<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[armoonwei的专栏]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/armoonwei</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; armoonwei]]></copyright><item><title><![CDATA[资源的动态加载]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/8123362</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/8123362</guid><author>armoonwei</author><pubDate>Mon, 29 Oct 2012 11:08:59 +0800</pubDate><description><![CDATA[一、相关知识
unity3d文件：可供下载并动态载入生成的资源文件，使用BuildPipeline类来进行构建。需要注意的是，unity3d是平台相关的，在构建时需要指定目标平台
资源文件的下载：使用www类来下载
缓存：unity3d下载后，会自动在本地进行缓存(以文件名为索引，非完整的下载路径)，也就是说资源不会被多次下载，除非指定不同的资源版本号


二、几个设计要点]]></description><category></category></item><item><title><![CDATA[unity3d与eclipse集成开发android应用]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/7032537</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/7032537</guid><author>armoonwei</author><pubDate>Thu, 01 Dec 2011 22:14:18 +0800</pubDate><description><![CDATA[Unity as a Library
Once you have eclipse installed and up to date you have to follow a few steps to get your unity project set up as a library in eclipse.



创建一个空的unity3d工程，然后使用android平台进行编译。切换到]]></description><category></category></item><item><title><![CDATA[android下调试unity3d应用]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/7032455</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/7032455</guid><author>armoonwei</author><pubDate>Thu, 01 Dec 2011 21:44:13 +0800</pubDate><description><![CDATA[目前貌似不支持断点调试，但可以通过日志打印(logcat)来跟踪。
 在android SDK中有个adb工具，使用此工具来跟踪运行的android应用：
 
adb logcat

启动logcat，并将设备上运行的android应用的运行时信息全部打印出来。
 
adb logcat -s Unity

如果只想打印Unity的输出信息，使用此命令。
 
adb logc]]></description><category></category></item><item><title><![CDATA[FPS Constructor]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6973252</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6973252</guid><author>armoonwei</author><pubDate>Tue, 15 Nov 2011 15:26:34 +0800</pubDate><description><![CDATA[http://www.dastardlybanana.com/FPSConstructorWeapons.htm]]></description><category></category></item><item><title><![CDATA[js2c#]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6973206</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6973206</guid><author>armoonwei</author><pubDate>Tue, 15 Nov 2011 15:17:21 +0800</pubDate><description><![CDATA[http://www.m2h.nl/files/js_to_c.php]]></description><category></category></item><item><title><![CDATA[UnitySteer]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6973178</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6973178</guid><author>armoonwei</author><pubDate>Tue, 15 Nov 2011 15:12:08 +0800</pubDate><description><![CDATA[https://github.com/ricardojmendez/UnitySteerExamples]]></description><category></category></item><item><title><![CDATA[Antares Project]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6973162</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6973162</guid><author>armoonwei</author><pubDate>Tue, 15 Nov 2011 15:08:48 +0800</pubDate><description><![CDATA[http://shop.unity3d.ru/index.php/en/en/component/content/article/18.html]]></description><category></category></item><item><title><![CDATA[UniLOD]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6973113</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6973113</guid><author>armoonwei</author><pubDate>Tue, 15 Nov 2011 15:01:16 +0800</pubDate><description><![CDATA[http://forum.unity3d.com/threads/42524-UniLOD-BETA-Level-of-detail-and-streaming-support-UPDATE]]></description><category></category></item><item><title><![CDATA[fmod]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6973091</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6973091</guid><author>armoonwei</author><pubDate>Tue, 15 Nov 2011 14:57:46 +0800</pubDate><description><![CDATA[SquareTangle FMOD
unity3d的一个插件，支持播放fmod音乐格式。免费开源


如何使用？
http://www.squaretangle.com/FMODUnity.html

待测试]]></description><category></category></item><item><title><![CDATA[Strumpy Shader Editor]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6972876</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6972876</guid><author>armoonwei</author><pubDate>Tue, 15 Nov 2011 14:32:00 +0800</pubDate><description><![CDATA[Strumpy Shader Editor？
这是个开源的shader(着色)可视化编辑器


如何使用？
TODO]]></description><category></category></item><item><title><![CDATA[iTween]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6972692</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6972692</guid><author>armoonwei</author><pubDate>Tue, 15 Nov 2011 13:33:33 +0800</pubDate><description><![CDATA[什么是iTween?
 iTween是一个动画库，用它可以轻松实现各种动画、晃动、旋转、移动、褪色、上色、控制音频等
iTween的使用
从http://itween.pixelplacement.com/下载相应的插件(就一个cs文件)，然后导入到unity3d工程中
可以干的事情


