﻿<?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>IT博客网-傲劍游戲工作室</title><link>http://www.cnitblog.com/sword/</link><description>　　　莫等闲、白了少年头，空悲切！
                                     - 劒蚩</description><language>zh-cn</language><lastBuildDate>Sun, 23 Nov 2008 19:20:03 GMT</lastBuildDate><pubDate>Sun, 23 Nov 2008 19:20:03 GMT</pubDate><ttl>60</ttl><item><title>简单廉价的水</title><link>http://www.cnitblog.com/sword/archive/2008/09/06/48795.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 06 Sep 2008 14:08:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/09/06/48795.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/48795.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/09/06/48795.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/48795.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/48795.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 简单的水就是一个大平面, 上面是水的纹理动画, 如果这样直接放到场景里面的话, 水看上去不真实, 因为在水深和水浅的地方看上去都是一个效果, 而且在水和地形的交接处会很难看, 要有深度感其实很简单, 利用顶点颜色的Alpha值, 水越深的地方Alpha值越高, 越浅的地方Alpha值越低, 这样看上去水就比较自然一些. 更好的效果是找出水与地形相交的区域然后增加水花的粒子特效, 就像魔兽3里面水的效果.<br><br><img height="709" alt="o_Water.JPG" src="/images/cnitblog_com/sword/7136/o_Water.JPG" width="859" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/09/06/48795.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/48795.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-09-06 22:08 <a href="http://www.cnitblog.com/sword/archive/2008/09/06/48795.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>资源浏览器</title><link>http://www.cnitblog.com/sword/archive/2008/09/06/48790.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 06 Sep 2008 13:15:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/09/06/48790.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/48790.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/09/06/48790.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/48790.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/48790.html</trackback:ping><description><![CDATA[      为了方便查看模型等资源, 在编辑器里面加了这么一个功能, 可以很方便的查看模型, 动作, 换装, 武器链接, 以及各个绑定点是否正确. 美工完成一个模型导出后可以马上很方便的看到效果.<br /><br />效果截图:<br /><img height="617" alt="o_ResourceView.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/7136/o_ResourceView.JPG" width="849" border="0" /><img src ="http://www.cnitblog.com/sword/aggbug/48790.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-09-06 21:15 <a href="http://www.cnitblog.com/sword/archive/2008/09/06/48790.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏小地图</title><link>http://www.cnitblog.com/sword/archive/2008/09/06/48789.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 06 Sep 2008 13:06:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/09/06/48789.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/48789.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/09/06/48789.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/48789.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/48789.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: ETM里面直接可以生成很精细的小地图, 代码很简单, 不过效果确实不错, 这点省去了我不少时间. 不过地形上的物体就只有自己动手了, 其实也很简单, 利用渲染到纹理(RenderTexture)可以实现很好的效果, 把场景里面所有的物体都单独提取出来以平顶视图的模式来渲染到纹理上, 渲染时候的摄像机的距离需要根据小地图的比例调节, 然后根据物体在场景里面的位置计算出在小地图上的位置, 把纹理数据拷贝上去就可以了.<br><br><img height="710" alt="o_Minimap.JPG" src="/images/cnitblog_com/sword/7136/o_Minimap.JPG" width="889" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/09/06/48789.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/48789.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-09-06 21:06 <a href="http://www.cnitblog.com/sword/archive/2008/09/06/48789.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>场景阴影</title><link>http://www.cnitblog.com/sword/archive/2008/09/06/48788.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 06 Sep 2008 12:52:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/09/06/48788.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/48788.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/09/06/48788.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/48788.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/48788.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:       整个场景的阴影我都是保存在一张大的光照图里面, 就是天龙八部里面的lightmap. 地形阴影ETM可以直接生成, 效果不错. 物体的阴影使用光线跟踪的方法, 从地形上发出一条朝向光源位置的射线, 有交点就记录到光照图里面, 这个过程我是用OpCode来实现的, 最后把生成好的光照图再整个平滑过滤一下, 效果还行. :)<br><img height="618" alt="r_TLBBUnpack.JPG" src="/images/cnitblog_com/sword/7136/o_Shadow.JPG" width="850" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/09/06/48788.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/48788.