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晓飞 王

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2/9/2010

My way...

想了很久,恍悟,这一切,并不适合我。。因为我并不快乐,且心比身累。。。想来想去,还是那 “I should do the right thing, at the right time, right place, with right people…” … 可,什么是right thing?我想,再简单不过了,”Just to do what I love, and what I am good at…”,我知道,大多数情况这很难,但我想我应该找到了。。。

fighting…

1/27/2010

Review of 3D Engines for the iPhone

Very good article, from

http://www.neverreadpassively.com/2009/03/review-of-iphone-3d-engines.html

I need a 3D engine for my iPhone project. I’ve hacked together my own 2D engines for rendering and physics in the past, but I have done very little OpenGL, and all the time I spent hacking around in the Quake, Quake2, Quake3 engines was focused on game logic and AI. This means that it is hard for me to define suitable requirements upon which to discriminate between available iPhone 3D engine middleware.

Requirements
Generally, I think my needs are modest (although still too rough to prepare a feature matrix comparison):

  • 3D rendering and rigid body 3D physics
  • Demonstrated iPhone integration and deployment (technically possible and apple has permitted deployment)
  • Low polygon counts regarding world entities, robust physics simulation (one creature as a dozen or so cuboids connected by simulated muscles)
  • Facility to execute physics simulations in a/the world without rendering (at the same time as rendering would be really nice but implausible given the hardware)
  • Programmatic management of 3D world entities (definition, instantiation, post-simulation manipulation)
  • No cost (I don’t mind open sourcing my project if it is permitted by the conditions of the Apple AppStore)
Candidates
Two clear candidates have emerged that may satisfy my needs, as follows:

  • SIO2 Interactive, SIO2: An opensource (LGPL) game engine for the iPhone. It uses the Bullet physics library and 3D objects and scenes are prepared using the opensource tool Blender. The project offers many tutorials (16) some of which are screencasts. The project also boasts a healthy number (15) of deployed iPhone applications available in the AppStore. The engine has a free version that imposes a flash screen (advertisement for the engine), an indie version is available without this restriction for $50USD. The volume of developer documentation in the form of tutorials is great, although the seeming dependence on Blender to prepare the 3D models and scenes used by the engine may be a deal breaker if there is no programmatic workaround.
  • Oolong Game Engine (on google code): An opensource (MIT License) game engine for the iPhone with some credibility given that it was developed in large part by Wolfgang Engel, Rockstar Games‘ lead graphics programmer. It uses the Bullet Physics Library for 3D physics and fluid studios for memory management. It has seemingly been used in a small number of titles (3?) currently available in the AppStore and proposes that it was used as the basis for the iTorque Game Builder. The source code comes with a number of demonstrations, although developer support documentation and tutorials are really lacking, and the mailing list is quite empty. This might be an engine for hard core developers.
Missed the cut
I came across four engines that missed the cut only because of an associated cost or maturity. I may reconsider selecting one of these engines if (and only if) it can be demonstrated that their adoption will save me time (or money – yes I’m keeping timesheets) on this project.

  • Unity 3D Engine (Unity Technologies): A cross platform engine that offers iPhone integration features and support. A large number of titles use the engine and presumably some of which are available in the AppStore. The core engine costs $199.00USD (Indie) plus there is a cost of $399USD (Basic) for iPhone integration totalling at least $600USD to get up and running. The cost buys support both in terms of documentation and a company that will return your support emails and calls. The engine looks slick and it seems a lot of people are using it.
  • tTGB – the iTorque Game Builder (Garage Games): The Torque engine has been ported to the iPhone and is offered as two products: iTGB for 2D games which is available now for $500USD (presumably built on the old TGEA platform), and a planned but as yet un-released T3D that presumably will have iPhone support. The software is both a builder software for making the game (WYSIWYG 2D editor) as well as an engine and packing tools for deploying your game. As with Unity 3D, the cost of iTGB is for the documentation and human support, and also like that engine it looks really slick. It was unclear to me how may titles have been built using this product and are available in the AppStore.
  • Ston3D Engine (ShiVa): The Ston3D engine offers iPhone integration support as a free add-on after purchasing the core product called ShiVa for $169.00GBP (about $244USD). ShiVa is a Windows-based game development product (like the Torque product) and offers a crippled free version that prevents publishing created games. A number (at least 8) of iPhone titles have been released based on the engine and are available in the AppStore.
  • CubicVR Engine (on sourceforge): An opensource (LGPL) game engine with no clear stable builds (only SVN access). There are some iPhone demonstration projects provided with the source code. It uses the Bullet physics library and supports other mobile and console platforms. The code base is seemingly the basis for the Pocket Hoops game in the AppStore. The project does not seem very mature and there are no clear tutorials or support documentation for starting a game project. As such, it did not make the cut.
Out of Scope
I came across a number of related projects that partially addressed some of my needs, but ultimately were out of scope. They are listed here for completeness, or in case I miss-interpreted the projects.

