﻿<?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>博客园-天空-文章分类-游戏编程</title><link>http://www.cnblogs.com/skyblog/category/14051.html</link><description>游戏、图形学、数学、文学、哲学</description><language>zh-cn</language><lastBuildDate>Sun, 25 May 2008 00:44:29 GMT</lastBuildDate><pubDate>Sun, 25 May 2008 00:44:29 GMT</pubDate><ttl>60</ttl><item><title>3Dmax导出插件制作</title><link>http://www.cnblogs.com/skyblog/articles/80536.html</link><dc:creator>天空</dc:creator><author>天空</author><pubDate>Wed, 22 Dec 2004 06:18:00 GMT</pubDate><guid>http://www.cnblogs.com/skyblog/articles/80536.html</guid><wfw:comment>http://www.cnblogs.com/skyblog/comments/80536.html</wfw:comment><comments>http://www.cnblogs.com/skyblog/articles/80536.html#Feedback</comments><slash:comments>2</slash:comments><wfw:commentRss>http://www.cnblogs.com/skyblog/comments/commentRss/80536.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/skyblog/services/trackbacks/80536.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 3Dmax导出插件制作(译文）前言：本教材将建立一个3dMax导出插件。目的是帮助使你掌握建立MAX插件的基础知识和学习怎样从3dsmax中导出场景数据。本教材一共五个部分，每一...&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyblog/articles/80536.html'>阅读全文</a><img src ="http://www.cnblogs.com/skyblog/aggbug/80536.html?type=2" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyblog.cnblogs.com/" target="_blank">天空</a> 2004-12-22 14:18 <a href="http://www.cnblogs.com/skyblog/articles/80536.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>骨骼动画（SkinMesh）精要概括</title><link>http://www.cnblogs.com/skyblog/articles/73980.html</link><dc:creator>天空</dc:creator><author>天空</author><pubDate>Tue, 07 Dec 2004 08:45:00 GMT</pubDate><guid>http://www.cnblogs.com/skyblog/articles/73980.html</guid><wfw:comment>http://www.cnblogs.com/skyblog/comments/73980.html</wfw:comment><comments>http://www.cnblogs.com/skyblog/articles/73980.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/skyblog/comments/commentRss/73980.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/skyblog/services/trackbacks/73980.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 骨骼动画是虚拟现实和游戏设计领域难点也是基本点。简单整理精要如下：要诀如下：有骨骼无动画：&#160;顶点位置&#160;＝&#160;原始坐标&#215;转换矩阵1（累级相乘后的矩阵...&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyblog/articles/73980.html'>阅读全文</a><img src ="http://www.cnblogs.com/skyblog/aggbug/73980.html?type=2" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyblog.cnblogs.com/" target="_blank">天空</a> 2004-12-07 16:45 <a href="http://www.cnblogs.com/skyblog/articles/73980.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title> 用OpenGL实现射线拣取对象</title><link>http://www.cnblogs.com/skyblog/articles/69708.html</link><dc:creator>天空</dc:creator><author>天空</author><pubDate>Sat, 27 Nov 2004 08:15:00 GMT</pubDate><guid>http://www.cnblogs.com/skyblog/articles/69708.html</guid><wfw:comment>http://www.cnblogs.com/skyblog/comments/69708.html</wfw:comment><comments>http://www.cnblogs.com/skyblog/articles/69708.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/skyblog/comments/commentRss/69708.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/skyblog/services/trackbacks/69708.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: &#160;&#160;用OpenGL实现射线拣取对象&#160;关于用射线原理来拣取对象网上已经有完整的理论，另外DirectX也提供了一个Pick例子来演示，在这里我将这些资...&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyblog/articles/69708.html'>阅读全文</a><img src ="http://www.cnblogs.com/skyblog/aggbug/69708.html?type=2" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyblog.cnblogs.com/" target="_blank">天空</a> 2004-11-27 16:15 <a href="http://www.cnblogs.com/skyblog/articles/69708.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>D3DXVec3Normalize</title><link>http://www.cnblogs.com/skyblog/articles/69345.html</link><dc:creator>天空</dc:creator><author>天空</author><pubDate>Fri, 26 Nov 2004 09:57:00 GMT</pubDate><guid>http://www.cnblogs.com/skyblog/articles/69345.html</guid><wfw:comment>http://www.cnblogs.com/skyblog/comments/69345.html</wfw:comment><comments>http://www.cnblogs.com/skyblog/articles/69345.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/skyblog/comments/commentRss/69345.