控制音频：AudioFrom、AudioTo、AudioUpdate、Stab


控制相]]></description><category></category></item><item><title><![CDATA[虚拟机的内存管理]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6967982</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6967982</guid><author>armoonwei</author><pubDate>Mon, 14 Nov 2011 11:13:09 +0800</pubDate><description><![CDATA[TODO]]></description><category></category></item><item><title><![CDATA[Hash算法]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6952544</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6952544</guid><author>armoonwei</author><pubDate>Wed, 09 Nov 2011 15:19:20 +0800</pubDate><description><![CDATA[Hash，一般翻译做“散列”，也有直接音译为"哈希"的，就是把任意长度的输入（又叫做预映射， pre-image），通过散列算法，变换成固定长度的输出，该输出就是散列值。这种转换是一种压缩映射，也就是，散列值的空间通常远小于输入的空间，不同的输入可能会散列成相同的输出，而不可能从散列值来唯一的确定输入值。

数学表述为：h = H(M) ，其中H( )--单向散列函数，M--任意长度明文，h-]]></description><category></category></item><item><title><![CDATA[BasicTutorial5.cpp]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6046325</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6046325</guid><author>armoonwei</author><pubDate>Tue, 30 Nov 2010 21:03:00 +0800</pubDate><description><![CDATA[<br />/*
** @BasicTutorial5.cpp
*/

#include "BasicTutorial5.h"

// 创建场景
void BasicTutorial5::createScene(void)
{
}

// 处理非缓冲输入
bool BasicTutorial5::processUnbufferedInput(const Ogre::FrameEvent& evt)
{
    return true;
}

// 帧监听
bool Bas]]></description><category></category></item><item><title><![CDATA[BasicTutorial5.h]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6046322</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6046322</guid><author>armoonwei</author><pubDate>Tue, 30 Nov 2010 21:02:00 +0800</pubDate><description><![CDATA[<br />/*
** @BasicTutorial5.h
**
*/
#ifndef __BasicTutorial5_h_
#define __BasicTutorial5_h_

#include "BaseApplication.h"

class BasicTutorial5 : public BaseApplication
{
public:
    BasicTutorial5(void) {}
    virtual ~BasicTutorial5(void) {}]]></description><category></category></item><item><title><![CDATA[BasicTutorial4.cpp]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6008376</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6008376</guid><author>armoonwei</author><pubDate>Sun, 14 Nov 2010 15:28:00 +0800</pubDate><description><![CDATA[<br />/*  
** @BasicTutorial4.cpp  
*/  
  
#include "BasicTutorial4.h"   

// 构造函数
BasicTutorial4::BasicTutorial4(void)
{
}

// 析构函数
BasicTutorial4::~BasicTutorial4(void)
{
}
  
// 析构场景
void BasicTutorial4::destroyScene(void)
{
}

// ]]></description><category></category></item><item><title><![CDATA[BasicTutorial4.h]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/6008356</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/6008356</guid><author>armoonwei</author><pubDate>Sun, 14 Nov 2010 15:19:00 +0800</pubDate><description><![CDATA[#include 
#include 
 
class BasicTutorial3 : public BaseApplication
{
private:
    Ogre::TerrainGlobalOptions* mTerrainGlobals;
    Ogre::TerrainGroup* mTerrainGroup;
    bool mTerrainsImported;
 
    void defineTerrain(long x, long y);
    void]]></description><category></category></item><item><title><![CDATA[BasicTutorial3.cpp]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/5973417</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/5973417</guid><author>armoonwei</author><pubDate>Fri, 29 Oct 2010 09:58:00 +0800</pubDate><description><![CDATA[<br />/*
** @BasicTutorial3.cpp
*/

#include "BasicTutorial3.h"

void BasicTutorial3::destroyScene(void)
{
}

void getTerrainImage(bool flipX, bool flipY, Ogre::Image& img)
{
}

void BasicTutorial3::defineTerrain(long x, long y)
{
}

void]]></description><category></category></item><item><title><![CDATA[BasicTutorial3.h]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/5973415</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/5973415</guid><author>armoonwei</author><pubDate>Fri, 29 Oct 2010 09:57:00 +0800</pubDate><description><![CDATA[<br />/*
** @BasicTutorial3.h
*/
#ifndef __BasicTutorial3_h_
#define __BasicTutorial3_h_

#include "BaseApplication.h"
#include <Terrain/OgreTerrain.h>
#include <Terrain/OgreTerrainGroup.h>

class BasicTutorial3 : public BaseApplication
{
priva]]></description><category></category></item><item><title><![CDATA[(6) 帧监听与无缓冲输入]]></title><link>https://blog.youkuaiyun.com/armoonwei/article/details/5970460</link><guid>https://blog.youkuaiyun.com/armoonwei/article/details/5970460</guid><author>armoonwei</author><pubDate>Wed, 27 Oct 2010 23:03:00 +0800</pubDate><description><![CDATA[<br />从这里开始<br />添加如下初始代码：<br />BasicTutorial5.h<br />BasicTutorial5.cpp<br />    代码中，我们重载了基类的frameRenderingQueued方法，并定义了一个私有方法processUnbufferedInput。后续通过完善其代码以实现一些有趣的东西。<br /> <br />帧监听<br />介绍<br />    OGRE在渲染每一帧时，会产生两个通知：帧开始渲染、帧结束渲染，我们可以通过注册回调去捕获这通知，并做些]]></description><category></category></item></channel></rss>