Alternatives
Some alternatives popped into my head while ‘deep googling’ this problem and I thought I’d list them in the event I do decide to re-scope the project.

  • Write my own: One option that I briefly considered and dismissed given the time it would consume is to write a 3D rendering engine myself. I might be able to piece together the things I need from tutorial sites like Nehe and OpenGL ES. For the physics I could use an off-the-shelf solution like Box2D (used for Rolando) or Bullet.
  • Port an engine: There are many great 3D engines out there just ready and waiting to be ported to the iPhone. May of the communities of those engines have manifest demand, are discussing, or have already started the porting process like Irrlicht, OGRE, and Allegro. Frankly, I do not have the current chops or inclination to get into a port.
  • Use a Quake: Both the opensource (GPL) Quake and Quake III Arena game engines have been ported to the iPhone and are available on jailbroken phones via Cydia. Both engines are 3D, have long histories of community involvement (mods and engine ports), and the source code of their ports are available (quake4iphone and quake3-iphone). Also, id Software might be releasing these titles officially soon enough. I’ve had experience with these engines before, but not regarding the simulation and rendering of arbitrary programmatic generated world entities. As such I may have more trouble than a conventional 3D engine in trying to shoehorn non-quake techniques into the engine (maybe a good fallback position).
The Plan
As a warm up I was thinking of writing some tutorials on how to compile and deploy wolf3d, doom, quake, and quake3 for the iPhone. I suspect they will not be too hard to write given the sources are out there, and I expect it’ll provide a good opportunity for getting up-to-speed on the environment.

Regarding my choice of 3D engine, I want to go with Oolong for as long as possible and fallback to SIO2 if progress proves too slow. I have booted the sample programs from both projects in the iPhone simulator, and have started to get a feeling for how one might map the algorithms and data structures from morphology evolution research into a 3D world. This brief research into available engines gives me some alternatives if the scope of the project changes or if I get fed up and decide I require developer documentation and support. I’m looking forward to starting the build early next month, after I finalize some GUI and algorithm designs.

Check out a similar round-up by Matthias Gall from September 2008 entitled “3D Engines on iPhone / iPod“.

Please drop me a comment or email if you know of any further 3D engines or related resources.

1/7/2010

[雪人]堆,堆,堆个大雪人...

首尔竟然下了场暴雪,没掉小腿,甚至冠岳山这都快到膝盖了。。。连下了两天(?),外面一片白茫茫,和猫躲在暖暖的窝里看着窗外落下的片片雪花,hmmm,真好,希望是瑞雪兆丰年啊。。。XD。。。雪停后,根本想象不到去301上班会多么辛苦,30度的大斜坡,走1步得往下滑3步—-不过一想,也刚好学习一下MJ的太空步咯。。

最近一直在和几个朋友搞点小东西,忙的不亦乐呼—放下手头的活,和猫去玩玩雪吧。。。哈哈,这猫啊狗啊的,看到雪可真是撒欢了哎,厚厚的雪,咯吱咯吱的踩着,双手捧起来洒向天空。。。呜呼,真爽~~ 然后堆了个雪人。这次的雪不知道为什么很松,不聚堆,死活弄不成球,于是就做了个墩墩的,矮矮的,可爱的小雪人,named as 小Q~,扣个纸杯,放几个树枝,扣2个山楂干,挤个领结,插束花。。。嘿嘿~~~

