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°´Ã¼ÁöÇâ µðÀÚÀÎ ÆÐÅÏ 09. µðÀÚÀÎ ÆÐÅϵé part3
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»ç¿îµåÆ÷Áö 10 15. »ç¿îµåÆ÷Áö ÀÌÆåÆ® part1
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COCOS2D-X 14. Xml, Json, Scroll View, Table, Accelerometer
Ã¥°¥ÇÇ : [00:03] cocos2dx¿¡¼ xml´Ù·ç±â / [00:33] xml / [01:37] pugixmlÇÁ·¹ÀÓ¿öÅ© / [02:06] pugixml.org ÆÄÀÏ´Ù¿î / [02:29] ¼Ö·ç¼ÇŽ»ö±âÈ®ÀÎ / [02:41] ¿¹Á¦ÆÄÀÏÈ®ÀÎ / [03:06] ¼Ò½ºÄÚµåÈ®ÀÎ / [03:10] log2ÇÔ¼ö / [03:42] Á¤ÀǺκÐÈ®ÀÎ / [03:53] pugixml.hppÇì´õÆÄÀÏ include / [05:02] xml_document loadÇÔ¼ö»ç¿ëÇϱâ / [05:39] childÇÔ¼ö / [05:54] xmlÆÄÀÏ 3°³ÀǾÆÀÌÅÛ¼³¸í / [06:11] xmlÆÄÀÏ type1 ¼³¸í / [07:59] ¾òÀº°ª log2ÇÔ¼ö¿¡°Ô Àü´ÞÇϱâ / [08:31] type2. type3 Æ÷¹®³»¿ë°°À½ / [09:28] ij¸¯ÅÍÆ÷ÀÎÅÍ ¹®ÀÚ¿ / [10:07] µð¹ö±ë¸ðµå·Î ºôµå / [10:18] ½ÇÇà°á°úÈ®ÀÎ / [11:34] JSONEX»ç¿ë / [12:28] rapidjson»ç¿ëÇϱâ / [12:48] rapidjson ´Ù¿î·Îµå / [13:07] ´Ù¿î·Îµå¹ÞÀº ÆÄÀÏ º¹»çÇϱâ / [13:52] ÆÄÀÏÃß°¡È®ÀÎ / [14:23] ¼Ò½ºÄÚµå »ìÆìº¸±â / [14:42] Á¤ÀǺκР»ìÆìº¸±â / [14:54] headfile include / [15:43] rapidjson namespaeceÁöÁ¤Çϱâ / [16:07] fullpathforfilename »ç¿ëÇϱâ / [17:11] getsringfromfile ÇÔ¼öÃß°¡ / [17:57] hasparsErrorÇÔ¼ö¼³¸í / [18:05] getparseErrorÇÔ¼ö¼³¸í / [18:45] log2ÇÔ¼ö »ç¿ëÇØ¼ È®ÀÎÇϱâ / [19:36] µð¹ö±ë¸ðµå·Î ºôµå / [19:46] ½ÇÇà°á°úÈ®ÀÎ / [20:46] ¿¹Á¦»ìÆìº¸±â / [21:07] ´Ü¼øÇѽºÅ©·Ñ±â´É »ìÆìº¸±â / [21:40] ScrollView Ŭ·¡½ºÀÌ¿ëÇϱâ / [22:12] EngineRootÁöÁ¤ÇØÁÖ±â / [22:59] cocos2d¿Í cocos2d::extension ¸ÅÅ©·Î / [23:49] Á¤ÀǺκлìÆìº¸±â / [24:45] layer»ý¼º / [25:53] scrollView »ý¼ºÇغ¸±â / [26:12] »ç¿ëÇÔ¼ö ¼³¸í / [28:07] »ý¼ºµÈ ½ºÅ©·Ñ ·¹À̾ µî·Ï / [28:37] ½ÇÇà°á°úÈ®ÀÎ / [29:16] ScrollView¼±ÅÃÈÄ Á¿ì·Î È®ÀÎ / [30:12] »õ·Î¿î¿¹Á¦ / [30:16] tableView»ç¿ëÇϱâ / [30:38] Ŭ·¡½ºÃß°¡Çϱâ / [30:47] Çì´õ¿Í CPPÆÄÀÏ Ãß°¡Çϱâ / [31:42] customTavleViewCell Á¤ÀÇ»ìÆìº¸±â / [32:14] º»¿¹Á¦ »ìÆìº¸±â / [32:45] cocos-ext.h File include / [32:55] CustomTableViewCell.h File include / [33:17] tableView»ç¿ëÀ»À§ÇÑ ÇÁ·ÎÅäÄÝÁöÁ¤ / [33:23] TableViewDataSource »ó¼Ó / [33:24] TableViewDelegate »ó¼Ó / [34:02] µÎ°¡Áö tableView »ý¼º / [34:38] °¡·Î·Î »ý¼ºµÇ´Â tableView / [35:00] HORIZONTAL À» setDirection¿¡ Àü´Þ / [35:33] tableView¸¦ layer ÀÚ½ÄÀ¸·Î Ãß°¡ / [35:53] reloadDataÇÔ¼ö¸¦ È£Ãâ ³»¿ë °»½Å / [35:59] ¼¼·Î·Î »ý¼ºµÇ´Â tableView / [36:15] CERTICAL À» setDirection¿¡ Àü´Þ / [37:18] »ý¼ºµÈ tableView¸¦ layer ÀÚ½ÄÀ¸·Î Ãß°¡ / [37:20] reloadDataÇÔ¼ö¸¦ È£ÃâÇØ¼ ³»¿ëÀ» °»½Å / [37:32] tablecellatÇÔ¼ö / [38:27] tableCellSizeFor index ÇÔ¼ö ¼³¸í / [39:47] tablecellatindex `ÇÔ¼ö ¼³¸í / [40:05] String Ŭ·¡½º »ç¿ëÇØ¼ ¹®ÀÚ¿ »ý¼ºÇϱâ / [41:21] label»ý¼º / [41:34] À§Ä¡¿Í anchorpoint¼³Á¤Çϱâ / [41:48] labelÀ» cellÀÚ½ÄÀ¸·Î Ãß°¡ / [42:29] return cell ¼³Á¤ / [43:05] ½ÇÇà°á°úÈ®ÀÎ / [45:29] Á߷°¡¼Óµµ°è¸¦ »ç¿ëÇÏ´Â ¿¹Á¦È®ÀÎ / [47:03] AccelerationÇÔ¼ö¼±¾ð / [47:06] º¯¼öÈ®ÀÎ / [47:28] ¸ÞÅ©·ÎÇÔ¼ö FIX_ POSÇÔ¼ö ¼³¸í / [48:24] Å×½ºÆ®¿ë sprite»ý¼º / [49:35] onEnterÇÔ¼ö È£Ãâ / [50:01] AccelerometorEx¸¦ »ç¿ëÇÑ´Ù´Â Á¤ÀÇ / [50:10] Accelerometor¿¡ listener»ý¼º / [51:03] window¿¡ size ¸¦ ±¸Çϱâ / [53:06] uiÁÂÇ¥°ªÀ» convertToGL»ç¿ë / [53:23] FIX_POS ¸ÞÅ©·Î ÇÔ¼ö»ç¿ë / [53:48] ball¿¡ À§Ä¡°ªÀ» »õ À§Ä¡°ªÀ¸·Î °»½Å / [53:52] ½ÇÇà°á°úÈ®ÀÎ
Ã¥°¥ÇÇ : [00:16] ¹°¸®¿£Áø Ȱ¿ë¹ý / [01:36] BOX2D manual È®ÀÎ / [02:20] CHIOMUNK È®ÀÎ / [03:26] C++ BOX2D ¾Ë¾Æº¸±â / [04:07] BOX2D ±âº»°³³ä / [05:12] ÇȽºÃݳü»ç¿ëÇϱâ / [05:25] jointÀÇ Á¤ÀÇ / [05:59] BOX2D ½ÇÁ¦´ÜÀ§»ç¿ë / [06:20] ±ÔÄ¢°£¿¡ °¡ÇØÁøÈû È®ÀÎȽ¼ö / [06:56] ±ÕÇüÀâÈù °ª ã±â / [07:40] ¿¹Á¦¼Ò½º »ìÆìº¸±â / [07:48] Box2D.h include / [07:54] PTM_RARIOÄÚµå»ç¿ë / [08:52] ÇÔ¼ö¿Íº¯¼ö »ìÆìº¸±â / [09:04] ¼Ò¸êÀÚ¼±¾ð / [09:49] CPPÆÄÀÏ ¼±¾ð / [10:23] Á߷°ªÁ¤ÀÇ / [11:11] b2Vec2Çü¼³¸í / [11:31] B2World»ç¿ë / [11:37] SerAllowsleeping»ç¿ë / [12:10] serContinuousPhysics»ç¿ë / [12:28] Ground Box»ý¼º / [12:41] b2BodyDef»ý¼º / [12:59] grounBody»ý¼º / [13:15] b2EdgeShape»ý¼º / [13:47] Å׵θ®Á¤ÀÇ / [13:51] ¹Ù´ÚºÎºÐ¼³Á¤ / [14:27] PTM_RARIO Àû¿ë / [14:49] »ó.ÇÏ.ÁÂ.