안녕하세요.

MSDN에서 놀고 있다가 괜찮은 튜토리얼 사이트를 발견해서 올립니다.

이미지가 많이 있어서 초보자도 쉽게 보실수 있을듯 합니다.

참고 하시길 바랍니다.

여기 예제는 닷넷 2003이랑 October 2005 DirectX SDK로 쓰셨다네요~

무단 링크입니다 ^^;; 이해해 주세요 ^^;;

Chad's Homepage
AND

안녕하세요 ^^;

늦었지만 새해 복 많이 받으시길 바랍니다.

GPGStudy.com에서 보다가 한번 보시라고 링크 겁니다.

Vista전용으로 사용되는 DirectX SDK10의 API코드입니다.

많이 바뀌는것 같내요 ^^;; 다시 적응을 ^^;;;

1차 출처 GPGStudy.com
원본 출처 GameDev.net
AND

MS에서는 이제 책도 무료로 -.-;; ^^ 공짜만 좋아해져서 ^^ 흐흐

필요하신분들 다운 받아 놓으세요~~ 투데이피피씨에서 퍼왔습니다~


무료 기술 서적 - Microsoft Visual C++ .NET Step by Step (한글 번역본)
다운로드 링크
해외라 시간이 걸려서 로컬 다운로드 링크
AND

이번에 일산의 KINTEX에서 열렸었던 KGC2005에 다녀왔습니다.

회사에서 보내준 덕분에 ^^;;;무료로 ^^;;;;;

전체적인 세션들은 -.- 그리 많이 도움이 되진 않았습니다. --;;

( 모르는게 너무 많아서인지--;;)

다만 작년보다 관심이 많아졌다는 사실만 ^^ 확인을 했다는것...

개인적으로 만나보고 싶었던 김학규님과 빌로퍼님을 봐서 좋긴했지만.

기조연설또한 -.- 그리 가슴에 와닿는게 없었던지라... 아쉬움이 남네요.

제가 좀 더 스킬업을 하고 내년에 한번 더 참가를 해봐야 할 듯 싶습니다.

내년에는 좀 더 전문적인... 정말 개발자를 위한 --;; 컨퍼런스가 되길...

그래서 ^^ 많이 배웠으면 좋겠습니다.

그리고 GStar랑 같은 장소에 개최되어서 -.-;; 마음이 콩밭에 간거 같네요... ^^;;;;

사진을 찍었지만 내공이 부족해 다 흔들렸내요. 형편없어도 이해를 ^^;;

그리고 추가로 사인을 받아서 올립니다. ^^ PDA 산 보람이있내요. ^^

김학규님의 기조연설
기조연설을 준비하는 빌로퍼
기조연설을 준비하는 라프 코스터

김학규님의 사인
빌로퍼님의 사인
라프 코스터님의 사인
AND



좋은 STL 튜토리얼 사이트를 알았내요. ^^;;

찾은곳은 GPGStudy.com입니다 ^^;;

Standard C++ Library 강좌 by 정승진
AND



매번 GPGStudy에 가면서 이제서야 이 책에 관심이 들었내요.

개발방법론에 대한 책인듯싶습니다.

강컴에서 추천평에 김학규님의 글을 보고 결심했내요 ^^;;

질러야 겠습니다. 흐흐

번역은 잘되어 있을려나?? ^.^;

강컴 책 페이지 링크
AND

퀘이크 3 소스가 공개되었내요. 열심히 공부를 ^^;;;

[ 자료출처 파코즈 ]

[ Quake 3 Source Code DownLoad ]

다음은 README.txt 내용입니다.

Quake III Arena GPL source release
==================================

This file contains the following sections:

LICENSE
GENERAL NOTES
COMPILING ON WIN32
COMPILING ON GNU/LINUX
COMPILING ON MAC

LICENSE
=======

See COPYING.txt for the GNU GENERAL PUBLIC LICENSE

Some source code in this release is not covered by the GPL:

IO on .zip files using portions of zlib
-----------------------------------------------------------------------------
lines file(s)
4299 code/qcommon/unzip.c
4546 libs/pak/unzip.cpp
Copyright (C) 1998 Gilles Vollant
zlib is Copyright (C) 1995-1998 Jean-loup Gailly and Mark Adler

This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.

Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:

1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

MD4 Message-Digest Algorithm
-----------------------------------------------------------------------------
lines file(s)
299 code/qcommon/md4.c
277 common/md4.c
Copyright (C) 1991-2, RSA Data Security, Inc. Created 1991. All rights reserved.

License to copy and use this software is granted provided that it is identified
as the <93>RSA Data Security, Inc. MD4 Message-Digest Algorithm<94> in all mater
ial mentioning or referencing this software or this function.
License is also granted to make and use derivative works provided that such work
s are identified as <93>derived from the RSA Data Security, Inc. MD4 Message-Dig
est Algorithm<94> in all material mentioning or referencing the derived work.
RSA Data Security, Inc. makes no representations concerning either the merchanta
bility of this software or the suitability of this software for any particular p
urpose. It is provided <93>as is<94> without express or implied warranty of any
kind.

checksums are used to validate pak files

standard C library replacement routines
-----------------------------------------------------------------------------
lines file(s)
1324 code/game/bg_lib.c
Copyright (c) 1992, 1993
The Regents of the University of California. All rights reserved.

Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
3. All advertising materials mentioning features or use of this software
must display the following acknowledgement:
This product includes software developed by the University of
California, Berkeley and its contributors.
4. Neither the name of the University nor the names of its contributors
may be used to endorse or promote products derived from this software
without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.

ADPCM coder/decoder
-----------------------------------------------------------------------------
lines file(s)
330 code/client/snd_adpcm.c
Copyright 1992 by Stichting Mathematisch Centrum, Amsterdam, The
Netherlands.

All Rights Reserved

Permission to use, copy, modify, and distribute this software and its
documentation for any purpose and without fee is hereby granted,
provided that the above copyright notice appear in all copies and that
both that copyright notice and this permission notice appear in
supporting documentation, and that the names of Stichting Mathematisch
Centrum or CWI not be used in advertising or publicity pertaining to
distribution of the software without specific, written prior permission.

STICHTING MATHEMATISCH CENTRUM DISCLAIMS ALL WARRANTIES WITH REGARD TO
THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS, IN NO EVENT SHALL STICHTING MATHEMATISCH CENTRUM BE LIABLE
FOR ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT
OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.

JPEG library
-----------------------------------------------------------------------------
code/jpeg-6
libs/jpeg6
Copyright (C) 1991-1995, Thomas G. Lane

Permission is hereby granted to use, copy, modify, and distribute this
software (or portions thereof) for any purpose, without fee, subject to these
conditions:
(1) If any part of the source code for this software is distributed, then this
README file must be included, with this copyright and no-warranty notice
unaltered; and any additions, deletions, or changes to the original files
must be clearly indicated in accompanying documentation.
(2) If only executable code is distributed, then the accompanying
documentation must state that "this software is based in part on the work of
the Independent JPEG Group".
(3) Permission for use of this software is granted only if the user accepts
full responsibility for any undesirable consequences; the authors accept
NO LIABILITY for damages of any kind.

These conditions apply to any software derived from or based on the IJG code,
not just to the unmodified library. If you use our work, you ought to
acknowledge us.

NOTE: unfortunately the README that came with our copy of the library has
been lost, so the one from release 6b is included instead. There are a few
'glue type' modifications to the library to make it easier to use from
the engine, but otherwise the dependency can be easily cleaned up to a
better release of the library.


GENERAL NOTES
=============

A short summary of the file layout:

code/ Quake III Arena source code ( renderer, game code, OS layer etc. )
code/bspc bot routes compiler source code
lcc/ the retargetable C compiler ( produces assembly to be turned into qvm bytecode by q3asm )
q3asm/ assembly to qvm bytecode compiler
q3map/ map compiler ( .map -> .bsp ) - this is the version that comes with Q3Radiant 200f
q3radiant/ Q3Radiant map editor build 200f ( common/ and libs/ are support dirs for radiant )

While we made sure we were still able to compile the game on Windows, GNU/Linux and Mac, this build didn't get any kind of extensive testing so it may not work completely right. Whenever an id game is released under GPL, several projects start making the source code more friendly to nowaday's compilers and environements. If you are picking up this release weeks/months/years after we uploaded it, you probably want to look around on the net for cleaned up versions of this codebase as well.

