indienova.com/u/feonya/blogread/21018
0, T2),(0, 0, 1, T3),(0, 0, 0, 1 )] × V(x, y, z, 1……沿此方法最终可以得出:V’(x’, y’, z’, 1) = M[(S1,0,0, 0),( 0, S2,0……, 0),( 0,0, S3, 0),( 0,0,0, 1)] × V(x, y, z, 1)M即为缩放矩阵
indienova.com/game/sakura-taisen-v-episode-0-kouya-no-samurai-musume
サクラ大戦V EPISODE 0〜荒野のサムライ娘〜, Sakura Wars V Episode 0……Sakura Taisen V Episode 0: Kouya no Samurai Musume……like the other games in the series, though, Episode 0
indienova.com/u/zlmcrafter/blogread/23409
那我們在 V1.1 版本裡面會新增什麼元素呢?大歸類只有兩個:1.……相比起V1.0的簡易模式,雖然相機更難控制,但是更多元素操控。……這裡我們選取 Epoch 地圖 作為演示對象首先,下圖是 簡易模式 下的 Epoch 地圖:[img]
indienova.com/u/ckdroid/blogread/4242
=0){v = 0;}if(h!=0||v!……=0){cd.enabled = false;RaycastHit2D hit= Physics2D.Linecast……Destroy (hit.transform.gameObject);break;}} restTimer = 0;
indienova.com/u/alsorowing/blogread/1608
" {}_light_position ("Light Position", Vector) = (0,0,0,0……TEXCOORD2;}; v2f vert (a2v v) {v2f o;o.pos = mul(UNITY_MATRIX_MVP……normal = normalize(2*normal-1);float3 light = float3(0,0,0
indienova.com/groups/post/821
" {}_light_position ("Light Position", Vector) = (0,0,0,0……TEXCOORD2;}; v2f vert (a2v v) {v2f o;o.pos = mul(UNITY_MATRIX_MVP……normal = normalize(2*normal-1);float3 light = float3(0,0,0
indienova.com/u/cyclegtx/blogread/21927
a=u-1,u+1 do for b=v-1,v+1 doif(pget(a,b)%6>0)c……其实就是计算(u.v) 附近的颜色非0,6的像素的数量c,这里背景色是黑色0, "GROW" 是灰色……第18行,根据3个判断将点(u,v)着色;pget(x,y)%6>0(u,v)下方的点(x,y)
indienova.com/groups/post/33559
a=u-1,u+1 do for b=v-1,v+1 doif(pget(a,b)%6>0)c……其实就是计算(u.v) 附近的颜色非0,6的像素的数量c,这里背景色是黑色0, "GROW" 是灰色……第18行,根据3个判断将点(u,v)着色;pget(x,y)%6>0(u,v)下方的点(x,y)
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