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-09-06 20:52 <a href="http://www.cnitblog.com/sword/archive/2008/09/06/48788.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏控制台</title><link>http://www.cnitblog.com/sword/archive/2008/08/05/47668.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Tue, 05 Aug 2008 13:41:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/08/05/47668.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/47668.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/08/05/47668.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/47668.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/47668.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:       以前都是直接把控制台集成在游戏里面的, 这样的话一旦打开控制台窗口满屏的文字不但影响视觉效果而且也会影响一点游戏的效率. 现在把这个窗口独立出来做成标准的console窗口就好很多了. 要做得比较漂亮好用就麻烦一些了, 首先要做的就是把窗口分成几个区域, 标题栏, 信息滚动区域, 命令输入区域以及状态栏. 然后是彩色文本以及文本的格式化, 最后在游戏里面加个线程把这个窗口挂上去就ok了.<br><br>代码下载:<br><br><img height="674" alt="r_TLBBUnpack.JPG" src="/images/cnitblog_com/sword/5649/o_Console2.GIF" width="490" border="0" />&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/08/05/47668.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/47668.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-08-05 21:41 <a href="http://www.cnitblog.com/sword/archive/2008/08/05/47668.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>地形高度图编辑</title><link>http://www.cnitblog.com/sword/archive/2008/07/30/47287.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Wed, 30 Jul 2008 04:22:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/07/30/47287.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/47287.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/07/30/47287.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/47287.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/47287.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:       为了快速的生成地形, 只依靠刷子来升高/降低地形太慢, 直接编辑高度图数据就可以快速的生成地形, 只需要美工提供笔刷就可以了, 笔刷都必须是灰度图片. 实现也不难, 主要就是饱和/衰减运算, 还需要的就是高度图数据和生成的地形互相对应, 比如在编辑了实际的地形(用刷子升高或降低地形), 这个时侯高度图数据也是需要自动调整的. 最后还需要加入undo/redo的功能, 这样编辑起来才更省力.<br><br>用制作好的高度图生成地形后, 再用地形刷子做细节的调整以及平滑地形就可以了.&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/07/30/47287.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/47287.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-07-30 12:22 <a href="http://www.cnitblog.com/sword/archive/2008/07/30/47287.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏最新进度2008.4.19</title><link>http://www.cnitblog.com/sword/archive/2008/04/19/42542.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sat, 19 Apr 2008 14:09:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2008/04/19/42542.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/42542.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2008/04/19/42542.html#Feedback</comments><slash:comments>19</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/42542.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/42542.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 去年年底我暂停了Bamboo引擎的开发, 转而使用OGRE引擎更快速的开发, 所以场景编辑器重新制作了,  花了一个多月的时间重新开发了这个基于OGRE的场景编辑器, 地形使用的是ETM插件, 这个插件的代码我做了一些修改. 游戏的资源现在全部使用天龙的, GUI暂时使用CEGUI, 脚本也转为Lua了.<br><img height="634" alt="r_TLBBUnpack.JPG" src="/images/cnitblog_com/sword/7136/o_GameView_4_19.jpg" width="807" border="0" /><br>......<br>&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2008/04/19/42542.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/42542.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2008-04-19 22:09 <a href="http://www.cnitblog.com/sword/archive/2008/04/19/42542.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>&lt;天龙八部Online&gt;资源破解工具</title><link>http://www.cnitblog.com/sword/archive/2007/12/05/37374.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Wed, 05 Dec 2007 13:34:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/12/05/37374.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/37374.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/12/05/37374.html#Feedback</comments><slash:comments>21</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/37374.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/37374.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 有很多朋友在问我要天龙八部的资源, 于是抽空写了个.<br><img height="373" alt="r_TLBBUnpack.JPG" src="/images/cnitblog_com/sword/5163/o_LeiUnpack.JPG" width="552" border="0" /><br>......&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2007/12/05/37374.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/37374.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-12-05 21:34 <a href="http://www.cnitblog.com/sword/archive/2007/12/05/37374.