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/skyblog/services/trackbacks/69345.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 返回这3D规格化向量（使向量的模为1），用作方向向量。射线公式：V＝dir*t,射线上任意向量＝格式化的方向向量×该向量的长度GL实现：GLVectorVa;w=sqrt(pow(...&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyblog/articles/69345.html'>阅读全文</a><img src ="http://www.cnblogs.com/skyblog/aggbug/69345.html?type=2" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyblog.cnblogs.com/" target="_blank">天空</a> 2004-11-26 17:57 <a href="http://www.cnblogs.com/skyblog/articles/69345.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>D3DXVec3Dot</title><link>http://www.cnblogs.com/skyblog/articles/69336.html</link><dc:creator>天空</dc:creator><author>天空</author><pubDate>Fri, 26 Nov 2004 09:50:00 GMT</pubDate><guid>http://www.cnblogs.com/skyblog/articles/69336.html</guid><wfw:comment>http://www.cnblogs.com/skyblog/comments/69336.html</wfw:comment><comments>http://www.cnblogs.com/skyblog/articles/69336.html#Feedback</comments><slash:comments>1</slash:comments><wfw:commentRss>http://www.cnblogs.com/skyblog/comments/commentRss/69336.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/skyblog/services/trackbacks/69336.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: &#160;定义两个向量的点积。用来求投影长度，加入归一化的法线A，向量b，则A*b为b在A上的投影的长度。DotProduct=(x1*x2+y1*y2+z1*z2)&...&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyblog/articles/69336.html'>阅读全文</a><img src ="http://www.cnblogs.com/skyblog/aggbug/69336.html?type=2" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyblog.cnblogs.com/" target="_blank">天空</a> 2004-11-26 17:50 <a href="http://www.cnblogs.com/skyblog/articles/69336.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>D3DXVec3Cross</title><link>http://www.cnblogs.com/skyblog/articles/69327.html</link><dc:creator>天空</dc:creator><author>天空</author><pubDate>Fri, 26 Nov 2004 09:39:00 GMT</pubDate><guid>http://www.cnblogs.com/skyblog/articles/69327.html</guid><wfw:comment>http://www.cnblogs.com/skyblog/comments/69327.html</wfw:comment><comments>http://www.cnblogs.com/skyblog/articles/69327.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/skyblog/comments/commentRss/69327.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/skyblog/services/trackbacks/69327.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: 应用：差积，求垂线时使用。实现：DX：D3DXVECTOR3v;&#160;&#160;&#160;v.x=pV1-&gt;y*pV2-&gt;z-pV1-&gt;z*pV2-&g...&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyblog/articles/69327.html'>阅读全文</a><img src ="http://www.cnblogs.com/skyblog/aggbug/69327.html?type=2" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyblog.cnblogs.com/" target="_blank">天空</a> 2004-11-26 17:39 <a href="http://www.cnblogs.com/skyblog/articles/69327.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item><item><title>微软.x文档结构</title><link>http://www.cnblogs.com/skyblog/articles/68792.html</link><dc:creator>天空</dc:creator><author>天空</author><pubDate>Thu, 25 Nov 2004 11:51:00 GMT</pubDate><guid>http://www.cnblogs.com/skyblog/articles/68792.html</guid><wfw:comment>http://www.cnblogs.com/skyblog/comments/68792.html</wfw:comment><comments>http://www.cnblogs.com/skyblog/articles/68792.html#Feedback</comments><slash:comments>0</slash:comments><wfw:commentRss>http://www.cnblogs.com/skyblog/comments/commentRss/68792.html</wfw:commentRss><trackback:ping>http://www.cnblogs.com/skyblog/services/trackbacks/68792.html</trackback:ping><description><![CDATA[&nbsp;&nbsp;&nbsp;&nbsp; 摘要: &#160;XMESH文件结构XFile模板解释：:414253824选自Direct8.1SDK，共有32个。Animation动作，是一个完整的动作，包含一个或几个动画键（Ani...&nbsp;&nbsp;<a href='http://www.cnblogs.com/skyblog/articles/68792.html'>阅读全文</a><img src ="http://www.cnblogs.com/skyblog/aggbug/68792.html?type=2" width = "1" height = "1" /><br><br><div align=right><a style="text-decoration:none;" href="http://skyblog.cnblogs.com/" target="_blank">天空</a> 2004-11-25 19:51 <a href="http://www.cnblogs.com/skyblog/articles/68792.html#Feedback" target="_blank" style="text-decoration:none;">发表评论</a></div>]]></description></item></channel></rss>