<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[狂人山庄]]></title><description><![CDATA[圆月野鬼在叫号]]></description><link>https://blog.youkuaiyun.com/kamaliang</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; kamaliang]]></copyright><item><title><![CDATA[开发者印象：用PhoneGap开发混搭Web应用]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/7183146</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/7183146</guid><author>kamaliang</author><pubDate>Sat, 07 Jan 2012 10:58:38 +0800</pubDate><description><![CDATA[本文摘自 http://www.webapptrend.com/2011/11/71.html

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注：本文作者Matt Raible是一个网络架构咨询师，在开源架构上很有研究。

一天下午，我参加了PhoneGa]]></description><category></category></item><item><title><![CDATA[Clone Object as instance in OgreMax]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/7172554</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/7172554</guid><author>kamaliang</author><pubDate>Tue, 03 Jan 2012 12:04:12 +0800</pubDate><description><![CDATA[本文转自: http://www.dinohensen.nl/3d-modelling/clone-object-as-instance/





Autodesk
 3DS Max + OgreMax exporter

The goal of this tutorial is to create instances of objects instead of copies]]></description><category></category></item><item><title><![CDATA[游戏设计的概率统计入门]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/7172314</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/7172314</guid><author>kamaliang</author><pubDate>Tue, 03 Jan 2012 09:47:38 +0800</pubDate><description><![CDATA[本文转载自: http://blog.sina.com.cn/s/blog_48fbe4a1010009lw.html




原作者：Tyler Sigman

译者是自GAMASUTRA的链接上看到这篇文章的

链接地址如下：

http://www.gamasutra.com/features/20061018/sigman_01.shtml]]></description><category></category></item><item><title><![CDATA[一些Html5引擎]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/7169119</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/7169119</guid><author>kamaliang</author><pubDate>Sat, 31 Dec 2011 17:20:37 +0800</pubDate><description><![CDATA[Web3D 引擎



Three.js:  https://github.com/mrdoob/three.js (大名鼎鼎，仅在GitHub上就有5千人围观)


PhiloGL: http://senchalabs.github.com/philogl/  (不多解释 Sencha实验室产品)


Oak3D: http://www.oak3d.com  (这个就是圣诞节]]></description><category></category></item><item><title><![CDATA[一个基于组件的动态对象系统]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/7103844</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/7103844</guid><author>kamaliang</author><pubDate>Mon, 26 Dec 2011 19:17:04 +0800</pubDate><description><![CDATA[转载自: http://job.17173.com/content/2009-08-07/20090807104220649,1.shtml



文 封烨

一、静态的痛苦
    作为一个项目经验丰富的程序员，你经常会遇到游戏开发过程中的“反复”(iterations)：今天美术将一个静态的模型改为骨骼模型并添加了动画；明天企划会议上决定把所有未拾取武器由原先的闪光效果改为原地旋]]></description><category></category></item><item><title><![CDATA[用依赖注射模式实现快速安全的游戏对象原型]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/7103842</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/7103842</guid><author>kamaliang</author><pubDate>Mon, 26 Dec 2011 19:15:35 +0800</pubDate><description><![CDATA[英语原文: http://www.ic.uff.br/PosGraduacao/RelTecnicos/385.pdf  (Fast and Safe Prototyping of Game Objects with Dependency)
译文原文: http://blog.youkuaiyun.com/liangneo/article/details/5667442



用依赖注射模式实现快速]]></description><category></category></item><item><title><![CDATA[用组件来重构你的游戏实体]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/7103837</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/7103837</guid><author>kamaliang</author><pubDate>Mon, 26 Dec 2011 19:09:52 +0800</pubDate><description><![CDATA[英语原文: http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/
译文原文: http://blog.youkuaiyun.com/zhanghefu/article/details/6680620






进化游戏的层次结构

　　- 用组件来重构你的游戏实体


直到最近几年，游戏程序员一直使用深层次结构的]]></description><category></category></item><item><title><![CDATA[SVN Hook Script—日志权限设置]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/7100539</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/7100539</guid><author>kamaliang</author><pubDate>Sat, 24 Dec 2011 23:48:53 +0800</pubDate><description><![CDATA[版本库生成后，hooks目录下就存在一些钩子脚本的模板，用户可以作为参考。

把pre-revprop-change.tmpl复制为pre-revprop-change.bat，再修改里面的脚本，钩子就设置好了。

 

包括以下功能：
1、只允许用户修改自己的日志。可以设置超级用户，超级用户可以修改其他人的日志，其他人只能修改自己的日志。
2、只允许对日志进行操作，不允许对其它属]]></description><category></category></item><item><title><![CDATA[Google Host Patch自动获取脚本]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/7080383</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/7080383</guid><author>kamaliang</author><pubDate>Sat, 17 Dec 2011 18:01:42 +0800</pubDate><description><![CDATA[来自 https://plus.google.com/102216617437795883914/posts/EzYX2HJjm61
复制代码并保存为*.bat再运行!
@echo off
REM 欢迎圈我,在顶栏的"查找人员"处输入Felix Hsu即可
REM Patched by logicmd
REM 准备工作,先清一下DNS缓存,再备份hosts
ipconfig /flushdns]]></description><category></category></item><item><title><![CDATA[SQLite Transactions]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/7044954</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/7044954</guid><author>kamaliang</author><pubDate>Tue, 06 Dec 2011 10:18:41 +0800</pubDate><description><![CDATA[#include "../SQLite3/sqlite3.h"