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>意外见到Gameres的站长...</title><link>http://www.cnitblog.com/sword/archive/2007/11/21/36592.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Tue, 20 Nov 2007 16:49:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/11/21/36592.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/36592.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/11/21/36592.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/36592.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/36592.html</trackback:ping><description><![CDATA[    这次去福州的一家公司谈合作的事, 虽然合作还没有完全谈下来, 却意外的见到了传说中游戏界的名人, Gameres的站长Sea_Bug本人, 当时心里还是挺激动的, 以前天天去他的网站, 这次终于见到活的了, 对人挺不错, 很客气, 本来想合照留个纪念, 可惜忘了带相机, 下次吧. <img src ="http://www.cnitblog.com/sword/aggbug/36592.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-11-21 00:49 <a href="http://www.cnitblog.com/sword/archive/2007/11/21/36592.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏最新进度2007.11.2(基本完成登陆,角色创建和选择) </title><link>http://www.cnitblog.com/sword/archive/2007/11/02/35748.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Fri, 02 Nov 2007 15:53:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/11/02/35748.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/35748.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/11/02/35748.html#Feedback</comments><slash:comments>3</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/35748.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/35748.html</trackback:ping><description><![CDATA[     客户端网络底层更换了,  重新调试了登陆,以及角色创建等模块, 并对界面做了很多修改. 贴一张创建角色的截图留个纪念. <br /><br /><img height="624" alt="o_CreateRole.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_CreateRole.JPG" width="805" border="0" /><img src ="http://www.cnitblog.com/sword/aggbug/35748.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-11-02 23:53 <a href="http://www.cnitblog.com/sword/archive/2007/11/02/35748.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏最新进度2007.10.29(增加了几个特效)</title><link>http://www.cnitblog.com/sword/archive/2007/10/29/35548.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Mon, 29 Oct 2007 11:02:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/10/29/35548.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/35548.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/10/29/35548.html#Feedback</comments><slash:comments>5</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/35548.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/35548.html</trackback:ping><description><![CDATA[    增加了角色上线特效, 打怪特效, 以及角色武器上的特效.<br /><br /><img height="623" alt="o_Skill.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_Skill.JPG" width="805" border="0" /><br /><br /><img height="624" alt="o_Main.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_Main.JPG" width="805" border="0" /><img src ="http://www.cnitblog.com/sword/aggbug/35548.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-10-29 19:02 <a href="http://www.cnitblog.com/sword/archive/2007/10/29/35548.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏物品编辑器</title><link>http://www.cnitblog.com/sword/archive/2007/10/29/35547.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Mon, 29 Oct 2007 10:56:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/10/29/35547.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/35547.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/10/29/35547.html#Feedback</comments><slash:comments>6</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/35547.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/35547.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 游戏里的物品种类很多, 如果都纯手工填表的话, 工作量很大, 而且如果以后要增加或删除某个属性的话,会很麻烦, 要修改很多数据, 而且容易出错, 所以有个工具的话会方便很多.<br>    <br>      物品的属性可能一下子定不全, 可能会不断的做调整, 那程序会不段的做修改, 很烦, 所以有必要想一个一劳永逸的法子, 随便怎么修改属性也不用修改程序和工具. 我想的是有一个属性表, 这个表只能增加不能删除(物品会有多少属性呢, 怎么也不会超过1000个吧:)), 而一个物品包含有这个属性表里面的很多属性, 然后为每一个属性写一个处理函数(也可以用脚本来实现, 更方便). 这样工具写好后, 可以随意的增加属性而不要修改工具, 只是需要当初设计的时候把框架写好就可以了.<br><br><img height="624" alt="o_Item.JPG" src="/images/cnitblog_com/sword/5161/o_Item.JPG" width="805" border="0" /><br>......&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2007/10/29/35547.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/35547.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-10-29 18:56 <a href="http://www.cnitblog.com/sword/archive/2007/10/29/35547.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>游戏任务系统编辑器</title><link>http://www.cnitblog.com/sword/archive/2007/10/29/35546.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Mon, 29 Oct 2007 10:39:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/10/29/35546.