总大小:850M,因上传限制最大280,因此分成4个压缩包, 请全部下载后解压,无密码。 MDK-ARM MDK-ARM Version 5.29 Version 5.29 IDE-Version: μVision V5.29.0.0 Copyright (C) 2019 ARM Ltd and ARM Germany GmbH. All rights reserved. Tool Version Numbers: Toolchain: MDK-ARM Plus Version: 5.29.0.0 Toolchain Path: C Compiler: Armcc.exe V5.06 update 6 (build 750) Assembler: Armasm.exe V5.06 update 6 (build 750) Linker/Locator: ArmLink.exe V5.06 update 6 (build 750) Library Manager: ArmAr.exe V5.06 update 6 (build 750) Hex Converter: FromElf.exe V5.06 update 6 (build 750) CPU DLL: SARMCM3.DLL V5.29.0.0 Dialog DLL: TCM.DLL V1.36.5.0 Target DLL: STLink\ST-LINKIII-KEIL_SWO.dll V3.0.7.0 Dialog DLL: TCM.DLL V1.36.5.0
2021-12-27 18:41:22 218MB KEIL
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anhui农业银行面试资料汇总以及笔试内容讲解(技术+柜员),part1
2021-12-27 13:02:04 900MB 农业银行 面试资料 笔试说明
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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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Windows内核情景分析-采用开源代码ReactOS(下册).part1.rar(4-1)(4-1)
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Cisco FirePower 6.6.4-59 VMware ESXi版本
2021-12-24 15:09:37 700MB cisco
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Cisco FIrepower 6.6.4-59 VMware版本(需要vCenter)
2021-12-24 14:04:20 700MB 防火墙
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交叉编译工具链cross-3.3.2.tar.bz2_part1
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交叉编译工具链cross-3.3.2.tar.bz2_part2
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OptiFDTD 是一个强大、高结合度且人性化界面的应用软件,它可使用计算机设计及仿真先进的被动组件和非线性光电组件。 OptiFDTD 程序的核心是根据 FDTD(Finite Difference Time Domain) 有限差分时域演算法,其具备二阶数值精准度及最先进的边界条件 - 单轴完美匹配层。这个演算法解决了使用马克斯威尔微分方程序在时间及空间领域的电场及磁场。它准许任意的几何图形及没有组件材质的限制。 OptiFDTD 让你可以设计、分析及测试先进被动组件和非线性光电组件中的波的传递、散射、反射、绕射、偏振及非线性现象。
2021-12-22 21:58:37 40MB OptiFDTD
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