<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[flyingpig204的专栏]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/flyingpig204</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; flyingpig204]]></copyright><item><title><![CDATA[TankWar 0.2]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5783648</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5783648</guid><author>flyingpig204</author><pubDate>Mon, 02 Aug 2010 21:08:00 +0800</pubDate><description><![CDATA[<br />TankWar 0.2版本<br />信息发布 : http://flyingpig.isgreat.org/项目地址 : https://sourceforge.net/projects/tankwar3d/<br />实现了单机的大部分功能, 剩下的就差AI啦<br /><br /><br /><br /><br />]]></description><category></category></item><item><title><![CDATA[Ogre角色控制]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5713306</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5713306</guid><author>flyingpig204</author><pubDate>Mon, 05 Jul 2010 12:57:00 +0800</pubDate><description><![CDATA[     来源于 : http://flyingpig.isgreat.org/ogre-character-control     最近研究了下Ogre的角色控制, 看了Ogre1.7 Character的例子, 这里对角色控制做一些总结, 写的不是很专业O(∩_∩)O~.      一般的角色控制将全身骨骼做成一个个动画, 骨骼带动全身模型. 例如攻击的动画, 手攻击的时候身体和腿脚也会做一定的动作, 这样全身的骨骼带动整个模型来实现动画效果, 这样实现起来比较简单, 在大部分的时候效果也不错, 但是这]]></description><category></category></item><item><title><![CDATA[Tank Wat V0.1]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5607967</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5607967</guid><author>flyingpig204</author><pubDate>Wed, 19 May 2010 15:37:00 +0800</pubDate><description><![CDATA[打算开始写TankWar了, 自带游戏编辑器, 打算把这个游戏用心做下去, 做一个小而精湛的游戏.O(∩_∩)O哈哈~编辑器使用 : Qt + Ogre游戏包含部分 :  物理, AI, 单人, 多人信息发布 : http://flyingpig.isgreat.org/项目地址 : https://sourceforge.net/projects/tankwar3d/]]></description><category></category></item><item><title><![CDATA[Ogre(NxOgre)赛车游戏]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5489378</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5489378</guid><author>flyingpig204</author><pubDate>Thu, 15 Apr 2010 16:21:00 +0800</pubDate><description><![CDATA[ Ogre赛车..使用NxOgre物理引擎,rakNet网络 新版本将在http://flyingpig.tk发布       最近一直和朋友们在做赛车游戏,我负责物理和框架搭建,使用了NxOgre实现物理部分,现在完成了单机部分的2/3,所以发一个Demo.等游戏全部开发完毕之后会公布完整代码(代码比较规范哦~~)现发布S-Racing V0.3,等下一版]]></description><category></category></item><item><title><![CDATA[ubuntu9.10，QQ崩溃的解决方法]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5170924</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5170924</guid><author>flyingpig204</author><pubDate>Sun, 10 Jan 2010 20:53:00 +0800</pubDate><description><![CDATA[sudo gedit /usr/bin/qq 在第二行加入：引用: export GDK_NATIVE_WINDOWS=true 全文即是：代码: ！ /bin/sh exportGDK_NATIVE_WINDOWS=truecd /usr/share/tencent/qq/./qq]]></description><category></category></item><item><title><![CDATA[mysql在ubuntu下的使用]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5161936</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5161936</guid><author>flyingpig204</author><pubDate>Fri, 08 Jan 2010 23:02:00 +0800</pubDate><description><![CDATA[安装好 mysql后在终端输入命令mysql -s root -p显示：Access denied for user star@localhost (using password: YES)是服务还没开启，输入：sudo /etc/init.d/mysql start 然后输入 mysql -uroot -p 登录成功 中文问题U]]></description><category></category></item><item><title><![CDATA[获取普通Java对象大小]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5141027</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5141027</guid><author>flyingpig204</author><pubDate>Wed, 06 Jan 