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楼主: kingsimba0511

哪里可以卖我的文章?

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发表于 2006-9-28 13:15:00 | 显示全部楼层

Re:哪里可以卖我的文章?

有没有中文的,给个目录看看,需要就买。

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发表于 2006-9-28 13:37:00 | 显示全部楼层

Re: Re:哪里可以卖我的文章?

kingsimba0511: Re:哪里可以卖我的文章?

tarkey,你是谁啊?我很多年不在网上露面啦。呵呵


没错,是你了。。。- -;
好久没见的说,呵呵,你还在北京?
游戏创造我有不少朋友,你加我msn聊,我帮你问问。
MSN: xiataiyi@hotmail.com

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发表于 2006-9-28 14:26:00 | 显示全部楼层

Re:哪里可以卖我的文章?

游戏创造?程序员杂志的那个?

楼上能不能建议他们登一些有价值的技术文章?
上个月我买了之后,感觉就像是买了本休闲时尚杂志,只能在上洗手间的时候翻翻。没有什么太大的价值。至少也应该有一些图形领域最新发展方向的内容吧?

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 楼主| 发表于 2006-9-28 14:34:00 | 显示全部楼层

Re:哪里可以卖我的文章?

这个是介绍,中文的正在写。

我想还是放在GamaSutra或者GameDev.net吧,能挣稿费的希望比较渺茫。

When developing casual games, a problem we often face is to create a pure 2D render base without 3D acceleration and create the exact same effect. But this is never an easy task if you think it seriously. The culprit this time is combination explosion. Let me explain it to you.   

We've been familiar with the concept of bitblt, color-keyed or with alpha blending. But really, they are just two kinds of pixel blending methods. It's easy to enumerate more methods such as additive, subtractive, color fill, color-keyed color fill, alpha blending with color mask, red channel only, bitblt with pixel format conversion. And this isn't over. As for pixel format, we have R5G5B5, R5G6B6, X8R8G8B8 and B8G8R8. Finally, for sampling methods, we have versions with/without stretching and rotating. So if you are going to make a full functional 2D render base compatible with the 3D version, we will have to write a hell of functions:

The number of functions = number of blending methods * number of sampling methods * number of pixel formats

The recipe to this problem is policy based design, as suggested in the book Modern C++ Design: Generic Programming and Design Patterns Applied by Scott Meyers. I'm going to offer a c++ file with the length of only several hundreds of lines. But it's functional complete and its efficiency can compete the handcrafted code without ASM optimization. (Template specialization allows you to add as much optimization as you want at a later stage. I'll show you some examples.) The biggest winning point of this design is that it allows you to extend the code base to support new blending methods or new pixel formats with only several tens of lines of code!

Solving the Hell of Combination
-- A 2D render base using policy based design

Table of Contents

2D? Why bother?
The difficulty of making a 2D render base
Brutal force solution
A suggested solution using policy based design
    What’s policy based design?
    Pixel Policy
    Surface
    Raster operation policy
    Combine the policies
    Optimize with templete specialization
    Stretching and rotating
    Pixel Format Conversion
    More raster operations
    Benchmark
After thoughts -- Things to think before slamming it into your engine
    Error Checking
    Design it fast before coding it fast
    Using high level optimization (Dirty region) before using ASM

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发表于 2006-10-17 22:19:00 | 显示全部楼层

Re:哪里可以卖我的文章?

遭遇了……
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