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1.
简述在BREW平台上开发手机游戏的过程,讨论在BREW平台上开发游戏的关键技术及其原理,并分析与设计了手机游戏的开发过程,提出一个通用的游戏框架,说明游戏开发过程中需要注意的一些问题,并结合实例,给出手机游戏开发设计的实现过程.  相似文献   

2.
《个人电脑》2003,9(2):143-144
是哪些要素造就了手机游戏的魅力呢?首先该是优秀的Java兼容性、TFT显示器上的彩色界面和动听的音乐,其次在于随时随地的无线下载、免费试用和单人或多人的游戏选择。时至今日,随着高速数字电话服务的发展,越来越多的手机游戏已经展现在人们面前。PC或其它平台上的各类游戏项目都可以在手机里找到相应的代表。我们尝试了AT&T Wireless,CingularWireless,Sprint PCS,T-Mobile USA和Verizon Wireless等几家公司提供的手机游戏,在无线电波中找到了一系列光彩夺目的精品。单人游戏是手机游戏的主流。交互竞争的多人游戏往往需…  相似文献   

3.
通过实际案例,介绍手机Java 2DRPG游戏开发的技术与基本思路,同时,介绍了NetBeans移动开发平台的使用。NetBeans移动开发平台的使用大大降低了手机游戏开发的难度以及工作量。  相似文献   

4.
随着手机技术的发展,手机已不仅是通讯工具,其程序系统逐步成为游戏开发平台。目前,手机游戏平台有很多,其中最有影响力的是高通公司的Brew和Sun公司J2ME。本论文介绍了BREW手机游戏内存管理的一般技术,针对RPG的一种新的BREW内存管理技术,包括其原理和实现。  相似文献   

5.
《计算机教育》2011,(6):28-28
本书详细介绍了手机游戏开发的理论方法与应用技巧。主要内容包括J2ME语言基础、游戏图形绘制、动画、用户事件响应、声效、数据存储、网络编程、3D设计与动画、人工智能技术、手机游戏策划以及RPG游戏设计等内容,并充分运用实例进行讲解,对于手机游戏设计者来说,本书具有很好的参考价值。  相似文献   

6.
近年来,手机游戏发展迅速,各大游戏公司推出丰富的游戏产品,市场竞争日益激烈。游戏开发设计围绕手机用户游戏体验,对当前的游戏开发者提出更严格的要求。此次使用的设计平台为Cocos Creator,主要介绍了功能性需求和开发中较重要的功能模块。此设计分为三个重要模块,分别为出鱼、捕鱼、道具,捕鱼部分最重要,通过判断事件,检测是否打中鱼。为了提高游戏的娱乐性,设计了四种道具,帮助玩家提高游戏体验。  相似文献   

7.
全文通过对Eclipse集成开发环境的介绍已经平台的分析与应用,利用Eclipse平台的插件开发机制,提供一个面向对象的可视化的游戏开发环境,从而进行手机游戏可视化集成开发环境的分析设计。  相似文献   

8.
随着Android平台的日益普及,Android游戏开发成为手机应用的一个热点,设计并实现了跑酷类手机游戏。介绍了开发平台及游戏架构,介绍了图形绘制模块、地图信息模块、操作控制模块、碰撞检测模块等核心内容的实现,在Android真机上调试并实现了该游戏。  相似文献   

9.
游戏     
《互联网周刊》2011,(2):15-15
日本手机游戏平台DeNA染指中国 日前,日本最大的手机游戏平台公司DeNA的COO守安功在国际游戏开发者大会表示,DeNA将于2011年2月下旬首次在中国引入游戏应用软件平台,正式进军中国市场。  相似文献   

10.
在网络运营商与智能手机的发展等多重因素推动下,手机游戏异军突起,发展迅猛。一些风靡全球的游戏突 破了地区和文化的边界,征服全球市场。本文首先分析了手机游戏的类型与特点,并对我国现有手机游戏的现状进行了深入 研究,最后则从民族特色、学习型手机游戏和3D视频游戏等多个角度,展望我国手机游戏的发展趋势。  相似文献   

11.
Abstract This paper describes an approach to the design of interactive multimedia materials being developed in a European Community project. The developmental process is seen as a dialogue between technologists and teachers. This dialogue is often problematic because of the differences in training, experience and culture between them. Conditions needed for fruitful dialogue are described and the generic model for learning design used in the project is explained.  相似文献   

12.
European Community policy and the market   总被引:1,自引:0,他引:1  
Abstract This paper starts with some reflections on the policy considerations and priorities which are shaping European Commission (EC) research programmes. Then it attempts to position the current projects which seek to capitalise on information and communications technologies for learning in relation to these priorities and the apparent realities of the marketplace. It concludes that while there are grounds to be optimistic about the contribution EC programmes can make to the efficiency and standard of education and training, they are still too technology driven.  相似文献   