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/35546.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/10/29/35546.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/35546.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/35546.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:      以前没有写过任务系统, 不过大多数游戏的任务系统都是以脚本来完成的, 我的这个任务系统也是基于lua脚本来实现的, 任务种类不算多, 大多数都是打怪, 收集物品为主. 目前除了护送任务我还没有测试以外, 其他类型的任务基本上都可以实现了, 写了一个编辑器方便编辑任务,以及可以简单的测试一下任务.<br><img height="624" alt="o_Task.JPG" src="/images/cnitblog_com/sword/5161/o_Task.JPG" width="805" border="0" /><br>......<br>&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2007/10/29/35546.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/35546.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-10-29 18:39 <a href="http://www.cnitblog.com/sword/archive/2007/10/29/35546.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>WoW模型浏览工具</title><link>http://www.cnitblog.com/sword/archive/2007/10/13/34794.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Fri, 12 Oct 2007 16:43:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/10/13/34794.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/34794.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/10/13/34794.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/34794.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/34794.html</trackback:ping><description><![CDATA[    由于要做游戏的Demo演示, 需要很多的模型, 也为了修改m2模型里面的纹理路径, 这样在加载纹理的时候就方便多了, 于是抽空就写了这么一个工具, 方便以后调试. 截图留个纪念^_^.<br /><img height="646" alt="o_WoWModelViewer1.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_WoWModelViewer1.JPG" width="720" border="0" /><br /><br /><img height="645" alt="o_WoWModelViewer2.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_WoWModelViewer2.JPG" width="719" border="0" /><img src ="http://www.cnitblog.com/sword/aggbug/34794.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-10-13 00:43 <a href="http://www.cnitblog.com/sword/archive/2007/10/13/34794.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>3dsMax模型导出插件调试技巧</title><link>http://www.cnitblog.com/sword/archive/2007/10/04/34368.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Thu, 04 Oct 2007 09:25:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/10/04/34368.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/34368.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/10/04/34368.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/34368.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/34368.html</trackback:ping><description><![CDATA[
		<p>    以前调试3dsmax的模型导出插件总是很头疼,因为3dsmax的插件是在启动的时候加载进去,在运行中是无法卸载的,这样每一次修改都得重启3dsmax,而且3dsmax的启动时间还特别长,很是郁闷.昨天晚上没事逛书店,偶然发现一本书在讲3dsmax的导出插件,提到了关于调试的一个小技巧,欣喜若狂,立马回家试验了一下,果然很爽.<br /><br />    其实很简单,就是再写一个dll,实际的操作都在这个dll里面,每一次导出动作都将实时的加载这个dll,导出完毕再卸载这个dll文件,这样就不用每次都重启3dsmax而可以实时的更新了.<br /><br />简单的例子:</p>
		<p>extern "C"<br />{<br />      int Exporter( void );<br />      typedef int(*CallBackExporter)( const TCHAR *name, ExpInterface *ei, Interface *i, BOOL suppressPrompts, DWORD options );<br />}</p>
		<p>//+-------------&amp;-------------<br />//+---------------------------&amp;-------------------------<br />int IGameExporter::DoExport( const TCHAR *name, ExpInterface *ei, Interface *i, BOOL suppressPrompts, DWORD options )<br />{<br />       HMODULE hModule;<br />       hModule = ::LoadLibraryEx( "plugins/BMLExporter.dll", NULL, 0 );<br />       if( hModule == NULL )<br />       {<br />              hModule = ::LoadLibraryEx( "BMLExporter.dll", NULL, 0 );<br />              if( hModule == NULL )<br />              {<br />                     MessageBox( NULL, "加载模块BMLExporter.dll失败.", "", 0 );<br />                     return 0;<br />              }<br />         }</p>
		<p>       CallBackExporter pfnExporter = NULL;<br />       pfnExporter = (CallBackExporter)GetProcAddress( hModule, "Exporter" );<br />       if( pfnExporter == NULL )<br />              return FALSE;</p>
		<p>       int nRet = pfnExporter( name, ei, i, suppressPrompts, options );<br />       ::FreeLibrary( hModule );</p>
		<p>       return nRet;<br />}</p>
<img src ="http://www.cnitblog.com/sword/aggbug/34368.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-10-04 17:25 <a href="http://www.cnitblog.com/sword/archive/2007/10/04/34368.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Opengl - 使用唯一的颜色ID精确选择物体(转)</title><link>http://www.cnitblog.com/sword/archive/2007/09/04/32936.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Tue, 04 Sep 2007 07:25:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/09/04/32936.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/32936.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/09/04/32936.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/32936.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/32936.html</trackback:ping><description><![CDATA[