COMPILING ON WIN32
==================

VC7 / Visual C++ 2003 project files are provided:
code/quake3.sln
q3radiant/Radiant.sln

To compile the qvms, you need to run some batch files:
you will need to have lcc.exe q3cpp.exe q3rcc.exe and q3asm.exe in your path
( some precompiled binaries are provided in lcc/bin and code/win32/mod-sdk-setup/bin )
the qvm batch files are in code/game code/cgame code/q3_ui code/ui ..

COMPILING ON GNU/LINUX
==================

the build system using cons, which may be known as scons's perl ancestor now
you don't have to track it down though, the build script is provided in the tree
you will need nasm and gcc 2.95
make sure you have the X Direct Graphics Access and X Video Mode extensions headers for your X11
a typical compile command goes like this:
[..]/code$ ./unix/cons -- gcc=gcc-2.95 g++=g++-2.95

COMPILING ON MAC
================

project file for OSX compile is in code/macosx/Quake3.pbproj
AND

Gpgstudy에서 본 내용입니다.

대략 많이 비용이 들겠다고 생각했었는데. 실제 수치 정보가 있내요. 참조해서 -.- 프레임 업!

API CallAverage number of Cycles
SetVertexDeclaration6500 - 11250
SetFVF6400 - 11200
SetVertexShader3000 - 12100
SetPixelShader6300 - 7000
SPECULARENABLE1900 - 11200
SetRenderTarget6000 - 6250
SetPixelShaderConstant (1 Constant)1500 - 9000
NORMALIZENORMALS2200 - 8100
LightEnable1300 - 9000
SetStreamSource3700 - 5800
LIGHTING1700 - 7500
DIFFUSEMATERIALSOURCE900 - 8300
AMBIENTMATERIALSOURCE900 - 8200
COLORVERTEX800 - 7800
SetLight2200 - 5100
SetTransform3200 - 3750
SetIndices900 - 5600
AMBIENT1150 - 4800
SetTexture2500 - 3100
SPECULARMATERIALSOURCE900 - 4600
EMISSIVEMATERIALSOURCE900 - 4500
SetMaterial1000 - 3700
ZENABLE700 - 3900
WRAP01600 - 2700
MINFILTER1700 - 2500
MAGFILTER1700 - 2400
SetVertexShaderConstant (1 Constant)1000 - 2700
COLOROP1500 - 2100
COLORARG21300 - 2000
COLORARG11300 - 1980
CULLMODE500 - 2570
CLIPPING500 - 2550
DrawIndexedPrimitive1200 - 1400
ADDRESSV1090 - 1500
ADDRESSU1070 - 1500
DrawPrimitive1050 - 1150
SRGBTEXTURE150 - 1500
STENCILMASK570 - 700
STENCILZFAIL500 - 800
STENCILREF550 - 700
ALPHABLENDENABLE550 - 700
STENCILFUNC560 - 680
STENCILWRITEMASK520 - 700
STENCILFAIL500 - 750
ZFUNC510 - 700
ZWRITEENABLE520 - 680
STENCILENABLE540 - 650
STENCILPASS560 - 630
SRCBLEND500 - 685
TWOSIDEDSTENCILMODE450 - 590
ALPHATESTENABLE470 - 525
ALPHAREF460 - 530
ALPHAFUNC450 - 540
DESTBLEND475 - 510
COLORWRITEENABLE465 - 515
CCW_STENCILFAIL340 - 560
CCW_STENCILPASS340 - 545
CCW_STENCILZFAIL330 - 495
SCISSORTESTENABLE375 - 440
CCW_STENCILFUNC250 - 480
SetScissorRect150 - 340


1차 자료 출처 ( Gpgstudy.com )

2차 자료 출처 ( MSDN )
AND

1. 새창으로 띄우기

void CHyperLink::OnClicked()
{
CoInitialize(NULL);

static IWebBrowser2 *pWebBrowser = NULL; // IWebBrowser2 인터페이스를 사용

if(pWebBrowser != NULL) // pWebBrowser 초기화
{
pWebBrowser->Quit();
pWebBrowser->Release();
pWebBrowser = NULL;
}

