DEVLOG

dev-log 2016 in years at 网易

Late version of monthly report at the April to august 2016 in years. It is an old monthly document that is almost 5 years old.At that time, Unity’s PBR was an unstable version, and Linear Space was not added.Since the establishment of TEAM had not yet been completed, most of the fields were carried out […]

Freeze On Air online dev since by 2004 in years.

Invested from http://www.gomcorp.com/ and developed at Brownie Studio.A casual sports online game project where I left the design company Artbox in 2004 and participated.My joined the Motion Design Team as a team leader and served as a development PM.All engines and tools were developed in-house without using a commercial engine.Overall, the careers of the team […]

一个好领导需要记住的三件事。

一个好领导需要记住的三件事。 组织生活已经很长一段时间了,现在组织里比起比我职位高的人,职位低的人更多了。回头一看我经历了各种各样的负责人。也遇到过想树立为榜样的领导。通过他我要选出想当个好组长绝对不能忘记的三件事。 1. 无论何时都会信任并倾听 前组长和现在的组长都算得上是男子汉高手。年龄相近,工作经验和规模都差不多,都是在同一位领导下升到组长,谁看两个人都是比较对象的人物。但是,小辈的喜好过于明显,我认为最大的差异源于“人情的悠闲”。其中一个人总是心神不宁,总是战战兢兢地怕被别人抢走,争先恐后地想多争夺一个东西。并且不相信组员们都会做好,时不时地训斥他们,甚至连非常琐碎的小事都希望拿到报告。结果总是自己最忙,只要有任何事情在预想之外,因为一直处于紧张的状态所以会随时爆发,甚至连更细微的东西都想掌控,所以更不能放松,而且是无限循环。反之另一方同样有很多工作,但也总是有很多闲暇,对任何琐碎的小事也给予真心的关心,每次担心他忙而小心翼翼地进去讨论什么的话,我从来没有听他回答过“我忙”。总是有一起苦恼的余地,不做报告也不追究,直接结算后就过掉了。以前是为了“做报告”而去,总是堵得喘不过气来。但是实际去的时候,又因为他忙而回去的情况也很多。相反,虽然现在不要求报告,但还是会说,即使是微不足道的进展,我也会想“自发地”地分享,一起讨论。 2. 能够实际解决团队成员层面无法解决的问题 这可以是知识,专业领域的知识,也可以是公司内部人脉,或是沟通能力。我有事或遇到困难时,最先向组长跑去的理由,既不是怕以后被揭穿后会被骂,也不是为了天天发牢骚产生交情。是因为我们确信无论如何在我水平上看不到的答案,只要去组长那儿就能找到答案。当然这个方法不能不时地用。我也在各方面付出了足够的努力,从多方面想过,但在这件事还是很困难,这种时候就会坦率地征求意见,问你是怎么想的。组长是比我拥有丰富多样经验的人,所以会从综合的角度来指出我没有看到过的解决方案,或者提出我根本就不知道的解决办法,或者发挥本人的人脉通过一个电话就可以轻松解决。我当上组长的时候,能用这样的知识、眼光和人脉来解决组员们的问题吗?只能每次感叹。从他身上学到,组长不是责怪或评价的人,而是做帮助团队成员的工作,使事情顺利进行下去的人。 3. 工作追求完美,但苦劳是肯定会认可。 一般来说,追求完美工作的人眼里看到的总是微不足道的。因此,不管做什么,只要发现小小的失误、不便、错误等,就会无法忍受并责备。在所谓“成功”的领导者中这种人相当多。但是他所忽略的,是一些不足,却又能制造出的无数的血汗和努力,在缺少资源,或者紧张的日程背景下,或者支持部门的失误不配合等无法辩解的许多幕后故事。固然执着于自己完美的成果,但肯定要认可辛苦,不能忘了向辛劳致敬。作为榜样的组长,即使因为队员们的失误而被指责了,也不会像大部分的上级一样,把感情上的气球滚到下面去,而是先会这样说,然后沉着地分享情况。“我没照顾周全,是我自己的过错。” 而且不管是责骂还是责备,总之大事结束后一定会另行贺劳。所谓的“成功”或“升到高位”的人也有过这种郁闷和悲伤的经历,逐渐上升到那个位置上后,大多数人都已经看不到血汗淋漓的苦楚,这也太神奇了。在那段时间里,我曾在7个组长手下工作过,从我的角度来看,只要是上任到大企业组长的职位,总是有他的理由的。每个人的特长和优点各不相同,并且要学习的东西也都不同。总的来说,我和组长们很合得来,现在我仍然努力只吸收他们的优点。显然他们之间存在差异,我不得不拿他们作比较。我想更接近哪种类型呢?真正想成为的模范确实存在是一件好事。而且,过早就开始自以为是并给别人留下很多伤痕之前,充分地拥有这样的学习时间是一件好事。