		<p>这是我在国外的一个网站上看到的一篇文章,觉得很不错,以前我所知道的在Opengl中选择物体的方式有2种,一种是用Opengl自带的Select模式,一种是用包围盒来选择物体.这篇文章的方式是用一个唯一的Color ID来代表一个物体,然后根据这个Color来选择物体.DX也同样可以使用这样的方式.<br /><br />实现的步骤:</p>
		<ul>
				<li>关闭Opengl中的纹理,灯光和雾 
</li>
				<li>使用物体定义的唯一Color来渲染这个物体 
</li>
				<li>从后备缓冲数据中读出当前鼠标所在位置的颜色值 
</li>
				<li>找出与读出的颜色值相匹配的物体 </li>
		</ul>
		<p>这种方法有个问题,在32Bit模式下是完全正确的,在16Bit下会因为颜色丢失的问题而选不中物体,解决方案在这篇文章里:<a href="http://www.3dkingdoms.com/selection.html" target="_blank">http://www.3dkingdoms.com/selection.html</a></p>
		<p>
				<font face="Courier New">
						<img height="228" alt="o_ObjectsTextures.jpg" src="http://www.cnitblog.com/images/cnitblog_com/sword/6041/o_ObjectsTextures.jpg" width="300" border="0" />  <img height="228" alt="o_ObjectsColorIDs.jpg" src="http://www.cnitblog.com/images/cnitblog_com/sword/6041/o_ObjectsColorIDs.jpg" width="300" border="0" /></font>
		</p>
		<pre class="cpp">
				<span style="FONT-WEIGHT: bold; COLOR: #000000">
						<font face="Times New Roman">源代码:<br /></font>class</span> BaseObject
<span style="COLOR: #000000">{<br /></span><span style="FONT-WEIGHT: bold; COLOR: #000000">private</span>:
      <span style="FONT-WEIGHT: bold; COLOR: #800000">unsigned</span><span style="FONT-WEIGHT: bold; COLOR: #800000">char</span> m_colorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">3</span><span style="COLOR: #000000">]</span>;
      <span style="FONT-WEIGHT: bold; COLOR: #800000">static</span><span style="FONT-WEIGHT: bold; COLOR: #800000">unsigned</span><span style="FONT-WEIGHT: bold; COLOR: #800000">char</span> gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">3</span><span style="COLOR: #000000">]</span>;
  
 <span style="FONT-WEIGHT: bold; COLOR: #000000">public</span>:
      BaseObject<span style="COLOR: #000000">(</span><span style="COLOR: #000000">)<br /></span><span style="COLOR: #000000">      {</span>
           m_colorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">0</span><span style="COLOR: #000000">]</span> = gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">0</span><span style="COLOR: #000000">]</span>;
           m_colorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">1</span><span style="COLOR: #000000">]</span> = gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">1</span><span style="COLOR: #000000">]</span>;
           m_colorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">2</span><span style="COLOR: #000000">]</span> = gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">2</span><span style="COLOR: #000000">]</span>;
  
           gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">0</span><span style="COLOR: #000000">]</span>++;
           <span style="FONT-WEIGHT: bold; COLOR: #000000">if</span><span style="COLOR: #000000">(</span>gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">0</span><span style="COLOR: #000000">]</span> &gt; <span style="COLOR: #0000dd">255</span><span style="COLOR: #000000">)<br /></span><span style="COLOR: #000000">           {</span>
                gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">0</span><span style="COLOR: #000000">]</span> = <span style="COLOR: #0000dd">0</span>;
                gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">1</span><span style="COLOR: #000000">]</span>++;
                <span style="FONT-WEIGHT: bold; COLOR: #000000">if</span><span style="COLOR: #000000">(</span>gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">1</span><span style="COLOR: #000000">]</span> &gt; <span style="COLOR: #0000dd">255</span><span style="COLOR: #000000">)<br /></span><span style="COLOR: #000000">                {</span>
                     gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">1</span><span style="COLOR: #000000">]</span> = <span style="COLOR: #0000dd">0</span>;
                     gColorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">2</span><span style="COLOR: #000000">]</span>++;
                <span style="COLOR: #000000">}<br /></span><span style="COLOR: #000000">           }<br /></span><span style="COLOR: #000000">      }</span>
  
