摘要: 透墙显示,遮挡显示,使用ztestTags { "Queue"="Overlay+1" "RenderType"="Transparent"} Pass { // 透视效果,关闭cull Cull Off // 不记录深度值 ... 阅读全文
posted @ 2015-01-14 08:29 summernight 阅读(227) 评论(0) 推荐(0)
摘要: frame move buffer: save move positionrecive server sync:All moves earlier than the ClientAdjustPosition() call's TimeStamp are discarded. All moves th... 阅读全文
posted @ 2015-01-13 18:22 summernight 阅读(156) 评论(0) 推荐(0)
摘要: extern crate core;#[deriving(Show)]struct Foo { f : Box}fn main(){ let mut a = Foo {f: box 0}; let y : &Foo; // out(&a); { l... 阅读全文
posted @ 2015-01-12 18:43 summernight 阅读(307) 评论(0) 推荐(0)
摘要: maps 适用于需要在运行时改变数据结构(record则不行)的场景,可以动态增加key 数据量不宜过大,具体多大没有实际数据, maps from_list 如果list表很长,则相应的耗时时间会很长,此时最好用lists模块。 由于map是动态结构,速度上必然无法匹敌record。... 阅读全文
posted @ 2015-01-12 11:52 summernight 阅读(1849) 评论(0) 推荐(0)
摘要: using UnityEngine;using System.Collections;public interface IState { void BeforEnter(); void BeforLeave();}public interface ISceneState: IState ... 阅读全文
posted @ 2015-01-06 23:21 summernight 阅读(747) 评论(0) 推荐(0)
摘要: TargetingA target is a structure of information that describes the state, and change of state, of an object that exists in a remote person's instance ... 阅读全文
posted @ 2015-01-05 16:11 summernight 阅读(150) 评论(0) 推荐(0)
摘要: client-serverthe server takes snapshots of the current world state at a constant rate and broadcasts these snapshots to the clients.server -> snapshot... 阅读全文
posted @ 2015-01-04 14:40 summernight 阅读(204) 评论(0) 推荐(0)
摘要: 开启一个线程做网络连接,和接收数据, 用event进行广播using UnityEngine;using System;using System.Threading;using System.Net;using System.Net.Sockets;using System.Collections;... 阅读全文
posted @ 2014-12-23 11:10 summernight 阅读(372) 评论(0) 推荐(0)
摘要: 尽量写纯函数, 不纯的容易产生bug. 阅读全文
posted @ 2014-08-14 11:18 summernight 阅读(123) 评论(0) 推荐(0)
摘要: 采样频率: 每秒采样次数, 记录声音的音高采样质量: 用多少字节来表示音高, 16位可以表示256中音高analog: 模拟digit: 数字adc: 模拟-数字转换dac: 数字-模拟转换关于44100hz早期的录像带, 没每个视频帧有245条扫描线, 红绿蓝3个样本, 每秒60帧245 * 3 ... 阅读全文
posted @ 2014-08-12 15:25 summernight 阅读(129) 评论(0) 推荐(0)