下雪,真好。。。

只可惜小Q估计马上就该化了。。。想起了小时候让我哭的满脸鼻涕眼泪的雪孩子。>”<

飞猫脚
飞猫脚
堆雪人

堆雪人


雪人与猫

雪人与猫


12/26/2009

Happy 2010! 新的一年,新的生活。。。

新的一年来到了。。。

1. 成绩出来了,所有课程都搞定—>博士课程终于修完了,成了全职PhD candidate了,就差写2年论文了,全新的开始,新的dedicated研究生活。。。

2. Luckily,上周硬盘彻底坏了,几乎所有的资料,数据,仿真,论文,等等等几乎全部完蛋,幸好有sugarsync的一小部分的备份,但大概也有丢失80%。。。虽然甚是心疼,但也不知为何没有特别伤心,买了个1T的硬盘,从新做了新的系统。。。感觉还挺高兴。。。

3. 猫顺利的录取了文化观光的研究生,非常高兴,她即将有她的新生活,我们也马上有我们的新生活。。。

4. 我一向记性很差,以往啥都往onenote里装,这下电脑一坏,啥都没了。。。于是买了个pp的记事本,还是往本上写吧。。。重塑自我。。。

5. 家里买了车,总算是了却了爸妈一桩心事,我也要学车!!!

6. 接了几个小野活儿,赚点小钱儿花花,主要是和朋友们一起搞点好玩的,心情会很好。。。

总之,新的一年到了,希望一切都好,一切都顺利。。。好运常在。。。

BTW:算了算自己如果正常博士毕业,距离世界末日就1年了。。。能干点啥啊。。。。?

12/17/2009

被<我叫MT>第十集的结尾感动了。。。

这不只是游戏, : )

   

12/7/2009

[NB的投稿] 之 [一波三折]!!!

刚才终于把论文提交了.头大了NN圈阿…其实一直是在做的东西,只不过是实在没兴趣,就是为了赚点项目钱才在做,所以就没怎么dedicate了…论文一直拖阿拖,之前一直瞎写别的论文,眼瞅着就到deadline了,还跑去巴黎玩了一趟(哈哈老板心里肯定气死了…)…回来后我就傻了眼…于是就,连续熬通宵的搞阿搞,还好数据都有,就是整理,画图,然后是pour文字而已了….

教授也很认真的跟着我一起急,我也是急的满嘴泡,头疼肩膀疼的…猫也跟着急的嗷嗷叫…终于在deadline之前写完了,拿去给教授,教授说,不行,time is not enough, we cannot guarantee the quality…说至少”提前2天阿得,你都干嘛去了你”..然后说要放弃….!!!!!O_O…

…突然想起一首歌…”…最怕你忽然说要放弃…写论文需要勇气…” -_-

于是鼓起勇气跟GE说要请求延期,景观很冒失,尽管这个deadline已经是extended的了….结果,出乎意料,竟然得到回信说宽限2天…娃哈哈,NB阿.于是和教授欣喜若狂的改阿改…终于阿…finally,改好了,眨眼就可投了,结果,竟然,”搞电脑的人被电脑搞了”…出去了一下,在回来,机器就死机了…硬重启,结果,竟然,辛辛苦苦改的内容竟然全丢了!!!!!!!!!!!!!!!!!!!!!!!! “轰隆隆…~~” 雷斯我了….打死再也不用2010beta了!什么玩意儿阿..>”< 自动保存还有bug…..

伤心死了…含着泪,用尽了一切方法,还是没恢复了,只找到了1天之前的老版本…老板听说后,说又说要放弃….