2010 11:18:00 +0800</pubDate><description><![CDATA[缓存对象需要知道对象占用空间的大小,可以事先设置好每种类型的大小,此方法对普通的对象起效,Jive论坛中的对象也是采用这种办法来获取对象的大小的(取自Jive). public class CacheSizes {    /**     * Returns the size in bytes of a basic Object. This method should only ]]></description><category></category></item><item><title><![CDATA[zthread库类型总结]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5131830</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5131830</guid><author>flyingpig204</author><pubDate>Mon, 04 Jan 2010 21:46:00 +0800</pubDate><description><![CDATA[编程思想2 Zthread Demohttp://bruce-eckel.developpez.com/livres/cpp/ticpp/v2/?page=page_14#L3.4.2.1 APIhttp://zthread.sourceforge.net/html/annotated.html Runnable            //执行任务的接口Cancel]]></description><category></category></item><item><title><![CDATA[VS2005编译ZThrad]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5100226</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5100226</guid><author>flyingpig204</author><pubDate>Tue, 29 Dec 2009 17:47:00 +0800</pubDate><description><![CDATA[ 一个VS2005可用的下载http://d.download.youkuaiyun.com/down/1650462/yingsunwl  关于VS2005使用时出现无法解析的错误:工程属性----->配置属性----->连接器----->附加依赖项------->添加ZThread.lib即可1。在7。1里建立项目，选择静态库的项目，注意，把“使用预处理”前的勾打掉，就是不]]></description><category></category></item><item><title><![CDATA[Qt同步框架]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5093747</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5093747</guid><author>flyingpig204</author><pubDate>Mon, 28 Dec 2009 21:09:00 +0800</pubDate><description><![CDATA[http://labs.trolltech.com/blogs/2007/03/08/making-asynchronous-function-calls-with-qfuture/QtConcurrent::run() runs a function in a worker thread. It returns a QFuture, which is then used to syn]]></description><category></category></item><item><title><![CDATA[QT的信号与槽机制]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5084995</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5084995</guid><author>flyingpig204</author><pubDate>Sun, 27 Dec 2009 09:57:00 +0800</pubDate><description><![CDATA[http://www.ibm.com/developerworks/cn/linux/guitoolkit/qt/signal-slot/#1 信号和槽机制是QT的核心机制，要精通QT编程就必须对信号和槽有所了解。信号和槽是一种高级接口，应用于对象之间的通信，它是QT的核心特性，也是QT区别于其它工具包的重要地方。信号和槽是QT自行定义的一种通信机制，它独立于标准的C/C++语言，因此要正]]></description><category></category></item><item><title><![CDATA[C++之智能指针]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/5006351</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/5006351</guid><author>flyingpig204</author><pubDate>Mon, 14 Dec 2009 20:58:00 +0800</pubDate><description><![CDATA[本文发表于1999年10月份的C/C++ Users Journal, 17(10) 1.为什么称它为“自动”指针？auto_ptr只是众多可能的智能指针之一。许多商业库提供了更复杂的智能指针，用途广泛而令人惊异，从管理引用的数量到提供先进的代理服务。可以把标准C++ auto_ptr看作智能指针的Ford Escort(elmar注：可能指福特的一种适合家居的车型)：一个简易、通]]></description><category></category></item><item><title><![CDATA[Window下Qt中用qDebug()输出调试信息到Console控制台的设置方法]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/4993828</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/4993828</guid><author>flyingpig204</author><pubDate>Sat, 12 Dec 2009 21:00:00 +0800</pubDate><description><![CDATA[打开相应的工程文件*.pro，在最后一行添加win32:CONFIG += console之后需要重新编译工程，才能在控制台Console中输出调试信息。 #includeqDebug()调用形式：qDebug()]]></description><category></category></item><item><title><![CDATA[Qt 消去游戏(对对碰)实现及判断死锁算法]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/4988237</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/4988237</guid><author>flyingpig204</author><pubDate>Fri, 11 Dec 2009 21:27:00 +0800</pubDate><description><![CDATA[简单的消去游戏判断死锁算法,还有优化的余地. 