<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[driftboat的专栏]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/driftboat</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; driftboat]]></copyright><item><title><![CDATA[Tiktok 弹幕游戏直播互动数据获取客户端+服务器端方案]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/132622144</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/132622144</guid><author>driftboat</author><pubDate>Fri, 01 Sep 2023 13:32:53 +0800</pubDate><description><![CDATA[qq：174389107GitHub - driftboat/tkbarrage: Tiktok弹幕抓取 发送websocket服务器]]></description><category></category></item><item><title><![CDATA[URP下Matcap Shader实现]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/122124859</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/122124859</guid><author>driftboat</author><pubDate>Fri, 24 Dec 2021 12:11:54 +0800</pubDate><description><![CDATA[MatCap原理与基本实现

参考以下文章，通过反射方向从贴图中采样

Creating a Spherical Environment Mapping shader - Blog - Clicktorelease

反射方向优化

通过TransformWorldToViewDir计算的View空间的反射方向不会随像素点位置变化而变化，需要像素的视线空间来计算反射方向，代码如下：


    half3 cameraFoward = -viewDirectionWS;
    half3 viewUpDi]]></description><category></category></item><item><title><![CDATA[卡通刘海阴影和风格化眉毛渲染简述]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/121702061</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/121702061</guid><author>driftboat</author><pubDate>Fri, 03 Dec 2021 16:39:14 +0800</pubDate><description><![CDATA[渲染面部
	渲染眉毛眼睛，写入模板缓冲id1
	渲染阴影偏移模板，根据光的位置调整刘海位置，写入模板缓冲id2
	再次渲染面部，等于id2的地方，将阴影渲染到面部
	渲染刘海，等于id1的地方，用混合渲染刘海面部重叠部分
	渲染刘海，不等于id1的地方
...]]></description><category></category></item><item><title><![CDATA[MaxScript 几何顶点ID查找所有的映射顶点ID]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/121393596</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/121393596</guid><author>driftboat</author><pubDate>Thu, 18 Nov 2021 09:57:23 +0800</pubDate><description><![CDATA[最近完成了法线传递转顶点色工具，其中需要将顶点色转回法线做验证，涉及将GeoVertID转为MapVertID，转换流程如下：


	找到该几何点所有几何面
	
	
	获取该几何点在几何面中的索引
	
	
	获取该几何面所有的映射点ID
	
	
	通过2的索引获取几何点对应的映射点ID
	
代码如下：


TargetGeoVertTexVerts= #()
TargetFacesTexVertColors = #()
VertIndicies = #()
TexVertColors = #()

--获得]]></description><category></category></item><item><title><![CDATA[GooglePlay 服务器确认购买（acknowledge）简述]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/121359783</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/121359783</guid><author>driftboat</author><pubDate>Tue, 16 Nov 2021 17:17:04 +0800</pubDate><description><![CDATA[Console后台配置

配置流程如下：

创建OAuth client
	创建的时候选择Web application
		Authorized redirect URIs,需要填写，后面会用到，随便填一个，后面可以修改
		OAuth consent screen 的Test Users中添加Google Play Console账户
	
	创建Service accounts
	设置Acess里设置，App permissions中添加对应的App，Access permissions中勾选Manag]]></description><category></category></item><item><title><![CDATA[熵与交叉熵]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/119609327</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/119609327</guid><author>driftboat</author><pubDate>Wed, 11 Aug 2021 16:13:28 +0800</pubDate><description><![CDATA[熵

熵，就是用来表示概率分布的不确定性，假设小明100次考试有50次及格，而小王100次考试只有1次及格，则小明考试是否及格的不确定性就很大，也就是熵高，而小王是否及格的不确定性就很小，也就是熵低，如何具体用数学运算的方式表达出这个不确定性呢？

引入信息量概念，计算机中1/2需要1位就可以表示，要么0要么1，如果是1/4则有4种可能需要2位表示，以此类推概率p，对应的信息量为

熵表示为信息量和概率相乘的总和

则小明的熵为：



小王的熵为：



所以有如下定义：

信息量



熵



对数的]]></description><category></category></item><item><title><![CDATA[Disney 次表面散射Paper翻译]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/119151427</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/119151427</guid><author>driftboat</author><pubDate>Tue, 27 Jul 2021 19:27:00 +0800</pubDate><description><![CDATA[原文地址

https://graphics.pixar.com/library/ApproxBSSRDF/paper.pdf

概念

基于经验反射率分布, 我们提出了三个有用的参数的BSSRDF 模型，模型很简单，但是经过合适的参数化比其他模型更好的匹配蛮力蒙特卡罗参考，每个反射率分布是两个指数的总和，其中指数的高度和宽度取决于表面的反照率和散射距离。我们的参数化允许与使用相同参数的基于物理的扩散模型进行直接比较.参数化基于垂直照明、漫反射表面传输（其中照明方向无关）以及散射距离的替代度量。 我们的近似]]></description><category></category></item><item><title><![CDATA[基于Unity Dots实现我的世界(Minecraft)基本建造功能]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/119105254</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/119105254</guid><author>driftboat</author><pubDate>Mon, 26 Jul 2021 11:11:10 +0800</pubDate><description><![CDATA[源码地址

https://github.com/driftboat/DogeMetaversePlay

系统划分



InitTerrainSystem 进行地块的加载和初始化
	SetGunShowBulletSystem 设置当前显示的建造块
	BuildBPhysicsWorldSystem 收集块，计算临近块，并隐藏被包围的块
	
	CharacterControllerSystem 移动控制
	
	
	CharacterGunOneToManyInputSystem 建造或者销毁块，鼠标左.]]></description><category></category></item><item><title><![CDATA[DogeMetaverse（狗狗元宇宙）]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/119042184</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/119042184</guid><author>driftboat</author><pubDate>Fri, 23 Jul 2021 18:40:51 +0800</pubDate><description><![CDATA[https://github.com/driftboat/DogeMetaverse