“一鼓作气,再而衰, 三而竭”, 之前的斗志都没了…眼看就期末考试了,什么都没准备呢..这就是天意…. -_-!!!!这个SI很难对上的,再等下一次就不知道哪年哪月了..艾… 命运阿…

绝望之时,突然接到Min大师电话,没想到竟然大师成功的又帮我申请到了一个周末的延期!!!!!天阿…感激涕零……这才是天意阿…于是乎继续拼命,不管三七二十一,改阿改,老板也跟着拼命了…白天也审,晚上也改的,skype都动用了…周末都没休息…太伟大了..为了这样一个教授的dedicated的help,我永垂不朽阿,..阿 不是 涌泉相报阿….

终于..今早..把最终最终的稿子递交了…这个事情终于算是告一段落了….>”<.. 一个字儿, 累死我了….下次再也不这样写论文了…呜呜…一定提早准备…

话说回来,更进一步了解了可爱的老板..列举他这几天的可爱事….
1. 拿着稿子,跟我斗志昂扬的说 let’s review this night! No home!…结果才8点半接到老婆电话, 灰溜溜回家了,还说,lets use skype! That’s nearly the same!…

2.skype的合作真得很高效?..(他的mic太差)…..教授:”你能听到么?” 我:”OK,能听到,不过不是很清楚.” 教授:”好,下面一句,你最好改成这样,blahblahbla…” 我:”不好意思我听不清楚!!” 教授:”听不清阿?我给你用对话框打过去!!!!” .. 囧…然后听那边噼里啪啦的一指神功,弹过来一句话….教授:”Is that OK?” 我:”好,就这样改…”…教授:”好的,下面一句…容易让人误解,你要改成这样会更好…blahblah…” 我:”教授,我听不太清…” 教授:”噢 好,我给你打过去…”…………囧!!!!  笑的肚子快疼死了…好可爱的老板阿…最后实在不行了,狠心拔掉网线,call老板:”对不起我这断网了….”….

3. 约好一起5点审稿,等他到5点30才来,”对不起,我来晚了,我们赶紧一起改,我还有10分钟得走”,我心想,就这么会儿…”为什么?” 教授:”我得去幼儿园接孩子” — 囧!! 太伟大了,新世纪好男人形象阿!!! 佩服佩服,学习学习!!

12/3/2009

[zz]手持燃烧瓶的“勇敢女人”

【转自韩寒博客】手持燃烧瓶的“勇敢女人”


今日,闵行区的潘女士家房子被强制拆迁,潘女士在三楼投掷自制燃烧弹,无奈家庭作坊做的燃烧弹只能用瓶子,技术上自然就遇到了瓶颈,威力太小,被消防车轻松扑灭以后,消防车的高压水枪对准潘女士扫射,最终潘女士缴械投降。

看到这则新闻,我欣慰的感到,经过了二十年的发展,社会进步了。冲锋枪换成了高压水枪。那么,为什么会导致如此惨烈的抗衡呢?因为这次大虹桥的建设,潘女士家的面积有480米,而政府只愿意赔偿67万,也就是每平方米761元的房屋重置补贴和1480元的土地补偿。

当这个城市的商品房均价是在用万衡量的时候,强制拆迁的价格还在用百来计算,这就是居民投掷燃烧弹的原因,也就是说,人家本来住了480平方,你要征用人 家的土地进行所谓的建设,也就是做生意,你赔偿人家的钱只够人家买40个平方,然后强拆队就来了,换做任何一个有武器的人都忍不住得掏武器。

