Articles from the inner product

《游戏引擎技术深探》是一系列专注于游戏引擎高级技术的文章,由Jonathan Blow撰写。该系列旨在为专业游戏开发者提供深入的技术内容,探讨游戏开发中不常触及的主题和技术实验。文章覆盖了图形渲染、动画系统、人工智能等多个方面。

The Inner Product is a monthly column dedicated to the exploration of game engine technology.  The column is written by Jonathan Blow; you can find the print version in Game Developer Magazine.  It's been running there since December 2001, when Jeff Lander concluded his run of the previous technical column, Graphic Content.  For links to other columns, see the list at the bottom of this page.

Over time, I will revise these articles to fix errata and make clarifications.  So feedback is helpful!  Drop me a line and let me know what you think.

Generally, the articles below differ from the versions printed in the magazine.  They come from my original drafts, so they are not as nicely laid out, and they don't contain the editors' grammar tweaks.  Some errata have already been fixed, and many segments that were cut for the magazine have been restored (the length limit for the print magazine is quite short.)

 

The Inner Product is aimed at practicing, professional game programmers who are already good at what they do.  At the time I started writing the column, I felt that most game-related technical articles were slanted toward beginner- and intermediate-level programmers; and that if you were already at the level where you could read SIGGRAPH papers and implement them effectively, then there wasn't much in the way of game-specific writing that was helpful to you.  Among the articles that did exist, I felt there was a lot of redundancy.  So with The Inner Product I set out to write about technical subjects at the edges of professional game developers' understanding (or at least my own personal understanding), and to perform experiments that may be useful to professional programmers but also out-of-the-ordinary enough that people would not have explored those directions themselves.  As I said in the first column, "if it wouldn't have been new and useful information to me 2 months ago, then I won't write it."

The name of the column signifies several things at once.  The "inner product" is a mathematical operation, also commonly known as the "dot product"; this operation takes two vectors, which can be quite large many-dimensional quantities, and it crunches them together and yields for you a simple scalar value, telling you something about the relationship between those vectors.  Accordingly, in the column I aspire to take complex-seeming subjects and distill them into their simpler essence, to find the kernel at the heart of the matter.  Secondly, the name "inner product" signifies that we're building the mechanisms deep inside a game; whereas the players of a game see mostly the outer parts of the product (texture maps, 3D meshes and the like), it's that inner engine that makes it all possible.  Thirdly, the name is a meditation on the idea of game development as self-improvement.  All the mathematical and algorithmic knowledge, engineering, and discipline required for a modern game are difficult things to cultivate; whereas we employ them to build a tangible, outerly visible product (a game), perhaps the real value is that we are honing our ability to create and refining our understanding of the world.

 

Rights to reproduce these articles in print media are held by CMP Media, LLC.  However, I retain electronic distribution rights, and I'm happy to pass these along to you.  You can feel free to copy these articles, put them up on your own site, or whatever you want, provided you don't be a jerk about it (e.g. don't claim that you wrote them; and if you edit them, please make it clear to the reader that they are edited).

 

Articles Organized by Subject (an article may be classified under multiple subjects):

Graphics:

Mipmapping 1 (December 2001)
Mipmapping 2 (January 2002)
Rendering Level-of-Detail Forecast (August 2002)
Unified Rendering LOD 1 (March 2003)
Unified Rendering LOD 2 (April 2003)
Unified Rendering LOD 3 (May 2003)
Unified Rendering LOD 4 (June 2003)
Unified Rendering LOD 5 (July 2003)

 

Animation:

Hacking Quaternions (March 2002)
IK with Quaternion Joint Limits (April 2002)
Understanding Slerp, Then Not Using It (April 2004)

Math:

Mathematical Growing Pains (February 2002)
Hacking Quaternions (March 2002)
IK with Quaternion Joint Limits (April 2002)
My Friend, The Covariance Body (September 2002)
Understanding Slerp, Then Not Using It (April 2004)

 

AI:

Toward Better Scripting 1 (October 2002)
Toward Better Scripting 2 (November 2002)
Predicate Logic (December 2003)

Networking:

Packing Integers (May 2002)
Scalar Quantization (June 2002)
Transmitting Vectors (July 2002)
Arithmetic Coding 1 (August 2003)
Arithmetic Coding 2 (September 2003)
Adaptive Compression Across Unreliable Networks (October 2003)
Piecewise Linear Data Models (November 2003)

Scripting Languages:

Toward Better Scripting 1 (October 2002)
Toward Better Scripting 2 (November 2002)
Predicate Logic (December 2003)
Lerp 1 (January 2004)
Lerp 2 (February 2004)
Lerp 3 (March 2004)

 

Tools:

Interactive Profiling 1 (December 2002)
Interactive Profiling 2 (January 2003)
Interactive Profiling 3 (February 2003)

Misc:

Miscellaneous Rants (May 2004)
Experiments I'd Like to Work On (June 2004)

 

 