CString strHeader, strTarget, strUrl;
strHeader = "Content-Type: application/x-www-form-urlencoded\r\n";
strTarget = "_top"; // 새로운 창으로 띄움
strUrl = m_strURL; // 인터넷 주소

VARIANT vtHeader, vtTarget, vtEmpty;
vtHeader.vt = VT_BSTR;
vtHeader.bstrVal = strHeader.AllocSysString();
vtTarget.vt = VT_BSTR;
vtTarget.bstrVal = strTarget.AllocSysString();

::VariantInit(&vtEmpty); // Variant 초기화
::CoCreateInstance(CLSID_InternetExplorer, NULL, CLSCTX_LOCAL_SERVER, IID_IWebBrowser2, (void**)&pWebBrowser);

int nCX = GetSystemMetrics(SM_CXSCREEN)+300;
int nCY = GetSystemMetrics(SM_CYSCREEN)-150;

pWebBrowser->put_Top((nCY - m_iSizeHeight)/2); // 창을 가운데 정렬
pWebBrowser->put_Left((nCX - m_iSizeWidth)/2);
pWebBrowser->put_Height(m_iSizeHeight); // 창의 크기
pWebBrowser->put_Width(m_iSizeWidth);
pWebBrowser->put_Resizable(VARIANT_FALSE); // 각 설정
pWebBrowser->put_ToolBar(VARIANT_FALSE);
pWebBrowser->put_StatusBar(VARIANT_FALSE);
pWebBrowser->put_AddressBar(VARIANT_FALSE);
pWebBrowser->put_MenuBar(VARIANT_FALSE);
pWebBrowser->put_Visible(VARIANT_TRUE);

HRESULT result;

result = pWebBrowser->Navigate(strUrl.AllocSysString(), &vtEmpty, &vtTarget, &vtEmpty, &vtHeader);

CoUninitialize();

if( SUCCEEDED(result) )
SetVisited(); // 제대로 갔다면 링크를 방문한 색깔로 바꿈
else { // 오류시 메시지
CString msg="HyperLink Error";

if(result==E_INVALIDARG) msg+=": Invalid Parameters.";
else if(result==E_OUTOFMEMORY) msg+=": Out of memory.";

MessageBeep(MB_ICONEXCLAMATION); // Unable to follow link
AfxMessageBox(msg, MB_ICONEXCLAMATION | MB_OK);
}
}

출처 : 데브피아 슈퍼사이야인(walter_an)님의 글

2. 기존 다이알로그에 붙이기

AfxEnableControlContainer(); // 초기화

CWnd wndBrowser;
CComQIPtr spBrowser;

CString strUrl = "http://www.AJJIYA.com";

wndBrowser.CreateControl( CLSID_WebBrowser, NULL , WS_VISIBLE | WS_CHILD, CRect(0,0,800,600), this , NULL );
spBrowser = wndBrowser.GetControlUnknown();
spBrowser->Navigate( strUrl.AllocSysString() , NULL , NULL , NULL , NULL );
AND

게임엔진 G-Blender Version 1.6 기술 세미나


일시 : 2005년 6월 24일 금요일 (14:00 ~ 17:00)
장소 : 코엑스 3층 conference room 11호 B
목적 : 게임 엔진 G-Blender version 1.6 설명과 고객과의 피드백
내용 : G-Blender 엔진에서 게임 개발 테크닉과 그에 대한 따른 작업 과정에 대한 설명을 엔진 샘플 소스를 통해 직접 설명

1. Clone : 오브젝트 복제, 공유 그리고 메모리 자원의 최소화

클론을 통해 엔진의 Node, Geometry, Mesh, Material, Texture 등 오브젝트를 복제하고 복제 시 메모리 공유 여부와 메모리 최적화

2. Animation : 다양한 애니메이션과 쉬운 애니메이션 조작

Mesh Animation, Skin Animation, Facial Morph 등 다양한 애니메이션 구현 및 Motion Blend, Motion Add 등 애니메이션 조작 방법

3. Effect : FX Composer와의 연동에 의한 Effect Shader 실행

Bloom, Bump, LightMap 등 다양한 Shader구현 및 Shadow Volume구현

점점 발전하는 가이블이군요 ^^;; 가서 구경해보고 싶내요 ^^;;;

가이블 홈페이지
AND