当然,这个例子说明了一些问题,第一是中国政府当年禁枪是有道理的,我记得我很小时候我家里是有一把气枪的,用于打鸟,

11/30/2009

情迷巴黎

呼…从巴黎归来,累的要死,堆了一堆事儿,没时间整理照片…更不用提写些什么了。。。木哈哈,从猫那里抄过来,写的灰常灰常不错…版权归猫,违者必狗咬猫挠…!… XD

情迷巴黎

         对于巴黎——那传说中的浪漫之城,我一直持有一种莫名的距离感,从不敢奢望什么。由于今年哥的论文投中一个会议,要在巴黎发表,因此我也有幸一同前往。

   在飞机降落巴黎的当天晚上,我们登上了驶往浪漫之城的高速列车-EUROSTAR 。最先见到巴黎的夜,柔软的气息让人心醉。入夜时分,灯火辉煌,人流如潮。但是10点钟以后,很多商店先后关门下班了,正式的西餐厅也相继黑了灯,只留下街边一个个咖啡馆和小酒吧仍然高朋满座。这种咖啡馆是巴黎乃至欧洲很多国家的一大城市景观,而属巴黎的最有特点,最为著名。历史上有很多艺术大师、名人巨匠都和巴黎的咖啡馆有缘。然而个人认为,如果真想领悟巴黎人自己的带有某种神秘和感伤情调的咖啡馆,就应该离开这些被外国游人或法国外省人占满了的闹市区,走向那些窄小的街道,沿着古老的石砖和鹅卵石地面,在昏暗许多的路灯下,走进那虽不喧哗却真正味道十足的咖啡馆。

  第二天清晨,我们开始了我们的浪漫之旅:从居住的旅馆步行到一个街头的小餐馆,一边品尝着巴黎最为普遍的早餐——牛角包,一边不停地翻看手里的各种地图,为我们的旅程制定计划。走在巴黎的大街上,很容易见到巴黎的塞纳河。水是文化的源头,巴黎的文化,建筑,迷人的风景都沿着这条隽秀的河伸展着。找到了河我们就找到了一切,关于这个梦中的城市。

   就我看来,埃菲尔铁塔和凯旋门是一种象征,一种国家历史的标志;香榭丽舍大街是一种招牌,一种现代城市的广告;而卢浮宫则是一本书,一本超越于政治、利益、金钱的人类文明艺术史的教科书。卢浮宫是世界上最古老、最大、最著名的博物馆之一。藏品中有被誉为世界三宝的最美丽的维纳斯雕像,倾倒多少人的蒙娜丽莎油画和胜利女神石雕。 更有 从古代埃及、希腊、罗马的艺术品到东方各国的远古遗物,从中世纪到现代的雕塑作品,还有数量惊人的王室珍玩以及绘画精品等等。卢浮宫已成为世界著名的艺术殿堂。在卢浮宫里,我们花了大半天也只是看了三分之一的展品,要不是时间有限,我真想抱着展品详解,在这座世界著名的艺术殿堂里尽情吸吮文化的芬芳……

  以前一直不解,浪漫——如此虚无的一个词,怎么可以用来形容一座城市?但是当我看到凯旋门当中垂挂的大旗时,忽然就明白了浪漫的含义——巨大的蓝白红旗帜在微风的吹拂之下,以一种庄重而不失优雅的姿态缓缓飘动,其实浪漫是一种风范,一种格调。

        香榭丽舍大道位于凯旋门与卢浮宫的中轴线上,是法国向世界展示它在各领域傲人成就的橱窗,更是一个国际知名品牌的汇集之地。这是一条集高雅及繁华,浪漫与流行于一身的世界上最具光彩与盛名的道路。道路两旁商贾云集,装点着这条浪漫又时尚的巴黎城最美的道路。你既可在其中消遣娱乐,又可采买购物,同时也可以欣赏这个有着百年历史的人间第一美丽大道的万种风姿。

        来到巴黎圣母院,感同身受体会到哥特式风格建筑的辉煌与无与伦比。雨果就在《巴黎圣母院》中,将其比喻为 石头的交响乐。登上400级台阶,进入撞钟室,想象着当时关于小说人物吉普赛少女爱斯梅拉达和撞钟人所处的那个年代,历史的厚重感油然而生。 

        在前往埃菲尔铁塔的途中看到了摩天轮,决定坐上感受一番。从高处俯瞰巴黎夜晚与白天截然不同的的景致,想起光之影里讲起的一个神话:夜幕下,21点03分的巴黎铁塔,真爱的恋人相遇,灯火阑珊,幸福从此降临…这一时刻,巴黎的一切已经让我陶醉,觉得很幸运,因为最美的景色能和身边最爱的人一起分享……

