<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[商]]></title><description><![CDATA[求生命中的加数]]></description><link>https://blog.youkuaiyun.com/lircstar</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; lircstar]]></copyright><item><title><![CDATA[杜利奥定理]]></title><link>https://blog.youkuaiyun.com/lircstar/article/details/2911692</link><guid>https://blog.youkuaiyun.com/lircstar/article/details/2911692</guid><author>lircstar</author><pubDate>Thu, 11 Sep 2008 09:27:00 +0800</pubDate><description><![CDATA[杜利奥定理（一）什么是杜利奥定理：　 美国作家杜利奥提出，没有什么比失去热忱更使人觉得垂垂老矣。因为精神状态不佳，一切都将处于不佳状态。这就是著名的“杜利奥定理”。（二）杜利奥定理的启示：　 1、态度决定一切，成功往往来自于积极的思维。　 2、态度是一种先入为主的东西。好的制度能弥补不足，坏的态度则会使优势变成劣势。你的态度决定了你的]]></description><category></category></item><item><title><![CDATA[Blessing or Misfortune?]]></title><link>https://blog.youkuaiyun.com/lircstar/article/details/2902775</link><guid>https://blog.youkuaiyun.com/lircstar/article/details/2902775</guid><author>lircstar</author><pubDate>Tue, 09 Sep 2008 10:16:00 +0800</pubDate><description><![CDATA[         Near Chinas northern borders lived a man well versed in the practices of Taoism. His horse, for no reason at all, got into the territory of the northern tribes. Everyone commiserated with hi]]></description><category></category></item><item><title><![CDATA[Should the naming rights of National Stadium to be sold? (by self)]]></title><link>https://blog.youkuaiyun.com/lircstar/article/details/2902581</link><guid>https://blog.youkuaiyun.com/lircstar/article/details/2902581</guid><author>lircstar</author><pubDate>Tue, 09 Sep 2008 09:49:00 +0800</pubDate><description><![CDATA[Should the naming rights of National Stadium to be sold?This is really hard topic. Affirmative opinion,  we should hope to keep it.,tt is our countrys hornor, and it is respresent the history of Chin]]></description><category></category></item><item><title><![CDATA[The 90s begin on their college life, catastrophic or promised? (by self)]]></title><link>https://blog.youkuaiyun.com/lircstar/article/details/2864421</link><guid>https://blog.youkuaiyun.com/lircstar/article/details/2864421</guid><author>lircstar</author><pubDate>Tue, 02 Sep 2008 07:55:00 +0800</pubDate><description><![CDATA[  The 90s begin on their college life, catastrophic or promised?Maybe this topic is not for me. Because I am a 70s.Although,  Id like to express my opinion of the topic.We just have a survey re]]></description><category></category></item><item><title><![CDATA[小谈Online-game服务器端设计（4）]]></title><link>https://blog.youkuaiyun.com/lircstar/article/details/2857593</link><guid>https://blog.youkuaiyun.com/lircstar/article/details/2857593</guid><author>lircstar</author><pubDate>Sun, 31 Aug 2008 22:58:00 +0800</pubDate><description><![CDATA[ 小谈Online-game服务器端设计（4）　　　在这一章节，我想谈谈关于服务器端的脚本的相关设计。因为在上一章节里面，谈NPC智能相关的时候已经接触到一些脚本相关的东东了。还是先来谈谈脚本的作用吧。　　在基于编译的服务器端程序中，是无法在程序的运行过程中构建一些东西的，那么这个时候就需要脚本语言的支持了，由于脚本语言涉及到逻辑判断，所以光提供一些函数接口是没]]></description><category></category></item><item><title><![CDATA[小谈Online-game服务器端设计（3）]]></title><link>https://blog.youkuaiyun.com/lircstar/article/details/2857579</link><guid>https://blog.youkuaiyun.com/lircstar/article/details/2857579</guid><author>lircstar</author><pubDate>Sun, 31 Aug 2008 22:55:00 +0800</pubDate><description><![CDATA[  小谈Online-game服务器端设计（3）　　下面我想来谈谈关于服务器上NPC的设计以及NPC智能等一些方面涉及到的问题。首先，我们需要知道什么是NPC，NPC需要做什么。NPC的全称是（Non-Player Character），很显然，他是一个character，但不是玩家，那么从这点上可以知道，NPC的某些行为是和玩家类似的，他可以行走，可以战斗，可]]></description><category></category></item><item><title><![CDATA[小谈Online-game服务器端设计（1、2）]]></title><link>https://blog.youkuaiyun.com/lircstar/article/details/2857555</link><guid>https://blog.youkuaiyun.com/lircstar/article/details/2857555</guid><author>lircstar</author><pubDate>Sun, 31 Aug 2008 22:50:00 +0800</pubDate><description><![CDATA[小谈Online-game服务器端设计（1、2）         谈这个话题之前，首先要让大家知道，什么是服务器。在网络游戏中，服务器所扮演的角色是同步，广播和服务器主动的一些行为，比如说天气，NPC AI之类的，之所以现在的很多网络游戏服务器都需要负担一些游戏逻辑上的运算是因为为了防止客户端的作弊行为。了解到这一点，那么本系列的文章将分为两部分来谈谈网络游戏服务器的设计，一部分是讲如何做]]></description><category></category></item><item><title><![CDATA[带宽限制下的视觉实体属性传播 ]]></title><link>https://blog.youkuaiyun.com/lircstar/article/details/2854084</link><guid>https://blog.youkuaiyun.com/lircstar/article/details/2854084</guid><author>lircstar</author><pubDate>Sat, 30 Aug 2008 23:49:00 +0800</pubDate><description><![CDATA[带宽限制下的视觉实体属性传播 1. Introduction 简介 The Saga of Ryzom is a persistent massively-multiplayer online game (MMORPG) released in September 2004 throughout Europe and North America, localised in 3 ]]></description><category></category></item><item><title><![CDATA[网络游戏的位置同步]]></title><link>https://blog.youkuaiyun.com/lircstar/article/details/2854033</link><guid>https://blog.youkuaiyun.com/lircstar/article/details/2854033</guid><author>lircstar</author><pubDate>Sat, 30 Aug 2008 23:20:00 +0800</pubDate><description><![CDATA[网络游戏的位置同步 Blog: http://blog.youkuaiyun.com/lfhfutMSN: beyondlimit2001@hotmail.comQQ: 26085163 　　有关位置同步的方案实际上已经比较成熟，网上也有比较多的资料可供参考。在《带宽限制下的视觉实体属性传播》一文中，作者也简单提到了位置同步方案的构造过程，但涉及到细节的地方没有深入，这里专门针对这一主题做些回顾。]]></description><category></category></item><item><title><![CDATA[网络游戏的位置同步 ]]></title><link>https://blog.youkuaiyun.com/lircstar/article/details/2854019</link><guid>https://blog.youkuaiyun.com/lircstar/article/details/2854019</guid><author>lircstar</author><pubDate>Sat, 30 Aug 2008 23:16:00 +0800</pubDate><description><![CDATA[网络游戏的位置同步 Blog: http://blog.youkuaiyun.com/lfhfutMSN: beyondlimit2001@hotmail.comQQ: 26085163  　　有关位置同步的方案实际上已经比较成熟，网上也有比较多的资料可供参考。在《带宽限制下的视觉实体属性传播》一文中，作者也简单提到了位置同步方案的构造过程，但涉及到细节的地方没有深入，这里专门]]></description><category></category></item></channel></rss>