      ~BaseObject<span style="COLOR: #000000">(</span><span style="COLOR: #000000">)</span><span style="COLOR: #000000">{</span><span style="COLOR: #000000">};<br /></span><span style="COLOR: #000000">}</span>;<br /><br /><span style="FONT-WEIGHT: bold; COLOR: #800000">unsigned</span><span style="FONT-WEIGHT: bold; COLOR: #800000">char</span> BaseObject::<span style="COLOR: #0000ff">gColorID</span><span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">3</span><span style="COLOR: #000000">]</span> = <span style="COLOR: #000000">{</span><span style="COLOR: #0000dd">0</span>, <span style="COLOR: #0000dd">0</span>, <span style="COLOR: #0000dd">0</span><span style="COLOR: #000000">}</span>;<br /><br /><br /><span style="FONT-WEIGHT: bold; COLOR: #000000">class</span> SceneObject : <span style="FONT-WEIGHT: bold; COLOR: #000000">public</span> BaseObject
<span style="COLOR: #000000">{<br /></span><span style="FONT-WEIGHT: bold; COLOR: #000000">private</span>:
      <span style="FONT-WEIGHT: bold; COLOR: #800000">float</span> m_position<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">3</span><span style="COLOR: #000000">]</span>;
      string m_name;
  
 <span style="FONT-WEIGHT: bold; COLOR: #000000">public</span>:
      SceneObject<span style="COLOR: #000000">(</span><span style="COLOR: #000000">)</span>;
      ~SceneObject<span style="COLOR: #000000">(</span><span style="COLOR: #000000">)</span>;
  
      <span style="FONT-WEIGHT: bold; COLOR: #800000">void</span> Render<span style="COLOR: #000000">(</span><span style="COLOR: #000000">)</span>;
      <span style="FONT-WEIGHT: bold; COLOR: #800000">void</span> Picking<span style="COLOR: #000000">(</span><span style="COLOR: #000000">)<br /></span><span style="COLOR: #000000">      {   </span><span style="COLOR: #666666">// set mesh position</span>
           glPushMatrix<span style="COLOR: #000000">(</span><span style="COLOR: #000000">)</span>;
           glTranslatef<span style="COLOR: #000000">(</span>m_position<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">0</span><span style="COLOR: #000000">]</span>, m_position<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">1</span><span style="COLOR: #000000">]</span>, m_position<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">2</span><span style="COLOR: #000000">]</span><span style="COLOR: #000000">)</span>;
  
           glColor3f<span style="COLOR: #000000">(</span>m_colorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">0</span><span style="COLOR: #000000">]</span>/<span style="COLOR: #0000dd">255</span>.0f, m_colorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">1</span><span style="COLOR: #000000">]</span>/<span style="COLOR: #0000dd">255</span>.0f, m_colorID<span style="COLOR: #000000">[</span><span style="COLOR: #0000dd">2</span><span style="COLOR: #000000">]</span>/<span style="COLOR: #0000dd">255</span>.0f<span style="COLOR: #000000">)</span>;
  
           <span style="COLOR: #666666">// render object's vertices here</span>
           glPopMatrix<span style="COLOR: #000000">(</span><span style="COLOR: #000000">)</span>;
      <span style="COLOR: #000000">}<br /></span><span style="COLOR: #000000">}</span>;<br /><br /><br /><span style="COLOR: #993333">void</span> MouseDownEvent<span style="COLOR: #66cc66">(</span><span style="COLOR: #993333">int</span> x, <span style="COLOR: #993333">int</span> y<span style="COLOR: #66cc66">)<br /></span><span style="COLOR: #66cc66">{  <br /></span><span style="COLOR: #808080; FONT-STYLE: italic">      // turn off texturing, lighting and fog</span>
      glDisable<span style="COLOR: #66cc66">(</span>GL_TEXTURE_2D<span style="COLOR: #66cc66">)</span>;
      glDisable<span style="COLOR: #66cc66">(</span>GL_FOG<span style="COLOR: #66cc66">)</span>;
      glDisable<span style="COLOR: #66cc66">(</span>GL_LIGHTING<span style="COLOR: #66cc66">)</span>;
  
      <span style="COLOR: #808080; FONT-STYLE: italic">// render every object in our scene</span><span style="COLOR: #808080; FONT-STYLE: italic">// suppose every object is stored in a list container called SceneObjects</span>
      list&lt;SceneObject *&gt;::<span style="COLOR: #202020">iterator</span> itr = SceneObjects.<span style="COLOR: #202020">begin</span><span style="COLOR: #66cc66">(</span><span style="COLOR: #66cc66">)</span>;
      <span style="COLOR: #b1b100">while</span><span style="COLOR: #66cc66">(</span>itr != SceneObjects.<span style="COLOR: #202020">end</span><span style="COLOR: #66cc66">(</span><span style="COLOR: #66cc66">)</span><span style="COLOR: #66cc66">)<br /></span><span style="COLOR: #66cc66">      {<br /></span><span style="COLOR: #66cc66">           (</span>*itr<span style="COLOR: #66cc66">)</span>-&gt;Picking<span style="COLOR: #66cc66">(</span><span style="COLOR: #66cc66">)</span>;