        如果说,巴黎圣母院是古代巴黎的象征,那么,埃菲尔铁塔(Eiffel Tower )就是现代巴黎的标志。埃菲尔铁塔,耸立在巴黎市区赛纳河畔的战神广场上。除了四个脚是用钢筋水泥之外,全身都用钢铁构成,塔身总重量7000吨。塔分三层,第一层高57米,第二层115米,第三层274米。除了第三层平台没有缝隙外,其他部分全是透空的。亲眼目睹了埃菲尔的真面目,唯有两个字可以形容我的感受——雄伟。

     相信很多人都看过"红磨坊"的,虽然那是在好莱坞诞生的,但原型在巴黎。哥提前订了票,我俩有幸来到了这充满情爱与神秘色彩的地方.多彩的霓虹灯带来很多现代的气息.红磨坊是康康舞的发源地。对于演员有着极其严格的要求(而且穿衣极少),高高的踢脚、圆环内的单脚跳、同时将另一条腿高举到空中,劈叉,横翻筋斗和其他杂技表演,都是康康舞具有代表性的动作。里面不准照相,会给来宾提供免费法国香槟,独具特色的表演,时而滑稽,时而情色,时而伤感,时而欢快。这里充满了诱惑,为世界各地的成年游客提供了音乐、舞蹈以及滑稽小品之类的各类娱乐活动,是人们寻求解脱放松的好地方。      

          就个人而言,巴黎最令我震惊的当属凡尔赛宫。正宫前面是一座风格独特的 “ 法兰西式 ” 的大花园,园内树木花草别具匠心,使人看后顿觉美不胜收。而建筑群周边园林亦是世界著名。它与中国古典和皇家园林有着截然不同的风格。它完全是人工雕琢的,极其讲究对称和几何图形化。 如果凡尔赛宫的外观给人以宏伟壮观的感觉,那么它的内部陈设及装潢就更富于艺术魅力,室内装饰极其豪华富丽是凡尔赛宫的一大特色。 500 余间大殿小厅处处金碧辉煌,豪华非凡:内壁装饰以雕刻、巨幅油画及挂毯为主,配有17、18世纪造型超绝、工艺精湛的家具,宫内随处陈放着来自世界各地的珍贵艺术品。

         为了节省时间,中午我们一般会在街头买些富有法国特色的小吃,边吃边逛。晚餐我们则会精心挑选一些很有名有特色的店面,吃最传统风味的法餐,包括我们仰慕已久的法国蜗牛,烤鹅肝,餐后甜品,红酒等等。其实用两个多小时的时间吃一顿晚饭,对于我来说是一件难以忍受的事情,但是,当这件事情发生在法国香榭丽舍大街旁边,发生在高高的法国梧桐树下,尤其是发生在与心爱的人一起分享的幸福时刻,一切就变得令人愉悦起来。午后的时光与毛毛细雨交织,传播着浪漫的味道,慕名来到“双偶”和“花神”咖啡店坐下,来一杯法国传统的咖啡和甜点,一抹白云荡漾在浓郁的咖啡上,嗅着黑色液体里散发出的芳香,耳畔流淌着异国情调的靡靡之音,看着匆匆走过的行人,很是心旷神怡,这样一番情景一定不负浪漫这两个字了。

         本来以为英国人很会自娱自乐,到了巴黎才知道,还是法国人更懂得要如何生活,如何生活得开心。在地铁站白胡子老人吹着塞克斯风的手上夹一支烟,微闭双眼,不时向路人跑出暧昧幸福的一丝笑靥;在火车上的几个年轻人,拉着手风琴,唱着传统民乐,载歌载舞;面对埃菲尔铁塔,一对老夫妇并排坐在已经坏掉了的椅子上,很安详,很享受;在灯红酒绿的“红磨坊”里,跟身边的陌生人打招呼,像老朋友似的开着玩笑;在巴黎圣母院的阶梯上俯瞰巴黎全貌,原来浪漫是一种生活方式。

           巴黎的名胜数不胜数,巴黎的美景令人迷醉,巴黎是一所绝对的历史文化古城,同时又是一所极具现代气息的时尚之都。荣军院,先贤祠,圣日耳曼大教堂,圣心大教堂,国家歌剧院,老佛爷百货,巴黎春天百货公司…… 六天的巴黎之行,带给我从未有过的充实感与强大的冲击力。

           巴黎的夜色依旧迷人,道一声“再见”。最美的夜,梦牵着我的羽翼,飞翔在巴黎的上空,重温这浪漫之城的点滴。巴黎….后会有期! 

