<?xml version="1.0" encoding="utf-8"?><?xml-stylesheet href='http://feeds.feedsky.com/styles/temp01.xsl' type='text/xsl' ?><!--这是一个由Feedsy提供技术支持的Feed，为了提高读者阅读的体验，以及满足用户美化自己Feed的需要，我们设计了多种精美的Feed模板，提供给大家选择，所有最终呈现出来的样式，皆由用户自愿选择使用，未经许可，任何团体和个人，请不要擅自修改样式或者盗用，这是对于用户选择权的尊重。--><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:fs="http://www.feedsky.com/namespace/feed" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link href="http://feeds.feedsky.com/csdn.net/gamedevboy" type="application/rss+xml" rel="self"></atom:link><fs:self_link href="http://feeds.feedsky.com/csdn.net/gamedevboy" type="application/rss+xml"></fs:self_link><lastBuildDate>Sun, 11 Jan 2009 23:01:00 GMT</lastBuildDate><title>GameDevBoy</title><description>GameDeveloper</description><link>http://blog.csdn.net/gamedevboy/</link><item><title>在Silverlight中加载外部XAP中的控件</title><link>http://blog.csdn.net/gamedevboy/archive/2009/01/11/3754581.aspx</link><wfw:comment>http://blog.csdn.net/gamedevboy/comments/3754581.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/gamedevboy/comments/commentRss/3754581.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=3754581</trackback:ping><description>&amp;lt;P&amp;gt;不多说了，网上虽然有许多代码，但是是在Silverlight 2 RC0以前的版本才能用，现在Silverlight到了2.0正式版了，代码必须变一变了。不过国内好像关注的人不多，一点相关的资料都没有。下面是代码在Silverlight中加载外部XAP中的控件&lt;img src =&quot;http://blog.csdn.net/gamedevboy/aggbug/3754581.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Mon, 12 Jan 2009 07:01:00 +0800</pubDate><author>gamedevboy</author><comments>http://blog.csdn.net/gamedevboy/archive/2009/01/11/3754581.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/gamedevboy/archive/2009/01/11/3754581.aspx</guid><dc:creator>gamedevboy</dc:creator></item><item><title>翻译：软粒子</title><link>http://blog.csdn.net/gamedevboy/archive/2007/08/21/1752957.aspx</link><wfw:comment>http://blog.csdn.net/gamedevboy/comments/1752957.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/gamedevboy/comments/commentRss/1752957.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=1752957</trackback:ping><description>SoftParticles Sample软粒子实例。SDK root\Samples\C \Direct3D10\Bin\platform\SoftParticles.exe   Sample Overview实例总览。A common technique is to use 2D camera-aligned quads centered at each particle to represent the volume that the particle represents.&lt;img src =&quot;http://blog.csdn.net/gamedevboy/aggbug/1752957.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Tue, 21 Aug 2007 23:38:00 +0800</pubDate><author>gamedevboy</author><comments>http://blog.csdn.net/gamedevboy/archive/2007/08/21/1752957.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/gamedevboy/archive/2007/08/21/1752957.aspx</guid><dc:creator>gamedevboy</dc:creator></item><item><title>[翻译]quake3bsp</title><link>http://blog.csdn.net/gamedevboy/archive/2006/06/09/784651.aspx</link><wfw:comment>http://blog.csdn.net/gamedevboy/comments/784651.aspx</wfw:comment><slash:comments>0</slash:comments><wfw:commentRss>http://blog.csdn.net/gamedevboy/comments/commentRss/784651.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=784651</trackback:ping><description>This document was created as an aid to the Quake3 BSP  tutorial series featured on www.GameTutorials.com.      The information is what I have found, and it's possibly that it's incorrect or just blatently wrong.  I suggest you use this as a reference and a guide, not the end all file format doc for the Quake3 .bsp file format.  With that out of the way, let's load some sweet levels!&lt;br /&gt;&lt;br /&gt;这篇文章是为GAMETURORIALS。COM的QUAK3 BSP系列教程提供指导而写的。文章内提供的信息都是我发现的，而且很可能是不准确或完全错误的。所以我建议你把它作为一个参考或指导，而不是QUAKE3 BSP文件格式&lt;img src =&quot;http://blog.csdn.net/gamedevboy/aggbug/784651.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Sat, 10 Jun 2006 07:24:00 +0800</pubDate><author>gamedevboy</author><comments>http://blog.csdn.net/gamedevboy/archive/2006/06/09/784651.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/gamedevboy/archive/2006/06/09/784651.aspx</guid><dc:creator>gamedevboy</dc:creator></item><item><title>DOOM3中的MD5文件格式[笔记]</title><link>http://blog.csdn.net/gamedevboy/archive/2006/06/06/776925.aspx</link><wfw:comment>http://blog.csdn.net/gamedevboy/comments/776925.aspx</wfw:comment><slash:comments>1</slash:comments><wfw:commentRss>http://blog.csdn.net/gamedevboy/comments/commentRss/776925.aspx</wfw:commentRss><trackback:ping>http://tb.blog.csdn.net/TrackBack.aspx?PostId=776925</trackback:ping><description>忙了一天，找了半天MD5的相关资料，今天终于有点收获了。呵呵（偷笑中……）&lt;br /&gt;&lt;br /&gt;MD5文件格式分为MESH（.md5mesh)和ANIMIATION(.md5anim)，分别储存顶点和动画。&lt;br /&gt;&lt;img src =&quot;http://blog.csdn.net/gamedevboy/aggbug/776925.aspx&quot; width = &quot;1&quot; height = &quot;1&quot; /&gt;</description><pubDate>Wed, 07 Jun 2006 07:01:00 +0800</pubDate><author>gamedevboy</author><comments>http://blog.csdn.net/gamedevboy/archive/2006/06/06/776925.aspx#Feedback</comments><guid isPermaLink="false">http://blog.csdn.net/gamedevboy/archive/2006/06/06/776925.aspx</guid><dc:creator>gamedevboy</dc:creator></item></channel></rss>