]]></description><category></category></item><item><title><![CDATA[Unity3d ECS SystemBase Dependency]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/119007944</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/119007944</guid><author>driftboat</author><pubDate>Thu, 22 Jul 2021 20:13:54 +0800</pubDate><description><![CDATA[在当前系统OnUpdate调用前，Dependency是当前系统读取组件有写入的作业句柄和当前系统写入组件有读取的作业句柄，例如：当前系统读取A组件写入B组件， 在这个系统之前的任何系统中存在对A写入或者对B读取的作业，改作业的句柄会加入Dependency，当前系统作业执行前要等待Dependency里的作业全部完成



在OnUpdate内部，Dependency会被隐式管理，顺序依赖，例如：



 protected override void OnUpdate()
   {
       Ent]]></description><category></category></item><item><title><![CDATA[Unity3d ECS WriteGroup]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/118973621</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/118973621</guid><author>driftboat</author><pubDate>Wed, 21 Jul 2021 19:08:41 +0800</pubDate><description><![CDATA[ECS中的系统正常是读取一组输入组件，然后写入另一组输出组件，但是有些情况下需要用另一个系统另一组输入组件来写入相同的输出组件，Write groups提供了覆盖另一个系统的机制。

用Write groups可以让系统排除含有与写入组件相同的写组(WriteGroup)特性组件的实体

例子：

两个组件：


public struct HealthComponent : IComponentData
{
   public int Value;
}

public struct ColorCompon]]></description><category></category></item><item><title><![CDATA[Unity DOTs CharacterController简介]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/117825964</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/117825964</guid><author>driftboat</author><pubDate>Fri, 11 Jun 2021 19:31:40 +0800</pubDate><description><![CDATA[代码地址

https://github.com/Unity-Technologies/EntityComponentSystemSamples/tree/master/UnityPhysicsSamples/Assets/Demos/6.%20Use%20Cases/CharacterController



输入系统

需要在ProjectSettings.asset中加入UNITY_INPUT_SYSTEM_EXISTS宏定义

 scriptingDefineSymbols:

 1: ...]]></description><category></category></item><item><title><![CDATA[Flutter 对象编辑界面自动生成工具]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/117742974</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/117742974</guid><author>driftboat</author><pubDate>Wed, 09 Jun 2021 15:07:00 +0800</pubDate><description><![CDATA[工具安装


dependencies: 
  obj_edit_annotation: ^1.0.2
  obj_edit_widgets: ^1.0.1

dev_dependencies: 
  build_runner: ^2.0.0
  obj_edit_gen: ^1.0.2


]]></description><category></category></item><item><title><![CDATA[UUPokerStar Technical Support]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/101194566</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/101194566</guid><author>driftboat</author><pubDate>Mon, 23 Sep 2019 09:57:42 +0800</pubDate><description><![CDATA[Connect Developer:

zhengshu1.1@163.com
]]></description><category></category></item><item><title><![CDATA[LANCamera Technical Support]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/98039297</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/98039297</guid><author>driftboat</author><pubDate>Thu, 01 Aug 2019 11:02:11 +0800</pubDate><description><![CDATA[Connect Developer:

zhengshu1.1@163.com
]]></description><category></category></item><item><title><![CDATA[房贷比较器技术服务支持]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/97484874</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/97484874</guid><author>driftboat</author><pubDate>Sat, 27 Jul 2019 08:58:23 +0800</pubDate><description><![CDATA[联系应用开发者：

zhengshu1.1@163.com
]]></description><category></category></item><item><title><![CDATA[Android OpenAL播放延迟问题]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/8290491</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/8290491</guid><author>driftboat</author><pubDate>Thu, 13 Dec 2012 14:03:57 +0800</pubDate><description><![CDATA[https://github.com/AerialX/openal-soft-android 下载这个版本 ，设置  
ANDROID_LOW_LATENCY宏定义


或者 在ALc.c中 设置 device->NumUpdates = 1;]]></description><category></category></item><item><title><![CDATA[android opengl压缩纹理读入]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/7787586</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/7787586</guid><author>driftboat</author><pubDate>Thu, 26 Jul 2012 09:54:42 +0800</pubDate><description><![CDATA[具体参照 http://developer.android.com/guide/topics/graphics/opengl.html 

Texture compression support


The ETC format is supported by most Android devices




glCompressedTexImage2D
internalfo]]></description><category></category></item><item><title><![CDATA[Safari develop　print large text var in javascript]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/6623978</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/6623978</guid><author>driftboat</author><pubDate>Thu, 21 Jul 2011 19:08:53 +0800</pubDate><description><![CDATA[在console中輸入console.log(content.blocks[0].html)　就可以看到那个超长文本了]]></description><category></category></item><item><title><![CDATA[Armv6 Armv7:]]></title><link>https://blog.youkuaiyun.com/driftboat/article/details/6042299</link><guid>https://blog.youkuaiyun.com/driftboat/article/details/6042299</guid><author>driftboat</author><pubDate>Mon, 29 Nov 2010 11:22:00 +0800</pubDate><description><![CDATA[<br />Armv6 Armv7:Armv7的机器有：iPhone4 /iPad/ iPhone 3GS /iPod 3G/Armv6的机器有：除上面之外的工程的build配置中：Architectures 选Standard Build Active Architecture Only选True则，在工具栏Overview中选择Armv6或v7都只会编译对应指令集的包，否则（Only选false）他会整合连个指令到一起，则包比较大，但是能使用Armv7 的优化，同时能适配到老的机器,armv6的包可以在]]></description><category></category></item></channel></rss>