随笔 - 1407  文章 - 305  trackbacks - 0


改变世界的是这样一群人
他们寻找梦想中的乐园
当找不到时
他们亲手创造了它

------------------------



Time is Life

让我们一步步将梦想变成现实

不要迷失在技术的海洋里

任何未经实践检验的理论都是危险而不可靠的

一个人若精神上得不到自由而成为别人思想的奴隶,那么这种人是最可悲的,毋宁死而不做奴隶。

------------------------


吾生也有涯,而知也无涯。
以有涯随无涯,殆已;
已而为知者,殆而已矣!

常用链接

随笔分类(439)

文章分类(17)

3D游戏编程相关链接

搜索

  •  

最新评论

■ D3D Animation
Working with Morphing Animation(2)      摘要: Directly manipulating a mesh's vertex buffers is probably the easiest way to work with morphing. For this method you'll need a third mesh that contains the final coordinates of each vertex after morphing; it's this third mesh that you'll render.

To create the third mesh, which I call the resulting morphed mesh, you can clone the source mesh and be on your way.  阅读全文
posted @ 2008-04-28 18:09 lovedday 阅读(133) | 评论 (0)  编辑
Working with Morphing Animation(1)      摘要: Back in the early 90s, a revolutionary computer−graphics animation technique known as morphing hit the big league and was brought into the mainstream, thanks to a man known as Michael Jackson. No, I'm not referring to one of his plastic surgery fiascos−rather, the use of morphing in one of his music videos. Yep, the King of Pop used morphing techniques in his video for the song "Black or White" and created an animation phenomenon that continues to this day.  阅读全文
posted @ 2008-04-28 16:59 lovedday 阅读(112) | 评论 (0)  编辑
Blending Skeletal Animations      摘要: You would normally use a series of pre−calculated key−framed animations in your game projects. You create these animations using 3D modeling programs such as discreet's 3DStudio Max or Caligari's trueSpace. Although they served their purpose quite nicely, those pre−created animation sequences did lack one major aspect uniqueness. Once an animation, always an animation meaning that the animations are the same, regardless of how many times you play them.   阅读全文
posted @ 2008-04-25 21:14 lovedday 阅读(108) | 评论 (0)  编辑
Using Key−Framed Skeletal Animation      摘要: If you have explored the DirectX SDK samples, you might have come across a little demo called SkinnedMesh, which shows you how to use a pre−calculated key−frame animation stored in an .X file to animate an on−screen character. The problem is, that sample's code is so convoluted and hard to understand that it'll make your head spin. With no real documentation of how to use .X file animation data, the skinned mesh animation sample remains full of mystery.   阅读全文
posted @ 2008-04-25 13:46 lovedday 阅读(112) | 评论 (0)  编辑
Working with skeletal animation      摘要: Skeletal animation−two words that bring to mind thoughts of B−rate horror movies in which the dead have risen from the grave to stalk the living. However, those two words mean something entirely different to programmers. If you're like me, this topic gives you more tingles down your spine than any cheesy horror movie ever could.   阅读全文
posted @ 2008-04-23 20:26 lovedday 阅读(106) | 评论 (0)  编辑
Timing in Animation and Movement      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  阅读全文
posted @ 2008-04-21 18:38 lovedday 阅读(92) | 评论 (0)  编辑
Using the .X File Format      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?   阅读全文
posted @ 2008-04-18 15:18 lovedday 阅读(174) | 评论 (0)  编辑
D3D Animation Basis      摘要: The D3DXFRAME object helps form a hierarchy of reference frames. These reference frames are used to connect a series of meshes together, with each frame having its own transformation to apply to the mesh connected to it. In this way of using frames to point to meshes, you can minimize the number of meshes used because you can reference meshes instead of having to reload them.   阅读全文
posted @ 2008-04-15 13:28 lovedday 阅读(151) | 评论 (0)  编辑