第一行代码-第二版-书中源代码
2022-04-06 01:21:09 59.22MB 第一行代码 源代码 安卓 移动开发
内容索引:VC/C++源码,随书源码,随书源码  C++ 沉思录随书实例源代码,运行于C++环境,都是些小程序,C++打基础的用户学习学习。
2022-04-03 17:13:59 48KB VC/MFC源代码 随书源码
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verilog 数字系统设计 -RTL综合 测试平台与验证(第二版)书中 源代码 从学校图书馆借的原书cd直接拷贝的 电子工业出版社
2022-03-11 22:31:01 375KB verilog rtl synthesis testbench
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的完整书和完整源代码
2022-03-08 18:20:01 124.91MB OpenCV pdf 源代码
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数字图像处理(书及源代码) 大全 收集整齐 书籍所有代码已整理
2022-01-21 23:33:23 1.73MB 数字图像处理 源代码
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《Linux环境编程图文指南》-PDF+Codes,本书内容囊括了Linux系统操作细节,Shell脚本编程精要,各种编程环境所需要解决的技术点,以及在Linux环境下的C语言编程技术、并发编程技术和音/视频编程等核心内容。
2022-01-16 16:34:37 49.23MB 嵌入式 linux
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Windows程序设计第五版中文PDF(含书完整源代码)共7部分,请下载完整,否则解压不了!
2022-01-14 13:00:00 8.58MB Windows程序设计第五版
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本科及硕士研究生数值分析教材的实验指导,内部含有相关源代码,对于一些常见算法的实现有很强的实践性
2022-01-01 19:32:27 867KB 数值分析 指导书 源代码
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中南大学 电子信息工程专业 EDA课程设计指导书及源代码,设计内容:基于verilog HDL 16位RISC CPU设计与仿真,采用5级流水线。开发工具:quartusII, modelsim
2021-12-30 10:14:10 971KB 中南大学 EDA课程设计 cpu verilog源码
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CruiseYoung提供的带有详细书签的电子书籍目录 http://blog.csdn.net/fksec/article/details/7888251 该资料是《游戏编程精粹8》一书的随书光盘代码:共两部分,这是第1部分 游戏编程精粹8 基本信息 中文名: 游戏编程精粹8 原名: Game Programming Gems 8 作者: Adam Lake 图书分类: 软件 资源格式: PDF 版本: 插图版 出版社: Course Technology 书号: 1584507020 发行时间: 2010年03月01日 地区: 美国 语言: 英文 内容简介 本书为《Game Programming Gems》系列的第八卷。在这一版当中,我们将广泛地探讨重要的实时图形方面,如Larrabee, PlayStation 3, 以及DirectX 11计算着色器。此外在本书中,处在第一线的业内顶级开发商如:Blizzard,id, Bizarre Creations, Nexon,以及Intel's Advanced Visual Computing group,还分享了他们如何以最佳的方式利用图形硬件为游戏创建高品质视觉效果的真知灼见。 目录 Face -15 Contents -12 Preface -6 Contributors -1 Section 1 Graphics 1 Introduction 1 1.1 Fast Font Rendering with Instancing 3 1.2 Principles and Practice of Screen Space Ambient Occlusion 12 1.3 Multi-Resolution Deferred Shading 32 1.4 View Frustum Culling of Catmull-Clark Patches in DirectX 11 39 1.5 Ambient Occlusion Using DirectX Compute Shader 50 1.6 Eye-View Pixel Anti-Aliasing for Irregular Shadow Mapping 74 1.7 Overlapped Execution on Programmable Graphics Hardware 90 1.8 Techniques for Effective Vertex and Fragment Shading on the SPUs 101 Section 2 Physics and Animation 119 Introduction 119 2.1 A Versatile and Interactive Anatomical Human Face Model 121 2.2 Curved Paths for Seamless Character Animation 132 2.3 Non-Iterative, Closed-Form, Inverse Kinematic Chain Solver (NCF IK) 141 2.4 Particle Swarm Optimization for Game Programming 152 2.5 Improved Numerical Integration with Analytical Techniques 168 2.6 What a Drag: Modeling Realistic Three-Dimensional Air and Fluid Resistance 183 2.7 Application of Quasi-Fluid Dynamics for Arbitrary Closed Meshes 194 2.8 Approximate Convex Decomposition for Real-Time Collision Detection 202 Section 3 AI 211 Introduction 211 3.1 AI Level of Detail for Really Large Worlds 213 3.2 A Pattern-Based Approach to Modular AI for Games 232 3.3 Automated Navigation Mesh Generation Using Advanced Growth-Based Techniques 244 3.4 A Practical Spatial Architecture for Animal and Agent Navigation 256 3.5 Applying Control Theory to Game AI and Physics 264 3.6 Adaptive Tactic Selection in First-Person Shooter (FPS) Games 279 3.7 Embracing Chaos Theory: Generating Apparent Unpredictability through Deterministic Systems 288 3.8 Needs-Based AI 302 3.9 A Framework for Emotional Digital Actors 312 3.10 Scalable Dialog Authoring 323 3.11 Graph-Based Data Mining for Player Trace Analysis in MMORPGs 335 Section 4 General Programming 353 Introduction 353 4.1 Fast-IsA 355 4.2 Registered Variables 363 4.3 Efficient and Scalable Multi-Core Programming 373 4.4 Game Optimization through the Lens of Memory and Data Access 385 4.5 Stack Allocation 393 4.6 Design and Implementation of an In-Game Memory Profiler 402 4.7 A More Informative Error Log Generator 409 4.8 Code Coverage for QA 416 4.9 Domain-Specific Languages in Game Engines 428 4.10 A Flexible User Interface Layout System for Divergent Environments 442 4.11 Road Creation for Projectable Terrain Meshes 453 4.12 Developing for Digital Drawing Tablets 462 4.13 Creating a Multi-Threaded Actor-Based Architecture Using Intel® Threading Building Blocks 473 Section 5 Networking and Multiplayer 485 Introduction 485 5.1 Secure Channel Communication 487 5.2 Social Networks in Games: Playing with Your Facebook Friends 498 5.3 Asynchronous I/O for Scalable Game Servers 506 5.4 Introduction to 3D Streaming Technology in Massively Multiplayer Online Games 514 Section 6 Audio 539 Introduction 539 6.1 A Practical DSP Radio Effect 542 6.2 Empowering Your Audio Team with a Great Engine 553 6.3 Real-Time Sound Synthesis for Rigid Bodies 563 Section 7 General Purpose Computing on GPUs 573 Introduction 573 7.1 Using Heterogeneous Parallel Architectures with OpenCL 575 7.2 PhysX GPU Rigid Bodies in Batman: Arkham Asylum 590 7.3 Fast GPU Fluid Simulation in PhysX 602 Index 616 A 616 B 616 C 617 D 618 E 618 F 619 G 619 H 619 I 619 J 620 K 620 L 620 M 620 N 621 O 622 P 622 Q 623 R 623 S 623 T 624 U 625 V 625 W 625 X 625 Y 625 Z 625
2021-12-26 23:29:30 90MB 游戏编程精粹 Game Programming Gems
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