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游戏开发者之家

调整帧的密度 Ctrl Alt 鼠标右键. 多选子物体 选中多个根节点后 ctrl PangDown. 动作混合 在混合器中加入动作轨- 载入动画片段- 设置过滤骨骼。 模拟定帧 添加时间扭曲- 在动画上创建分割线- 拖动分割线上部分调整缩放。 多人运动 复制一堆对象- 运动流模式- 共享运动流- 新建- 添加Bip- 在多个对象中播放运动流(绿箭头)- 确定- 显示图形- 弹出界面中选择随机开始剪辑- 右侧创建随机运动- 去掉创建统一运动- 创建共享该运动流的所有Biped的运动。 顶点缝合 选中模型- 修改- 顶点- 焊接- 设置参数为0.01。 隐藏部件 修改- 多边形- 选择相关面片- 隐藏选定对象. 修改- 添加修改器(编辑多边形)- 选择 元素 - 附加- 选择骨骼点. 选中对应的模型- 编辑修改器中添加蒙皮- 在骨骼中选择添加- 添加对应骨骼- 更改封套范围进行权重设置. 局部复制 选择部分封套- 封套属性- 复制/粘贴. 细修 封套- 参数- 选择 勾选顶点,可在下面手动修改权重,也可以打开权重工具界面详细设置. Scroll Segmented Control Swift. Title...

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游戏开发者之家 | gamedev.com.cn Reviews
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DESCRIPTION
调整帧的密度 Ctrl Alt 鼠标右键. 多选子物体 选中多个根节点后 ctrl PangDown. 动作混合 在混合器中加入动作轨- 载入动画片段- 设置过滤骨骼。 模拟定帧 添加时间扭曲- 在动画上创建分割线- 拖动分割线上部分调整缩放。 多人运动 复制一堆对象- 运动流模式- 共享运动流- 新建- 添加Bip- 在多个对象中播放运动流(绿箭头)- 确定- 显示图形- 弹出界面中选择随机开始剪辑- 右侧创建随机运动- 去掉创建统一运动- 创建共享该运动流的所有Biped的运动。 顶点缝合 选中模型- 修改- 顶点- 焊接- 设置参数为0.01。 隐藏部件 修改- 多边形- 选择相关面片- 隐藏选定对象. 修改- 添加修改器(编辑多边形)- 选择 元素 - 附加- 选择骨骼点. 选中对应的模型- 编辑修改器中添加蒙皮- 在骨骼中选择添加- 添加对应骨骼- 更改封套范围进行权重设置. 局部复制 选择部分封套- 封套属性- 复制/粘贴. 细修 封套- 参数- 选择 勾选顶点,可在下面手动修改权重,也可以打开权重工具界面详细设置. Scroll Segmented Control Swift. Title...
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1 游戏开发者之家
2 wwwgamedev.com cn
3 chipmunk
4 cocos2d
5 cocos2d js
6 cocos2d lua
7 cocos2d x
8 stackoverflow精选
9 unity3d
10 基础知识
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游戏开发者之家 | gamedev.com.cn Reviews

https://gamedev.com.cn

调整帧的密度 Ctrl Alt 鼠标右键. 多选子物体 选中多个根节点后 ctrl PangDown. 动作混合 在混合器中加入动作轨- 载入动画片段- 设置过滤骨骼。 模拟定帧 添加时间扭曲- 在动画上创建分割线- 拖动分割线上部分调整缩放。 多人运动 复制一堆对象- 运动流模式- 共享运动流- 新建- 添加Bip- 在多个对象中播放运动流(绿箭头)- 确定- 显示图形- 弹出界面中选择随机开始剪辑- 右侧创建随机运动- 去掉创建统一运动- 创建共享该运动流的所有Biped的运动。 顶点缝合 选中模型- 修改- 顶点- 焊接- 设置参数为0.01。 隐藏部件 修改- 多边形- 选择相关面片- 隐藏选定对象. 修改- 添加修改器(编辑多边形)- 选择 元素 - 附加- 选择骨骼点. 选中对应的模型- 编辑修改器中添加蒙皮- 在骨骼中选择添加- 添加对应骨骼- 更改封套范围进行权重设置. 局部复制 选择部分封套- 封套属性- 复制/粘贴. 细修 封套- 参数- 选择 勾选顶点,可在下面手动修改权重,也可以打开权重工具界面详细设置. Scroll Segmented Control Swift. Title...

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游戏开发者之家 » unity3d

http://www.gamedev.com.cn/category/unity3d

8216;unity3d’ 分类的存档. 原文地址: http:/ blog.csdn.net/cocos2der/article/details/44957631. 打开模板文件 Unity.app/Contents/Resources/ScriptTemplates/81-C# Script-NewBehaviourScript.cs.txt. Created by #SMARTDEVELOPERS# on #CREATIONDATE#. System.Collections; public. SCRIPTNAME# : MonoBehaviour { / Use this for initialization. Start () / Update is called once per frame. Update () }. Created by YanghuiLiu on 04/09/2015. System.Collections; public. TestClass : MonoBehaviour { / Use this for initialization. Update () }.

2

游戏开发者之家 » Scroll Segmented Control(Swift)

http://www.gamedev.com.cn/archive/943

Scroll Segmented Control Swift. Scroll Segmented Control Swift. Created by LiuYanghui on 2017/1/10. Import UIKit / MARK: - SwiftySegmentedControl. IBDesignable open class SwiftySegmentedControl: UIControl { / MARK: IndicatorView. Fileprivate class IndicatorView: UIView { / MARK: Properties. TitleMaskView = UIView() fileprivate let. Line = UIView() fileprivate let. LineHeight: CGFloat = 2.0. CornerRadius: CGFloat = 0. Frame: CGRect { didSet { titleMaskView.frame = frame let. LineFrame = CGRect(x: 0. Indic...

