.html#156707</guid><description><![CDATA[不是真的吧！！这么牛B，楼主可不可以提供一点思路啊，保密制度保到什么程度啊？？？<br>crazytrain*163.com<img src ="http://www.cppblog.com/jaxe/aggbug/156707.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/jaxe/" target="_blank">疯狂的火车</a> 2011-09-24 17:46 <a href="http://www.cppblog.com/jaxe/archive/2011/09/24/148998.html#156707#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>re: 游戏服务器的场景管理计算AOI终于搞出一个靠谱的方案了。。。</title><link>http://www.cppblog.com/jaxe/archive/2011/07/29/148998.html#152018</link><dc:creator>抗美</dc:creator><author>抗美</author><pubDate>Fri, 29 Jul 2011 02:11:00 GMT</pubDate><guid>http://www.cppblog.com/jaxe/archive/2011/07/29/148998.html#152018</guid><description><![CDATA[你好，请问一下如何改变动态改变4叉树节点，因为人物要动的么!<img src ="http://www.cppblog.com/jaxe/aggbug/152018.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/jaxe/" target="_blank">抗美</a> 2011-07-29 10:11 <a href="http://www.cppblog.com/jaxe/archive/2011/07/29/148998.html#152018#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>