用Qt做的消去游戏Demo下载地址http://download.youkuaiyun.com/source/1922774   #include #include #include using namespace std;const int BLOCKSIZE = 8;int mBlocks[8][]]></description><category></category></item><item><title><![CDATA[OGRE中的四元数与旋转(转)]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/4877031</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/4877031</guid><author>flyingpig204</author><pubDate>Thu, 26 Nov 2009 11:50:00 +0800</pubDate><description><![CDATA[ http://blog.youkuaiyun.com/kevinlynx/archive/2007/07/21/1701354.aspx   想象一个物体在3D空间中移动的过程，该物体必然会涉及到旋转。例如一个怪物，他的运动方向会改变，要改变其方向只需要对其进行旋转即可。       旋转的方式大致分为三种：Euler旋转，矩阵旋转，以及四元数旋转。       这里稍微记录下我目前对于]]></description><category></category></item><item><title><![CDATA[Java沙箱的实现]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/4871968</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/4871968</guid><author>flyingpig204</author><pubDate>Wed, 25 Nov 2009 16:28:00 +0800</pubDate><description><![CDATA[Java沙箱实现是重写类加载器和安全管理器,通过设置的全局安全管理器来控制执行程序的权限 说明: 安全策略只对安装安全管理器之后的类生效,之前的类不再此管理范围之内,利用这一点可以预先设置我们需要的操作,而对某个点之后的所有非法操作进行权限设置. 类加载器重写/** * 	[重写的类加载器] * 	沙箱程序类加载器,可根据指定路径加载制定类class文件. *  ]]></description><category></category></item><item><title><![CDATA[从OGRE纹理到CEGUI纹理 —— 使用RTT实现3D角色预览]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/4862638</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/4862638</guid><author>flyingpig204</author><pubDate>Tue, 24 Nov 2009 12:03:00 +0800</pubDate><description><![CDATA[ //创建嵌入CEGUI组建中的画中画TexturePtr rttTex = TextureManager::getSingleton().createManual("RttTex", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, TEX_TYPE_2D, 512, 512, 1, 0, PF_R8G8B8, TU_RENDERT]]></description><category></category></item><item><title><![CDATA[Ogre3D嵌入Qt框架]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/4862551</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/4862551</guid><author>flyingpig204</author><pubDate>Tue, 24 Nov 2009 11:55:00 +0800</pubDate><description><![CDATA[ http://www.cppblog.com/yuanyajie/archive/2007/05/21/24528.aspx  按照经典的Qt程序结构，应该有一个从QMainWindow继承而来的MainWindow,让它做为主窗口,然后子类化一个QWidget，它做为主窗口的"中心挂件",能过封装Ogre的部分功能，实现用Ogre对该窗体的绘制。首先，如何把Ogre这个引擎发动，不]]></description><category></category></item><item><title><![CDATA[Ogre实现画中画]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/4853345</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/4853345</guid><author>flyingpig204</author><pubDate>Sun, 22 Nov 2009 22:18:00 +0800</pubDate><description><![CDATA[ 实现画中画在Ogre里摄像机Camera和视口Viewport是一一对应的关系，普通情况下包含一个摄像机对应一个视口，我们只要添加摄像机和与之对应的视口就OK了！bool BaseApplication::setup(void){    mRoot = new Root();    // 设置资源    setupResources();    // 配置渲染窗口    bool car]]></description><category></category></item><item><title><![CDATA[Ogre手动添加骨骼动画]]></title><link>https://blog.youkuaiyun.com/flyingpig204/article/details/4852769</link><guid>https://blog.youkuaiyun.com/flyingpig204/article/details/4852769</guid><author>flyingpig204</author><pubDate>Sun, 22 Nov 2009 20:07:00 +0800</pubDate><description><![CDATA[ ///初始化骨骼动画参数 Animation::setDefaultInterpolationMode(Animation::IM_LINEAR); Animation::setDefaultRotationInterpolationMode(Animation::RIM_LINEAR); ///得到实体 Ogre::Entity* ent = m_pRend]]></description><category></category></item></channel></rss>