﻿<?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-3d Game Walkman -随笔分类-室外场景编辑器</title><link>http://www.cppblog.com/tonykee/category/7262.html</link><description>3d图形渲染，网络引擎 — tonykee's  Blog</description><language>zh-cn</language><lastBuildDate>Sat, 01 Aug 2009 01:29:45 GMT</lastBuildDate><pubDate>Sat, 01 Aug 2009 01:29:45 GMT</pubDate><ttl>60</ttl><item><title>游戏引擎方面，这一个月的进展日志</title><link>http://www.cppblog.com/tonykee/archive/2009/07/31/91836.html</link><dc:creator>李侃</dc:creator><author>李侃</author><pubDate>Fri, 31 Jul 2009 09:47:00 GMT</pubDate><guid>http://www.cppblog.com/tonykee/archive/2009/07/31/91836.html</guid><wfw:comment>http://www.cppblog.com/tonykee/comments/91836.html</wfw:comment><comments>http://www.cppblog.com/tonykee/archive/2009/07/31/91836.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cppblog.com/tonykee/comments/commentRss/91836.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/tonykee/services/trackbacks/91836.html</trackback:ping><description><![CDATA[1。完成了全场景的路径搜索算法，这个算法比较复杂，不同于普通的A*算法，我采用的两次搜索，首先是地形矩阵压缩路径的粗搜索，然后是相邻tile块之间的细节分布式搜索的方式，也就是压缩路径搜索出来的是细节搜索的向导，这样可以实现路径的动态搜索，而且路径查找基本是个常量，超大地形搜索也不是问题。<br><br>2。完成了全场景小地图编辑器的功能，小地图能子在场景编辑器中按tile进行正交投影的自动拍摄，拍摄输出的图片能进行局部的拼合与拆分，还有打包，这充分考虑到美工对小地图进行二次编辑美化的需要<br><br>3。把全场景搜索功能和小地图进行了整合，鼠标点击场景或小地图均能实现自动寻路径<br><br>4。月末开始进行脚本引擎的接入，之前有研究过LUA，但由于种种原因最终确认选择了 C++ boost.python 导出的方式调用脚本，已经实现了stl&lt;实体&gt; 容器和python脚本之间的自由调用和通讯模块，接下来，开始整合一部分FSM有限状态机的模块，第一个切入点就是人物的攻击移动等等所有动作相应模块，准备写个人物动作调用的脚本，融入状态机模式，让这个胶水模块充分发挥它的威力。<br><br><img border=0 alt="" src="http://www.cppblog.com/images/cppblog_com/tonykee/radar.jpg" width=859 height=768> 
<img src ="http://www.cppblog.com/tonykee/aggbug/91836.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/tonykee/" target="_blank">李侃</a> 2009-07-31 17:47 <a href="http://www.cppblog.com/tonykee/archive/2009/07/31/91836.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>今天对之前地形的贴图部分进行了完善，每个Tile可选6张纹理，可视化编辑方便极了</title><link>http://www.cppblog.com/tonykee/archive/2008/10/25/64982.html</link><dc:creator>李侃</dc:creator><author>李侃</author><pubDate>Sat, 25 Oct 2008 02:25:00 GMT</pubDate><guid>http://www.cppblog.com/tonykee/archive/2008/10/25/64982.html</guid><wfw:comment>http://www.cppblog.com/tonykee/comments/64982.html</wfw:comment><comments>http://www.cppblog.com/tonykee/archive/2008/10/25/64982.html#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://www.cppblog.com/tonykee/comments/commentRss/64982.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/tonykee/services/trackbacks/64982.html</trackback:ping><description><![CDATA[<p>过去这贴图这块做的很草率，整个大地形只有6张纹理，太单调，这两天改成每个tile可选6张纹理，可视化编辑很方便，tile和tile衔接的不同通道纹理过渡都做的很自然了，主要是编辑器的编辑方式比较顺手，这样地貌就非常丰富了<br><br><br>上图</p>
<img height=467 alt="" src="http://www.cppblog.com/images/cppblog_com/tonykee/mp1.jpg" width=595 border=0>&nbsp;<br><br>下一步，把室内和室外场景的编辑链接起来，而且全部应用物理引擎
<img src ="http://www.cppblog.com/tonykee/aggbug/64982.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/tonykee/" target="_blank">李侃</a> 2008-10-25 10:25 <a href="http://www.cppblog.com/tonykee/archive/2008/10/25/64982.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>最近把地形障碍编辑做出来了，A*算法自己也写了一遍</title><link>http://www.cppblog.com/tonykee/archive/2008/07/10/55825.html</link><dc:creator>李侃</dc:creator><author>李侃</author><pubDate>Thu, 10 Jul 2008 10:37:00 GMT</pubDate><guid>http://www.cppblog.com/tonykee/archive/2008/07/10/55825.html</guid><wfw:comment>http://www.cppblog.com/tonykee/comments/55825.html</wfw:comment><comments>http://www.cppblog.com/tonykee/archive/2008/07/10/55825.html#Feedback</comments><slash:comments>11</slash:comments><wfw:commentRss>http://www.cppblog.com/tonykee/comments/commentRss/55825.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/tonykee/services/trackbacks/55825.