           itr++;
      <span style="COLOR: #66cc66">}<br /></span><span style="COLOR: #808080; FONT-STYLE: italic"><br /><br />      // get color information from framebuffer<br /><br /><br /><br /><br /></span><span style="COLOR: #993333">      unsigned</span><span style="COLOR: #993333">char</span> pixel<span style="COLOR: #66cc66">[</span><span style="COLOR: #cc66cc">3</span><span style="COLOR: #66cc66">]</span>; 
      GLint viewport<span style="COLOR: #66cc66">[</span><span style="COLOR: #cc66cc">4</span><span style="COLOR: #66cc66">]</span>;
      glGetIntegerv<span style="COLOR: #66cc66">(</span>GL_VIEWPORT, viewport<span style="COLOR: #66cc66">)</span>;
       
      glReadPixels<span style="COLOR: #66cc66">(</span>x, viewport<span style="COLOR: #66cc66">[</span><span style="COLOR: #cc66cc">3</span><span style="COLOR: #66cc66">]</span> - y, <span style="COLOR: #cc66cc">1</span>, <span style="COLOR: #cc66cc">1</span>, GL_RGB, GL_UNSIGNED_BYTE, pixel<span style="COLOR: #66cc66">)</span>;
 
      <span style="COLOR: #808080; FONT-STYLE: italic">// now our picked screen pixel color is stored in pixel[3]</span><span style="COLOR: #808080; FONT-STYLE: italic">// so we search through our object list looking for the object that was selected</span>
      itr = SceneObjects.<span style="COLOR: #202020">begin</span><span style="COLOR: #66cc66">(</span><span style="COLOR: #66cc66">)</span>;
      <span style="COLOR: #b1b100">while</span><span style="COLOR: #66cc66">(</span>itr != SceneObjects.<span style="COLOR: #202020">end</span><span style="COLOR: #66cc66">(</span><span style="COLOR: #66cc66">)</span><span style="COLOR: #66cc66">)<br /></span><span style="COLOR: #66cc66">      {<br /></span><span style="COLOR: #b1b100">           if</span><span style="COLOR: #66cc66">(</span><span style="COLOR: #66cc66">(</span>*itr<span style="COLOR: #66cc66">)</span>-&gt;m_colorID<span style="COLOR: #66cc66">[</span><span style="COLOR: #cc66cc">0</span><span style="COLOR: #66cc66">]</span> == pixel<span style="COLOR: #66cc66">[</span><span style="COLOR: #cc66cc">0</span><span style="COLOR: #66cc66">]</span> &amp;&amp; <span style="COLOR: #66cc66">(</span>*itr<span style="COLOR: #66cc66">)</span>-&gt;m_colorID<span style="COLOR: #66cc66">[</span><span style="COLOR: #cc66cc">1</span><span style="COLOR: #66cc66">]</span> == pixel<span style="COLOR: #66cc66">[</span><span style="COLOR: #cc66cc">1</span><span style="COLOR: #66cc66">]</span> &amp;&amp; <span style="COLOR: #66cc66">(</span>*itr<span style="COLOR: #66cc66">)</span>-&gt;m_colorID<span style="COLOR: #66cc66">[</span><span style="COLOR: #cc66cc">2</span><span style="COLOR: #66cc66">]</span> == pixel<span style="COLOR: #66cc66">[</span><span style="COLOR: #cc66cc">2</span><span style="COLOR: #66cc66">]</span><span style="COLOR: #66cc66">)<br /></span><span style="COLOR: #66cc66">           {<br /></span><span style="COLOR: #808080; FONT-STYLE: italic">                // flag object as selected</span>
                SetSelected<span style="COLOR: #66cc66">(</span><span style="COLOR: #66cc66">(</span>*itr<span style="COLOR: #66cc66">)</span>;
                <span style="FONT-WEIGHT: bold; COLOR: #000000">break</span>;
           <span style="COLOR: #66cc66">}</span>
           itr++;
      <span style="COLOR: #66cc66">}<br /></span><span style="COLOR: #66cc66">}<br /><br /><br /><br /><br /><br /><br /><br /><br /><br /><font color="#000000">原文地址:</font><a href="http://gpwiki.org/index.php/OpenGL_Selection_Using_Unique_Color_IDs" target="_blank">http://gpwiki.org/index.php/OpenGL_Selection_Using_Unique_Color_IDs</a><br /><font style="BACKGROUND-COLOR: #000000" face="Arial" color="#ffffff"><br /></font></span></pre>
<img src ="http://www.cnitblog.com/sword/aggbug/32936.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-09-04 15:25 <a href="http://www.cnitblog.com/sword/archive/2007/09/04/32936.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>Soft3d - 基本框架, 第一个三角形</title><link>http://www.cnitblog.com/sword/archive/2007/07/20/30271.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Thu, 19 Jul 2007 16:09:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/07/20/30271.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/30271.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/07/20/30271.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/30271.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/30271.html</trackback:ping><description><![CDATA[        终于又开始学习《3D游戏编程大师技巧》这本书了,已经搁了几个月没有碰他了,不过现在也只能是晚上有一些时间来学习,白天还有公司的项目要继续做下去.