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游戏开发者之家 » 未分类

http://www.gamedev.com.cn/category/uncategorized

8216;未分类’ 分类的存档. 置顶] 房卡麻将分析系列 牌局回放 之 播放处理. 房卡麻将分析系列 牌局回放 之 播放处理. 实话讲,好久没用过 SQL Server 来做数据库了, 网狐的服务器是基于WIN,IOCP, SQL Server 这套路子。 当客户端在进入战绩界面时,会向登录服务器发送SUB GP GAME RECORD LIST消息,请求当前玩家的所有参与过的房间据,也就是 dbo.PrivateGameRecord中与玩家相关的数据列表。 当玩家看到这条信息后,如果想查看每一局的战局,会再点击详情按钮,这时客户端会向登录服务器再次发送SUB GP GAME RECORD CHILD消息,同上面的流程大体一致,经过这样一个来回,客户端会得到房间中每局的详细数据,. GameRecordOperateResult& kAction = m pGameRecord- kAction[m iActRecordIdex];. Int iChairID = (m wRecordSelfChairID-kAction.wOperateUser MAX PLAYER)%MAX PLAYER;.

4

游戏开发者之家 » html5

http://www.gamedev.com.cn/category/html5

8216;html5’ 分类的存档. HTML5梦幻之旅 – 炫酷的节日贺卡. 考虑到本次开发需要的功能不多,所以就没有用库件了,利用纯Html5 Canvas API来完成本次梦幻之旅 节日贺卡。 哎呀,看到了截图,各位是不是领悟了传说中的炫酷华丽 luàn qī bā zāo. 测试地址 http:/ wyh.wjjsoft.com/demo/greeting card/. FFFFFF, #FFFFFF, #FFFFFF, #FFFFFF], [#FFFFFF, #FFFFFF, #FFFFFF, #FFFFFF], [#FFFFFF, #FFFFFF, #FFFFFF, #FFFFFF], [#FFFFFF, #FFFFFF, #FFFFFF, #FFFFFF] ]. 000000, #FFFFFF, #FFFFFF, #FFFFFF], [#FFFFFF, #FFFFFF, #FFFFFF, #FFFFFF], [#FFFFFF, #FFFFFF, #FFFFFF, #FFFFFF], [#FFFFFF, #FFFFFF, #FFFFFF, #FFFFFF] ]. DOCTYPE html h...

5

游戏开发者之家 » unity3d

http://www.gamedev.com.cn/category/stackoverflow/unity3d-stackoverflow

8216;unity3d’ 分类的存档. Cocos2d-x using ns cc. I need to know what is the functionality of this sentence in Cocos2D-X in C :. Include "HelloWorldScene.h" #include "SimpleAudioEngine.h" #include "GameOverScene.h" USING NS CC; HelloWorld: HelloWorld() { if ( targets) { targets- release(); targets = NULL; } if ( projectiles) { projectiles- release(); projectiles = NULL; } / cpp don't need to call super dealloc / virtual destructor will do this }. From Learning Cocos2d-x Game Development. USING NS CC;. It works...

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Victoria King | Portfolio

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A comunidade brasileira de desenvolvimento e programação de jogos. A GameDev nasceu para representar a força do Brasil em desenvolvimento de jogos, aqui é o lugar de quem adora jogar e ama fazer jogos, de qualquer tamanho ou qualidade, para qualquer propósito, o importante é a informação compartilhada e o divertimento de todos. Aqui qualquer um pode soltar a sua imaginação para o público sem custo nenhum, um canal de divulgação sem fronteiras. Dar vida a um byte não é milagre, é arte! Nike air max 90.

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游戏开发者之家

调整帧的密度 Ctrl Alt 鼠标右键. 多选子物体 选中多个根节点后 ctrl PangDown. 动作混合 在混合器中加入动作轨- 载入动画片段- 设置过滤骨骼。 模拟定帧 添加时间扭曲- 在动画上创建分割线- 拖动分割线上部分调整缩放。 多人运动 复制一堆对象- 运动流模式- 共享运动流- 新建- 添加Bip- 在多个对象中播放运动流(绿箭头)- 确定- 显示图形- 弹出界面中选择随机开始剪辑- 右侧创建随机运动- 去掉创建统一运动- 创建共享该运动流的所有Biped的运动。 顶点缝合 选中模型- 修改- 顶点- 焊接- 设置参数为0.01。 隐藏部件 修改- 多边形- 选择相关面片- 隐藏选定对象. 修改- 添加修改器(编辑多边形)- 选择 元素 - 附加- 选择骨骼点. 选中对应的模型- 编辑修改器中添加蒙皮- 在骨骼中选择添加- 添加对应骨骼- 更改封套范围进行权重设置. 局部复制 选择部分封套- 封套属性- 复制/粘贴. 细修 封套- 参数- 选择 勾选顶点,可在下面手动修改权重,也可以打开权重工具界面详细设置. Scroll Segmented Control Swift. Title...

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Game Dev Club

Welcome To The Game Dev Club. Join Our Facebook Group! Come To A Meeting! Check Out Our Previous Projects! Welcome Join Our FB Group! Come To A Meeting! We'll be back in fall quarter. Our Projects Take A Look At Our Past Projects. Who Is This Club For? Anyone who's interested in game development! Programming or artistic skills aren't required at all. Though they might be helpful, they certainly aren't necessary for getting a general idea of how things work. What're We Doing Next Fall? We'll be having a d...