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 障碍图的矩阵编辑搞定了<br>下午又写了A*算法的实现，原以为很复杂，其实也还算有点复杂<br>不过基本上很顺利，一下午就封装出来了<br>需要源码的朋友可以来下&nbsp;&nbsp;<a href='http://www.cppblog.com/tonykee/archive/2008/07/10/55825.html'>阅读全文</a><img src ="http://www.cppblog.com/tonykee/aggbug/55825.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/tonykee/" target="_blank">李侃</a> 2008-07-10 18:37 <a href="http://www.cppblog.com/tonykee/archive/2008/07/10/55825.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>今天做好了地形纹理混合，准备开始加入物理引擎了</title><link>http://www.cppblog.com/tonykee/archive/2008/05/14/49816.html</link><dc:creator>李侃</dc:creator><author>李侃</author><pubDate>Wed, 14 May 2008 05:51:00 GMT</pubDate><guid>http://www.cppblog.com/tonykee/archive/2008/05/14/49816.html</guid><wfw:comment>http://www.cppblog.com/tonykee/comments/49816.html</wfw:comment><comments>http://www.cppblog.com/tonykee/archive/2008/05/14/49816.html#Feedback</comments><slash:comments>17</slash:comments><wfw:commentRss>http://www.cppblog.com/tonykee/comments/commentRss/49816.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/tonykee/services/trackbacks/49816.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 已经完成的功能，高度编辑，模型创建，旋转，平移，缩放的transform<br>7层纹理混合，1层光照编辑&nbsp;&nbsp;<a href='http://www.cppblog.com/tonykee/archive/2008/05/14/49816.html'>阅读全文</a><img src ="http://www.cppblog.com/tonykee/aggbug/49816.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/tonykee/" target="_blank">李侃</a> 2008-05-14 13:51 <a href="http://www.cppblog.com/tonykee/archive/2008/05/14/49816.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>这断时间比较忙，但闲暇的时候依然奋战，地图编辑器有了进展，今天终于完成了场景对象的拖放</title><link>http://www.cppblog.com/tonykee/archive/2008/04/16/47329.html</link><dc:creator>李侃</dc:creator><author>李侃</author><pubDate>Wed, 16 Apr 2008 13:59:00 GMT</pubDate><guid>http://www.cppblog.com/tonykee/archive/2008/04/16/47329.html</guid><wfw:comment>http://www.cppblog.com/tonykee/comments/47329.html</wfw:comment><comments>http://www.cppblog.com/tonykee/archive/2008/04/16/47329.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cppblog.com/tonykee/comments/commentRss/47329.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/tonykee/services/trackbacks/47329.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 场景编辑器，搞定了物体在空间的拖放，并能用精确数据输入来控制，实现了3dmax那样的效果&nbsp;&nbsp;<a href='http://www.cppblog.com/tonykee/archive/2008/04/16/47329.html'>阅读全文</a><img src ="http://www.cppblog.com/tonykee/aggbug/47329.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/tonykee/" target="_blank">李侃</a> 2008-04-16 21:59 <a href="http://www.cppblog.com/tonykee/archive/2008/04/16/47329.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>场景编辑器今天有了很好的进展，今天完成了地形塌陷和隆起的编辑，很兴奋</title><link>http://www.cppblog.com/tonykee/archive/2008/03/22/45143.html</link><dc:creator>李侃</dc:creator><author>李侃</author><pubDate>Sat, 22 Mar 2008 15:24:00 GMT</pubDate><guid>http://www.cppblog.com/tonykee/archive/2008/03/22/45143.html</guid><wfw:comment>http://www.cppblog.com/tonykee/comments/45143.html</wfw:comment><comments>http://www.cppblog.com/tonykee/archive/2008/03/22/45143.html#Feedback</comments><slash:comments>11</slash:comments><wfw:commentRss>http://www.cppblog.com/tonykee/comments/commentRss/45143.html</wfw:commentRss><trackback:ping>http://www.cppblog.com/tonykee/services/trackbacks/45143.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 我的大地形的顶点的凹凸都可以用可视化的方式进行编辑了，庆祝一下~!!!&nbsp;&nbsp;<a href='http://www.cppblog.com/tonykee/archive/2008/03/22/45143.html'>阅读全文</a><img src ="http://www.cppblog.com/tonykee/aggbug/45143.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cppblog.com/tonykee/" target="_blank">李侃</a> 2008-03-22 23:24 <a href="http://www.cppblog.com/tonykee/archive/2008/03/22/45143.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>