13.
融合集成方法已经广泛应用在模式识别领域,然而一些基分类器实时性能稳定性较差,导致多分类器融合性能差,针对上述问题本文提出了一种新的基于多分类器的子融合集成分类器系统。该方法考虑在度量层融合层次之上通过对各类基多分类器进行动态选择,票数最多的类别作为融合系统中对特征向量识别的类别,构成一种新的自适应子融合集成分类器方法。实验表明,该方法比传统的分类器以及分类融合方法识别准确率明显更高,具有更好的鲁棒性。  相似文献   

14.
Development of software intensive systems (systems) in practice involves a series of self-contained phases for the lifecycle of a system. Semantic and temporal gaps, which occur among phases and among developer disciplines within and across phases, hinder the ongoing development of a system because of the interdependencies among phases and among disciplines. Such gaps are magnified among systems that are developed at different times by different development teams, which may limit reuse of artifacts of systems development and interoperability among the systems. This article discusses such gaps and a systems development process for avoiding them.  相似文献   

15.
This paper presents control charts models and the necessary simulation software for the location of economic values of the control parameters. The simulation program is written in FORTRAN, requires only 10K of main storage, and can run on most mini and micro computers. Two models are presented - one describes the process when it is operating at full capacity and the other when the process is operating under capacity. The models allow the product quality to deteriorate to a further level before an existing out-of-control state is detected, and they can also be used in situations where no prior knowledge exists of the out-of-control causes and the resulting proportion defectives.  相似文献   

16.
Going through a few examples of robot artists who are recognized worldwide, we try to analyze the deepest meaning of what is called “robot art” and the related art field definition. We also try to highlight its well-marked borders, such as kinetic sculptures, kinetic art, cyber art, and cyberpunk. A brief excursion into the importance of the context, the message, and its semiotics is also provided, case by case, together with a few hints on the history of this discipline in the light of an artistic perspective. Therefore, the aim of this article is to try to summarize the main characteristics that might classify robot art as a unique and innovative discipline, and to track down some of the principles by which a robotic artifact can or cannot be considered an art piece in terms of social, cultural, and strictly artistic interest. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

17.
Although there are many arguments that logic is an appropriate tool for artificial intelligence, there has been a perceived problem with the monotonicity of classical logic. This paper elaborates on the idea that reasoning should be viewed as theory formation where logic tells us the consequences of our assumptions. The two activities of predicting what is expected to be true and explaining observations are considered in a simple theory formation framework. Properties of each activity are discussed, along with a number of proposals as to what should be predicted or accepted as reasonable explanations. An architecture is proposed to combine explanation and prediction into one coherent framework. Algorithms used to implement the system as well as examples from a running implementation are given.  相似文献   

18.
This paper provides the author's personal views and perspectives on software process improvement. Starting with his first work on technology assessment in IBM over 20 years ago, Watts Humphrey describes the process improvement work he has been directly involved in. This includes the development of the early process assessment methods, the original design of the CMM, and the introduction of the Personal Software Process (PSP)SM and Team Software Process (TSP){SM}. In addition to describing the original motivation for this work, the author also reviews many of the problems he and his associates encountered and why they solved them the way they did. He also comments on the outstanding issues and likely directions for future work. Finally, this work has built on the experiences and contributions of many people. Mr. Humphrey only describes work that he was personally involved in and he names many of the key contributors. However, so many people have been involved in this work that a full list of the important participants would be impractical.  相似文献   

19.
基于复小波噪声方差显著修正的SAR图像去噪   总被引:4,自引:1,他引:3  
提出了一种基于复小波域统计建模与噪声方差估计显著性修正相结合的合成孔径雷达(Synthetic Aperture Radar,SAR)图像斑点噪声滤波方法。该方法首先通过对数变换将乘性噪声模型转化为加性噪声模型,然后对变换后的图像进行双树复小波变换(Dualtree Complex Wavelet Transform,DCWT),并对复数小波系数的统计分布进行建模。在此先验分布的基础上,通过运用贝叶斯估计方法从含噪系数中恢复原始系数,达到滤除噪声的目的。实验结果表明该方法在去除噪声的同时保留了图像的细节信息,取得了很好的降噪效果。  相似文献   

20.
蒙古语言是中国蒙古族使用的通用语言,由于蒙古文区别于其他文字的书写方式和其自身变形机制等特点,在很多通用的文字处理引擎中都不被支持。在嵌入式产品开发与应用领域中Linux加QTE已经成为流行方式。该文给出了一种在QTE环境上实现基于标准Unicode的蒙古文点阵显示和变形算法, 并自定义了支持蒙古文的QTE组件,扩展了QTE功能,为在Linux加QTE方式的嵌入式体系结构中处理蒙古文提供了一种解决方法。  相似文献   

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