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大名顶顶的IGE游戏引擎,客户端,登录器N款,登录器配置器,还有一些工具,要的速度下吧-The IGE Digg this name game engine, the client, log device N section, log on configuration device, there are some tools to the speed bar
Date : 2025-12-14 Size : 8.97mb User :

这部分资料讲解了怎样利用UDK进行过场动画的制作,资料中给出了一个简单的实例,学者可以根据其中内容完成一个简单的过场动画。-This section explains how to use the information cutscenes UDK for the production of data gives a simple example, the contents of which scholars can complete a simple cutscenes
Date : 2025-12-14 Size : 6kb User : 安冬阳

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此段源码演示了雾气的渲染。包括D3D和opengl的两种实现方法。-This section demonstrates the fog rendering code . Including D3D and opengl in two ways.
Date : 2025-12-14 Size : 68kb User : suyang

既然类和组件有着这么多类似的地方,那么传统的面向对象编程和面向组件编程有什么区别呢?简单的说,面向对象关注的是组合在一个二进制可执行文件中的各个类的关系,而面向组件的编程关注的是在彼此独立的基础上模块之间的交互性-Launch the use case. Refer to the use case article, where a section entitled "How to Launch the CAAUseCase" may give additional information. You may find the three following cases
Date : 2025-12-14 Size : 4.01mb User : 开相

使用unity开发游戏过程中,经常需要存储大量数据。然后在需要时读取某个数据。本段代码很好的处理了这一问题(When developing games with unity, you often need to store large amounts of data. Then read a data when needed. This section of the code is a good deal with this problem)
Date : 2025-12-14 Size : 2kb User : nier
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