<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[runmasterdd的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/runmasterdd</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; runmasterdd]]></copyright><item><title><![CDATA[图形学中的剔除技术]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/139223804</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/139223804</guid><author>runmasterdd</author><pubDate>Mon, 27 May 2024 00:27:38 +0800</pubDate><description><![CDATA[本文主要介绍图形学里常见的剔除技术]]></description><category></category></item><item><title><![CDATA[AMD1.0 Screen Probe改进分析]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/137508499</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/137508499</guid><author>runmasterdd</author><pubDate>Mon, 08 Apr 2024 14:36:22 +0800</pubDate><description><![CDATA[Screen Probe改进分析]]></description><category></category></item><item><title><![CDATA[UE5.1 Lumen Indirect Diffuse Lighting分析]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/137507636</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/137507636</guid><author>runmasterdd</author><pubDate>Mon, 08 Apr 2024 14:23:08 +0800</pubDate><description><![CDATA[UE5.1 Lumen Indirect Diffuse Lighting ]]></description><category></category></item><item><title><![CDATA[全局光照加速结构]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/137507536</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/137507536</guid><author>runmasterdd</author><pubDate>Mon, 08 Apr 2024 14:17:17 +0800</pubDate><description><![CDATA[全局光照加速结构]]></description><category></category></item><item><title><![CDATA[C++中的const关键字]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/134045459</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/134045459</guid><author>runmasterdd</author><pubDate>Wed, 25 Oct 2023 22:54:06 +0800</pubDate><description><![CDATA[因为底层const指针指向的对象一定是常量，拷贝时复制的是指针指向的对象，所以对象是常量，接收他的指针必须是指向常量的指针也就是底层const指针。，因为该指针本身是个常量，但是他指向的内容不是常量，而拷贝是拷贝指针指向的内容，跟指针本身没有关系。个人理解：const可以将为临时变量创建空间长期储存，所以const引用便可以引用右值了。从上图可以看出顶层const可以理解为常量指针，也就是指针本身就是个常量，不可更改，底层const(pointer->const)代表指向的对象是常量。]]></description><category></category></item><item><title><![CDATA[MVP矩阵变换详解]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/133495120</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/133495120</guid><author>runmasterdd</author><pubDate>Tue, 03 Oct 2023 23:32:28 +0800</pubDate><description><![CDATA[MVP矩阵变换的详细推导和个人理解]]></description><category></category></item><item><title><![CDATA[GAMES202作业5]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/133394693</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/133394693</guid><author>runmasterdd</author><pubDate>Fri, 29 Sep 2023 01:33:31 +0800</pubDate><description><![CDATA[GAMES202作业5笔记]]></description><category></category></item><item><title><![CDATA[GAMES202作业4]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/133240253</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/133240253</guid><author>runmasterdd</author><pubDate>Sun, 24 Sep 2023 20:30:46 +0800</pubDate><description><![CDATA[GAMES202作业4笔记]]></description><category></category></item><item><title><![CDATA[GAMES202作业3]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/133134853</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/133134853</guid><author>runmasterdd</author><pubDate>Thu, 21 Sep 2023 17:48:10 +0800</pubDate><description><![CDATA[GAMES202作业3笔记]]></description><category></category></item><item><title><![CDATA[GAMES202作业2]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/133003898</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/133003898</guid><author>runmasterdd</author><pubDate>Wed, 20 Sep 2023 01:20:06 +0800</pubDate><description><![CDATA[GAMES202作业2笔记]]></description><category></category></item><item><title><![CDATA[GAMES202作业1]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/132974568</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/132974568</guid><author>runmasterdd</author><pubDate>Tue, 19 Sep 2023 00:29:53 +0800</pubDate><description><![CDATA[GAMES202作业1笔记]]></description><category></category></item><item><title><![CDATA[飞机大战学习心得（Dev-C++）]]></title><link>https://blog.youkuaiyun.com/runmasterdd/article/details/122075942</link><guid>https://blog.youkuaiyun.com/runmasterdd/article/details/122075942</guid><author>runmasterdd</author><pubDate>Thu, 23 Dec 2021 09:15:29 +0800</pubDate><description><![CDATA[在c语言中,我们要用代码来做游戏就必须得去实现代码与图形界面接口的互联，也就是要通过按键的输入与输出来控制游戏的进行，所以以下几个头文件是必不可少的



stdio函数就不用我多说了。

windows.h函数可以获得程序的权柄，涉及到了Windows内核API，图形界面接口，图形设备函数等重要的功能。简而言之我们可以通过windows.h来获取程序的控制权并且修改界面的相关信息。具体可以参考c语言 #include&lt;windows.h&gt;是写什么的头文件？_百度知道 (baidu.com...]]></description><category></category></item></channel></rss>