Articles Organized Chronologically:

Mipmapping 1 (December 2001)
Mipmapping 2 (January 2002)
Mathematical Growing Pains (February 2002)
Hacking Quaternions (March 2002)
IK with Quaternion Joint Limits (April 2002)
Packing Integers (May 2002)
Scalar Quantization (June 2002)
Transmitting Vectors (July 2002)
Rendering Level-of-Detail Forecast (August 2002)
My Friend, The Covariance Body (September 2002)
Toward Better Scripting 1 (October 2002)
Toward Better Scripting 2 (November 2002)
Interactive Profiling 1 (December 2002)
Interactive Profiling 2 (January 2003)
Interactive Profiling 3 (February 2003)
Unified Rendering LOD 1 (March 2003)
Unified Rendering LOD 2 (April 2003)
Unified Rendering LOD 3 (May 2003)
Unified Rendering LOD 4 (June 2003)
Unified Rendering LOD 5 (July 2003)
Arithmetic Coding 1 (August 2003)
Arithmetic Coding 2 (September 2003)
Adaptive Compression Across Unreliable Networks (October 2003)
Piecewise Linear Data Models (November 2003)
Predicate Logic (December 2003)
Lerp 1 (January 2004)
Lerp 2 (February 2004)
Lerp 3 (March 2004)
Understanding Slerp, Then Not Using It (April 2004)
Miscellaneous Rants (May 2004)
Experiments I'd Like to Work On (June 2004)

 


Other Game Developer Magazine technical columnists:

Jeff Lander's Game Developer Companion page

Brian Hook's page doesn't actually have his articles right now, but maybe that will change sometime in the future.

Chris Hecker's Game Developer articles

 

 

[number-none.com]    [Jonathan Blow's home page]

【无人机】基于改进粒子群算法的无人机路径规划研究[和遗传算法、粒子群算法进行比较](Matlab代码实现)内容概要:本文围绕基于改进粒子群算法的无人机路径规划展开研究,重点探讨了在复杂环境中利用改进粒子群算法(PSO)实现无人机三维路径规划的方法,并将其与遗传算法(GA)、标准粒子群算法等传统优化算法进行对比分析。研究内容涵盖路径规划的多目标优化、避障策略、航路点约束以及算法收敛性和寻优能力的评估,所有实验均通过Matlab代码实现,提供了完整的仿真验证流程。文章还提到了多种智能优化算法在无人机路径规划中的应用比较,突出了改进PSO在收敛速度和全局寻优方面的优势。; 适合人群:具备一定Matlab编程基础和优化算法知识的研究生、科研人员及从事无人机路径规划、智能优化算法研究的相关技术人员。; 使用场景及目标:①用于无人机在复杂地形或动态环境下的三维路径规划仿真研究;②比较不同智能优化算法(如PSO、GA、蚁群算法、RRT等)在路径规划中的性能差异;③为多目标优化问题提供算法选型和改进思路。; 阅读建议:建议读者结合文中提供的Matlab代码进行实践操作,重点关注算法的参数设置、适应度函数设计及路径约束处理方式,同时可参考文中提到的多种算法对比思路,拓展到其他智能优化算法的研究与改进中。
标题中的"EthernetIP-master.zip"压缩文档涉及工业自动化领域的以太网通信协议EtherNet/IP。该协议由罗克韦尔自动化公司基于TCP/IP技术架构开发,已广泛应用于ControlLogix系列控制设备。该压缩包内可能封装了协议实现代码、技术文档或测试工具等核心组件。 根据描述信息判断,该资源主要用于验证EtherNet/IP通信功能,可能包含测试用例、参数配置模板及故障诊断方案。标签系统通过多种拼写形式强化了协议主题标识,其中"swimo6q"字段需结合具体应用场景才能准确定义其技术含义。 从文件结构分析,该压缩包采用主分支命名规范,符合开源项目管理的基本特征。解压后预期可获取以下技术资料: 1. 项目说明文档:阐述开发目标、环境配置要求及授权条款 2. 核心算法源码:采用工业级编程语言实现的通信协议栈 3. 参数配置文件:预设网络地址、通信端口等连接参数 4. 自动化测试套件:包含协议一致性验证和性能基准测试 5. 技术参考手册:详细说明API接口规范与集成方法 6. 应用示范程序:展示设备数据交换的标准流程 7. 工程构建脚本:支持跨平台编译和部署流程 8. 法律声明文件:明确知识产权归属及使用限制 该测试平台可用于构建协议仿真环境,验证工业控制器与现场设备间的数据交互可靠性。在正式部署前开展此类测试,能够有效识别系统兼容性问题,提升工程实施质量。建议用户在解压文件后优先查阅许可协议,严格遵循技术文档的操作指引,同时需具备EtherNet/IP协议栈的基础知识以深入理解通信机制。 资源来源于网络分享,仅用于学习交流使用,请勿用于商业,如有侵权请联系我删除!
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