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C 语言库函数使用手册
字符串函数
bcmp
bcopy
bzero
memccpy
memchr
memcmp
memcpy
memicmp
memmove
memset
movmem
setmem
stpcpy
strcat
strchr
strcmp
strcmpi
strcpy
strcspn
strdup
stricmp
strlen
strlwr
strncat
strncmp
strncmpi
strncpy
strnicmp
strpbrk
strrev
strset
strstr
strtok
strupr
数学函数
abs
acos
asin
atan
atan2
ceil
cos
cosh
exp
fabs
floor
fmod
frexp
hypot
ldexp
log
log10
modf
pow
pow10
sin
sinh
sqrt
tan
tanh
输入输出函数
getchar
kbhit
printf
putchar
系统库函数
ClearScreen
DispBCD
SetScrollBar
TextOut
UpdateLCD
bell
block
clrscr
cursor
delay
get_chi_font
get_eng_font
getkey
getpixel
gotoxy
line
move
noidle
outtextxy
putpixel
pyfc
rectangle
sleep
textmode
time
write_chi_font
write_eng_font
标准函数
exit
itoa
字符函数
isalnum
isalpha
iscntrl
isdigit
islower
isascii
isgraph
isprint
ispunct
isspace
isupper
isxdigit
toascii
tolower
toupper
动态内存分配函数
calloc
free
malloc
realloc
2009-04-16
Maya Character Creation Modeling And Animation
A unique, in-depth approach to creating realistic characters in Maya. Maya Character Creation: Modeling and Animation Controls' author, Chris Maraffi, has expertise in the field and in the classroom that translates to the knowledge and solid teaching skills needed to make this book a "must-have"!
The current trend in computer graphics is greater organic realism. Many of the top-grossing movies today, such as Spiderman, Lord of the Rings, Jurassic Park 3 , and Star Wars Episode 2, all feature realistic 3D characters. There is a major need in the 3D community for educational material that demonstrates detailed techniques for achieving this organic reality. Maya is one of the main packages used on such cutting-edge films, and has an established toolset for creating believable 3D characters. Maya Character Creation: Modeling and Animation Controls is designed to take you through the process of designing, modeling, and setting up animation controls for complex 3D characters. The concepts, techniques, and Maya tools used for each step in the process are presented in each chapter, followed by many hands-on exercises. NURBS, polygon, and subdivision surface modeling techniques are shown for creating the character's skin, and skeleton-based animation controls are covered in detail. You will learn how a character's skin should deform when the skeletal joints and muscles move. Advanced MEL scripted animation controls are also covered extensively.
2009-04-15
Software Engineering and Computer Games
"This book should be a requirement of anyone that wants to write games-period"-Andre Lamothe, author and CEO of Xtreme Games
Software Engineering and Computer Games was written with four broad goals:
To teach a lively style of object-oriented software engineering.
To show how to bring a complete program to the level of a commercial release.
To provide a "game engine" framework of linked classes for game development.
To help students create computer games that are interactive, rapidly executing, and visually beautiful.
It uses an object-oriented (OO) approach throughout, incorporating UML for OO analysis and design and discussing software patterns and how to make use of them in the design process.The book covers nine topics:
Basic software engineering principles and techniques
How to organize and complete a substantial software project.
Practical examples of object-oriented design and programming.
The design of computer games.
Simulating physics inside our computer-generated worlds.
Artificial life, or how to simulate live creatures inside a computer program.
How to use two and three-dimensional computer graphics.
Windows programming with the Microsoft Foundation Classes, or MFC.
How to develop a project using Microsoft Visual Studio (Either Version 6.0 or .NET)
2009-04-15
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