11/15/2009

2012残念...

昨晚突然想看电影,于是和猫商量看点啥,恩恩最近一直听说2012,于是好,网络上一搜,不错,有,下载,速度好快。恩恩不错~~~~

开始看,越看越不对劲,好俗的词儿,好假的地震特效,无时无处还在传教,。。。好郁闷的电影。。。难道大片就是这个么,不是听说有中国人很多戏么,怎么回事儿。。坚持着看完,最后结局好假好假>”<。。。。。。。难道。。。-_-”"”"”"

于是再仔细一搜,妈呀~~~~~~~看错片了。。。根本不是最近的大片2012。。。。郁闷!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

S了B了。。。— —”

不甘心,于是看了个<风声>,恩还算不错,挺有意思的电影,就是里面的刑罚有点。。。>”<…

年底了,该有好多好看的片咯:D

11/9/2009

提交了netgames的终稿,终于放下了心里的一块小石头。。。

还记得06年底刚开始步入真正的研究学习时, 无意收到netgames07的CFP, 当时呜呼哀哉的对朋友感叹说,这个会议相当不错阿, ACM SIGCOMM和SIGMM合作的有关网络游戏的,唯一的,当然就是最高的,在学术界的有关网络游戏的workshop. 心里憧憬着说, 这不就是我一直向往的目标么, 谁说玩游戏不务正业, 搞游戏一样学术可以很NB阿~~~~于是疯狂的下载了历年netgame上发表的所有论文,统统读一遍,哇塞…感觉比读起infocom mobicom的论文还爽了…

眨眼1年过去, 08年的netgames的CFP收到时, 直接淡淡的把信点了”已读”, 看都没看, 心想, 离我好远…好远…看着手头的什么routing阿,mesh阿,multichannel阿…心想,做论文研究,果然永远的和网络游戏不相关阿…唉…怎么想也是怎么不着边际…

又是一年过去了, 看着netgames的accept letter, 看着上面满满的褒评, 心想, 终于…呵… 回想这七八个月阿, 只要有机会上地铁坐公交,就打开设备测试,左手拿笔记本(2.5kg), 右手在键盘上不停操作记录, 站在摇摇晃晃的车厢里, 周围的人时不时来句”그사람 미쳤어?”… 其实这个论文最关键是吃香在了韩国的WiBro网络上, 在这样一个全球第一个商业化并且都市范围覆盖WiMAX信号快3年的地方, 在这样一个网络游戏发展十分迅猛的地方—不做出这样的论文, 对不起泡菜的嘛!!…我要继续把这个事情做下去,并且我真的特坚信,我能走的很深,并且这个领域绝对能发展很好的。。。

其实一个小会议小论文并不值得激动,但我激动的是那种无法言表的欣喜,从一个小小梦想的播种并萌芽,并期待着未来的茁壮成长…嫩嫩的芽,让我看到了并发掘了里面暗藏的玄机,所以我不能停止,我要继续施肥,我要继续让他成长,最近要努力扩展这个论文,目标MONET/TMC,天时地利人和,乐哉乐哉!!~~原来做研究可以这样美妙,宛如亲眼望着一个生命的诞生,不对,那更应该像是亲手创造的一个生命般美丽…

感谢所有支持我的朋友, 感谢花花帮我initiate了这个work, 当然最感谢猫猫的支持. 想了想, 恩, 做一件事儿,其实很简单,就需要俩点: 1) 去梦想; 2) 去做…. 心里一个小石头落地了,不过才发现,好家伙,后面还那么多大石头悬挂着呢…>”<…

熬到开。。。熬到开。。

 

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