#include 
#include 
#include 
#include 

#pragma comment(lib,"winmm.lib")

#define  TEST_TIMES 10000
#define  ONE_M      1048576

#define  TEST_SELECT
//#define  USE_T]]></description><category></category></item><item><title><![CDATA[boost::property_tree]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/6929392</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/6929392</guid><author>kamaliang</author><pubDate>Wed, 02 Nov 2011 17:49:54 +0800</pubDate><description><![CDATA[boost::property_tree 的解析xml模块是基于rapidXml的, 以下是两个例子:

例子1: 
#include 
#include 
#include 
#include 

using namespace std;

void ReadConfig()
{
  boost::property_tree::ptree pt;
        boost::proper]]></description><category></category></item><item><title><![CDATA[About Unity3D & Html5 & Flash]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/6915498</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/6915498</guid><author>kamaliang</author><pubDate>Fri, 28 Oct 2011 18:35:56 +0800</pubDate><description><![CDATA[* Unity和HTML5等并非威胁 Flash未必消亡: http://gamerboom.com/archives/40024
* Chris Hughes谈Flash游戏现状和技术竞争: http://gamerboom.com/archives/40208
* 阐述Flash游戏领域的授权和盈利模式: http://gamerboom.com/archives/40016
* Fla]]></description><category></category></item><item><title><![CDATA[5 Creepy Ways Video Games Are Trying to Get You Addicted]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/6890526</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/6890526</guid><author>kamaliang</author><pubDate>Thu, 20 Oct 2011 14:09:12 +0800</pubDate><description><![CDATA[本文转载于: http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html

译文请看: http://bbs.a9vg.com/thread-1984642-1-2.html

--------------------------------------]]></description><category></category></item><item><title><![CDATA[TortoiseSVN中Branching和Merging实践]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/6859809</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/6859809</guid><author>kamaliang</author><pubDate>Mon, 10 Oct 2011 16:47:28 +0800</pubDate><description><![CDATA[本文转载自:  http://blog.youkuaiyun.com/eggcalm/article/details/6606520


使用svn几年了，一直对分支和合并敬而远之，一来是因为分支的管理不该我操心，二来即使涉及到分支的管理，也不敢贸然使用合并功能，生怕合并出了问题对团队]]></description><category></category></item><item><title><![CDATA[Effective Exception Handling in Visual C++]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/6859244</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/6859244</guid><author>kamaliang</author><pubDate>Mon, 10 Oct 2011 15:02:21 +0800</pubDate><description><![CDATA[本文转自: http://www.codeproject.com/KB/exception/ExceptionHandlingInVCPP.aspx?msg=4047159#xx4047159xx



Introduction
This article describ]]></description><category></category></item><item><title><![CDATA[结构异常和C++异常]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/6855828</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/6855828</guid><author>kamaliang</author><pubDate>Sun, 09 Oct 2011 15:19:41 +0800</pubDate><description><![CDATA[注: 本文原出处不详!


Windows结构异常有如下几个特性：
1、它使用__try、__except、__finally和__leave关键字和RaiseException API；
2、它由Windows所支持，因此它不适合其它操作系统
3、它不处理C++对象]]></description><category></category></item><item><title><![CDATA[获取和修改计算机屏幕分辨率]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/6853234</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/6853234</guid><author>kamaliang</author><pubDate>Sat, 08 Oct 2011 17:38:18 +0800</pubDate><description><![CDATA[//获取分辨率
m_nWiondwMetricsX   =   ::GetSystemMetrics(SM_CXSCREEN);   
    m_nWiondwMetricsY   =   ::GetSystemMetrics(SM_CYSCREEN);  
//修改分辨率
D]]></description><category></category></item><item><title><![CDATA[Hamming weight最优解]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/6820568</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/6820568</guid><author>kamaliang</author><pubDate>Sun, 25 Sep 2011 21:58:22 +0800</pubDate><description><![CDATA[http://en.wikipedia.org/wiki/Hamming_weight]]></description><category></category></item><item><title><![CDATA[WebMatrix入门教程系列]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/6804145</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/6804145</guid><author>kamaliang</author><pubDate>Fri, 23 Sep 2011 15:38:37 +0800</pubDate><description><![CDATA[* WebMatrix教程(一)
 (关注Microsoft 的最新武器：建立你的第一个WebMatrix网站）
* WebMatrix教程(二)
 (关注Microsoft 的最新武器：基于空白项目建立你的WebMatrix网站[上篇]）
* WebMatrix教程(三]]></description><category></category></item><item><title><![CDATA[VS版本号控制]]></title><link>https://blog.youkuaiyun.com/kamaliang/article/details/6777251</link><guid>https://blog.youkuaiyun.com/kamaliang/article/details/6777251</guid><author>kamaliang</author><pubDate>Thu, 15 Sep 2011 10:33:24 +0800</pubDate><description><![CDATA[Visual Studio 一般在编译的时候不会自动增加程序集的版本号。如果每次编译都手动改的话太麻烦，用 * 的话版本号又没有明显的规律。所以上网找了一个 Visual Studio 插件：Versioning Controlled Build (A Visual Studio]]></description><category></category></item></channel></rss>