<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-4834252038151358178.post7476659523910360720..comments</id><updated>2008-12-24T15:59:55.486+08:00</updated><title type='text'>Comments on 擴擴咱 2.0: Scaleform GFx：可用Flash做遊戲UI的介面引擎</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://blog.mediakid.org/feeds/7476659523910360720/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4834252038151358178/7476659523910360720/comments/default'/><link rel='alternate' type='text/html' href='http://blog.mediakid.org/2008/12/scaleform-gfxflashui.html'/><author><name>擴擴咱</name><uri>http://www.blogger.com/profile/10627481455743973449</uri><email>noreply@blogger.com</email></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>2</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-4834252038151358178.post-6953906222402513336</id><published>2008-12-24T15:59:55.486+08:00</published><updated>2008-12-24T15:59:55.486+08:00</updated><title type='text'>水啦～ 我寫了這篇以後我就一直想要問你了不了遊戲產業怎麼用這類工具的細節。同意你說的，用向量+點陣還...</title><content type='html'>水啦～ 我寫了這篇以後我就一直想要問你了不了遊戲產業怎麼用這類工具的細節。&lt;BR/&gt;&lt;BR/&gt;同意你說的，用向量+點陣還是會很慢吧，所以這可以解釋為什麼我們會看到很多scaleform demo的介面看起來就很純向量、很flash模樣?</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4834252038151358178/7476659523910360720/comments/default/6953906222402513336'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4834252038151358178/7476659523910360720/comments/default/6953906222402513336'/><link rel='alternate' type='text/html' href='http://blog.mediakid.org/2008/12/scaleform-gfxflashui.html?showComment=1230105595486#c6953906222402513336' title=''/><author><name>mediakid</name><uri>http://www.blogger.com/profile/10627481455743973449</uri><email>noreply@blogger.com</email><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='OpenSocialUserId' value='09763350118242858745'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.mediakid.org/2008/12/scaleform-gfxflashui.html' ref='tag:blogger.com,1999:blog-4834252038151358178.post-7476659523910360720' source='http://www.blogger.com/feeds/4834252038151358178/posts/default/7476659523910360720' type='text/html'/></entry><entry><id>tag:blogger.com,1999:blog-4834252038151358178.post-4442363826186130452</id><published>2008-12-24T15:06:43.645+08:00</published><updated>2008-12-24T15:06:43.645+08:00</updated><title type='text'>之前在遊戲公司都嘛用Flash來做遊戲中的UI，不過....跑純圖檔說實在的還是比較不吃CPU資源的...</title><content type='html'>之前在遊戲公司都嘛用Flash來做遊戲中的UI，不過....跑純圖檔說實在的還是比較不吃CPU資源的啦~比較占記憶體是真的，不過你用開發FLASH遊戲UI能不用高質感的圖嗎? 向量 + 貼圖 = slow; ，所以需要 向量 + 貼圖 + 3D加速卡 = normal;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/4834252038151358178/7476659523910360720/comments/default/4442363826186130452'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/4834252038151358178/7476659523910360720/comments/default/4442363826186130452'/><link rel='alternate' type='text/html' href='http://blog.mediakid.org/2008/12/scaleform-gfxflashui.html?showComment=1230102403645#c4442363826186130452' title=''/><author><name>LLPP</name><email>noreply@blogger.com</email></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://blog.mediakid.org/2008/12/scaleform-gfxflashui.html' ref='tag:blogger.com,1999:blog-4834252038151358178.post-7476659523910360720' source='http://www.blogger.com/feeds/4834252038151358178/posts/default/7476659523910360720' type='text/html'/></entry></feed>