SAY HELLO~AND~CONCEPT OF OKRS

I usually have a lot of interest in development methodology.I have worked in an agile development environment for a long time.Recently, we are researching and working on how to establish and achieve goal-oriented development and performance indicators of OKRs. 我通常对开发方法学很感兴趣。我在敏捷开发环境中工作了很长时间。最近,我们正在研究和研究如何建立和实现OKR的面向目标的开发和绩效指标。

(WIP) Stylized Toon ver.0.7

Written by JP.Lee心动的 Technical Art team leader.Former Allegorithmic Adobe Lead technical Artist.Former Netease Technical art director at HZ.Former Samsung Electronics R&D Center Technical Artist and Researcher. Most of my time since I left the company has been devoted to Stylized Shading research. This is because most of the company’s projects are either cartoon rendering or […]

FASTEST MOBILE FAKE BRDF SKIN SHADER 2012 in years

FASTEST MOBILE FAKE BRDF SKIN SHADER This character used custom mobile skin shader.That shading theory is blend normal and sin base ambient cut out darkness attenuation. It support to all android device and ios device all even thought It just support for NVIDIA Shield game device. We some made skin shader. Our fake SSS skin […]

X2M mobile mmo rpg

整个世界的空间为32 Km X 32 Km真实地形世界空间为16Km x 16Km 运行时包括Light Probe SH数据流时完全流式处理(内部开发)。 远近阴影处理。-VariableShadow,Distance ShadowMap(将视差阴影缓存视为纹理数组)-阴影卷代理网格系统。 网格地形。– 网格地形的自适应密度。– 网格地形lod + HLOD。-用于地形表面细节系统的置换网格贴花。(我制作的移动友好系统)-随机反耕技术。 详细查看Vista地形。-预烘焙的灯光舞台数据。-自适应远景地形网格物体生成。-支持一天中的时间。-距离淡出与真实地形纹理集融合。 水。-无限新世表面由Perspective空间剔除表面网格。-平面反射系统不考虑高度差。 Fully world space have 32Km X 32KmReal terrain world space have 16Km x 16KmFull streaming when runtime included LightProbe SH data streaming(Inhouse develop). Near and far shadow treatment.-VariableShadow, Distance ShadowMap (Considered Parallax Shadow cache as texture […]

建议和经验,不要只听技术

Written by JP.Lee 我是心动的 Technical art team leader. leegoonz@163.com 这是一款独立游戏的遗产,我在2013年与两个朋友合作后做了一点工作。将3D渲染处理直接添加到cocos2D引擎并集成Bullet物理引擎。这款游戏失去了独立游戏的初衷,因为它本身就是游戏工具。 我与一个小型办公室签约,每月支付约3000元人民币。当我离开工作时,我聚集在办公室并逐渐成长。 在Spine工具问世之前,我必须自己开发工具,但是正在开发它的朋友专门从事引擎和工具的生产工作,因此我每天晚上花费大量时间来添加和组织功能。也许即使在此期间,作为技术艺术家,他也专注于功能。 This is legacy of an indie game that I made a little after work with two friends in 2013.Add 3D rendering processing directly to cocos2D engine and integrate Bullet physics engine.It was a game that lost the original goal of the indie game […]

Using Onedrive cloud sync with your project of Dev.

Living in China, it was difficult to establish an SVN server at home.It is difficult to build a DDNS because it doesn’t know the account of the router provided by the internet company and is all in Chinese.So after thinking, I synced the project wherever I was in the world and found a service not […]

Using Onedrive cloud sync with your project of Dev. Korean.

중국에 거주하다보니 집에 SVN 서버를 직접 설립하기 힘들었다.인터넷 회사에서 제공한 공유기의 계정도 모를뿐더러 모두 중국어로 되어 있기 때문에 DDNS 를 빌드하는것도 여간 힘든것이 아니다. 그래서 생각 끝에 전세계 어디에 내가 있더라도 프로젝트를 동기화 하며 중국의 보안 방어막의 영향을 안받는 서비스를 찾았다. 중국에서는 마이크로소프트가 구글이나 아마존에 비해 중국만리장성 파이어월의 영향을 받지않는다. 일시적으로 생성되는 파일들 그러니까 케시파일이날 […]

NVIDIA Tegra3 Tech Dev log by since 2011 in years.

Tech prototype works for Tegra3 GPU ordered from NVIDIA. Using the Nvidia physics engine with some configuration is very important.After the monster has completely fallen, you can see that chronic problem of Rag-doll trembling is not seen. 使用具有某些配置的Nvidia物理引擎非常重要。在怪物完全掉下之后,您可以看到没有看到Ragdoll的长期发抖问题。 Improvement works since by 2012 in years.

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