<br /><br />       以前就学到了第7章,数学库建立起来了,底层的DDraw渲染库早就已经很成熟了,现在先把以前的内容再复习一遍,然后在继续往下学,个人觉得这本书相当的好,对于每个搞3D渲染的技术人员来说都应该是必备的,特别是3D初学者,我觉得应该是先学这本书,再去学Direct3D或Opengl,这本书对于搞清楚3D实现的原理讲解的非常透彻.学习的时候一定要搞清楚每一个知识点,不能急于求成.<br /><br />      原来在计算机上画一个旋转的三角形竟然是这样的复杂,我写了差不多10000多行的代码才渲染出来.以前用Opengl只不过几行代码就可以搞定,却不知Opengl底层却做了这么多的事,首先是要弄清楚一整套的坐标系转换,基本的坐标变换包括局部坐标(模型坐标)-&gt;世界坐标-&gt;相机坐标-&gt;透视坐标-&gt;屏幕坐标,中间还有裁剪,然后就是要理解透彻最基本的向量,矩阵,四元数.<br /><br />第一个三角形:<br /><img height="512" alt="o_Triangle_0000.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5160/o_Triangle_0000.JPG" width="646" border="0" /><img src ="http://www.cnitblog.com/sword/aggbug/30271.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-07-20 00:09 <a href="http://www.cnitblog.com/sword/archive/2007/07/20/30271.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>终于完成魔兽世界的换装系统</title><link>http://www.cnitblog.com/sword/archive/2007/07/18/30169.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Wed, 18 Jul 2007 04:01:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/07/18/30169.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/30169.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/07/18/30169.html#Feedback</comments><slash:comments>11</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/30169.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/30169.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: WoWModelViewer的源代码还真是难读啊, 费了我很大的功夫才可以正常编译和调试他的代码, 现在我的代码也比较乱, 下一步就是整理代码, 之后开始做技能和大厅,  还剩2个多月的时间了, 希望到时候可以有比较高的完成度.<br><br>简单说一下编译的问题(代码版本是0.48b, 编译器是VC2003):<br><br>1. 代码里面有很多是使用的绝对路径, 比如"#include "C:\Projects\glew\include\GL\glew.h", 这些都需要改成当前工程的路径.<br><br><img height="633" alt="o_War3HeightLight00.JPG" src="/images/cnitblog_com/sword/5161/o_WoWEquip.JPG" width="806" border="0" /><br>......<br>&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2007/07/18/30169.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/30169.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-07-18 12:01 <a href="http://www.cnitblog.com/sword/archive/2007/07/18/30169.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>微型项目计划管理</title><link>http://www.cnitblog.com/sword/archive/2007/06/25/29042.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Mon, 25 Jun 2007 07:47:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/06/25/29042.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/29042.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/06/25/29042.html#Feedback</comments><slash:comments>15</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/29042.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/29042.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要:     以前总是把要做的事情都记录在纸上,一条一条的列出来,然后做完一项就划掉一项,久而久之就很凌乱了,而且记录的纸也很容易丢失或损坏,个人不太喜欢用Word和Excel,所以后来就自己写了一个专门用来管理这些琐碎事情的小工具,用了很长一段时间感觉还可以,比以前方便多了,^_^.<br><img height="467" alt="o_War3HeightLight00.JPG" src="/images/cnitblog_com/sword/5649/o_Project.GIF" width="657" border="0" /><br>......&nbsp;&nbsp;<a href='http://www.cnitblog.com/sword/archive/2007/06/25/29042.html'>阅读全文</a><img src ="http://www.cnitblog.com/sword/aggbug/29042.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-06-25 15:47 <a href="http://www.cnitblog.com/sword/archive/2007/06/25/29042.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>我的打包工具</title><link>http://www.cnitblog.com/sword/archive/2007/06/17/28638.html</link><dc:creator>劒蚩</dc:creator><author>劒蚩</author><pubDate>Sun, 17 Jun 2007 08:53:00 GMT</pubDate><guid>http://www.cnitblog.com/sword/archive/2007/06/17/28638.html</guid><wfw:comment>http://www.cnitblog.com/sword/comments/28638.html</wfw:comment><comments>http://www.cnitblog.com/sword/archive/2007/06/17/28638.html#Feedback</comments><slash:comments>4</slash:comments><wfw:commentRss>http://www.cnitblog.com/sword/comments/commentRss/28638.html</wfw:commentRss><trackback:ping>http://www.cnitblog.com/sword/services/trackbacks/28638.html</trackback:ping><description><![CDATA[
		<p>    这个工具早就写好了,界面是模仿winrar的,功能都差不多了,还有一些小细节留待以后在完善，^_^.<br />打包后的后缀名是.bak.<br /><br />    基本上常用的操作都支持了,打包,解包,添加文件目录都很方便,可以有多种压缩方式.<br /><br /><img height="528" alt="o_BakPack.JPG" src="http://www.cnitblog.com/images/cnitblog_com/sword/5161/o_BakPack.JPG" width="709" border="0" /></p>
<img src ="http://www.cnitblog.com/sword/aggbug/28638.html" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://www.cnitblog.com/sword/" target="_blank">劒蚩</a> 2007-06-17 16:53 <a href="http://www.cnitblog.com/sword/archive/2007/06/17/28638.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>