¿ì Å׵θ®¼³Á¤ / [15:03] World»ý¼º¿Ï·á / [15:09] tickÇÔ¼ö ½ºÄÉÁì¿¡µî·Ï / [15:23] World ¼Ò¸êÀÚ¿¡¼ delete / [15:37] onEnterÇÔ¼ö¿¹Á¦ / [15:54] layer¿¡ onEnterÇÔ¼öÈ£Ãâ / [16:01] singtouch EventListener »ý¼º / [16:06] onTouchBegan ÄݹéÇÔ¼öÁöÁ¤ / [16:10] PriorityÁöÁ¤ / [16:16] onExitÇÔ¼ö ¿¹Á¦ / [16:17] singtouch EventListenerÁ¦°Å / [16:26] layer¿¡ onExitÇÔ¼ö È£Ãâ / [16:37] TickÇÔ¼ö»ç¿ë¾È³» / [16:47] velocitylterationsº¯¼ö¼³¸í / [17:57] world¿¡ StepÇÔ¼ö ¼³¸í / [18:40] worldÆ÷ÇÔ badyÁ¦¾î / [19:30] PTM_RARIOÀ¸·Î º¸Á¤ / [19:45] CC_RADINAS_TO_DEGEES ÇÔ¼ö¼³¸í / [20:14] onTouchBegan ¼³¸í / [20:48] Sprite»ý¼º.À§Ä¡ÁöÁ¤ / [20:55] layer¿¡ ÀÚ½ÄÀ¸·Î Ãß°¡ / [21:16] bodyDef»ý¼º / [21:45] bodtÀ§Ä¡ PTM_RATIO·Î¼³Á¤ / [22:25] fixture¼³Á¤ / [24:16] CreateFixtureÇÔ¼ö·Î Fixture»ý¼º / [25:03] »ý¼º°á°ú½ÇÇà / [27:56] µð¹ö±×¸ðµå¼³Á¤¹æ¹ý¾È³» / [28:08] GLES_Render.ÆÄÀÏÃß°¡ / [29:07] ¿¹Á¦»ìÆìº¸±â / [29:19] Box2E / GLES-Render include / [29:35] Ŭ·¡½º ¼Ò¸êÀÚ¼±¾ð / [29:52] ÇÔ¼ö¼±¾ð / [30:22] º¯¼ö.world¼±¾ð / [30:43] Á¤ÀÇ»ìÆìº¸±â / [31:54] creatBox2dworld ¼³¸í / [32:58] Debugµ¿À۾ȳ» / [33:32] figas°ª ¼³¸í / [34:24] ¹Ù¿îµù¿µ¿ªÁöÁ¤ / [34:33] BodyDef »ý¼º / [34:54] EdgeShape ¼³¸í / [35:02] »ó.ÇÏ.ÁÂ.¿ì ¼³Á¤ / [35:24] ¼Ò¸êÀÚ¿¡¼ worldÇØÁ¦ / [35:32] DrawÇÔ¼ö¼³¸í / [35:50] layer¿¡ draw È£Ãâ / [35:57] Vertex¼³Á¤ / [36:14] DrawDebugDate»ç¿ë / [36:25] Matrix ȸéÇ¥½Ã / [37:04] layer¿¡ onEnterÈ£Ãâ / [37:28] layer¿¡ onExit È£Ãâ / [38:40] onTouchBegan ÇÔ¼ö¼³¸í / [39:10] sprite ÁÖ¼®Ã³¸® / [39:23] badyDef»ý¼º ¼³Á¤ / [40:05] Bady ¸ð¾ç. ¼Ó¼ºÁöÁ¤ / [40:50] »ý¼º °á°ú ½ÇÇà
Ã¥°¥ÇÇ : [00:06] º¹ÀâÇÑ BodyÃß°¡ / [01:20] PhysicsEditor»ç¿ëÇϱâ / [01:28] »çÀÌÆ®ÀÌ¿ëÇϱâ / [02:00] ¼³Ä¡ÆÄÀÏ´Ù¿î·ÎµåÈ®ÀÎ / [02:15] Cocos2D-x ¹öư´©¸£±â / [02:39]ȸé¿ÞÂÊÆÄÀÏ ´Ù¿î·Îµå / [02:55] ´Ù¿î·ÎµåÈÄ ¾ÐÃàÇ®±â / [03:07] PhysicsEditor½ÇÇàÇϱâ / [03:21] À̹ÌÁö¼±ÅÃÇϱâ / [03:56] shape tracer»ç¿ëÇϱâ / [04:58] Exporter¼±Åà / [05:14] Box2D generic(PLIST)¼±Åà / [05:30] publish¹öư´©¸£±â / [05:44] ¿¹Á¦¸¸µé±â / [05:54] À̹ÌÁö&plist ÆÄÀÏ º¹»ç / [06:19] GB2shapeCache_xÆÄÀÏÃß°¡ / [07:02] ¼Ò½ºÆÄÀÏÈ®ÀÎÇϱâ / [07:31] ¿¹Á¦ »ìÆìº¸±â / [07:45] GLES_Render.hÆÄÀÏÃß°¡ / [08:05] Ŭ·¡½º¼±¾ð »ìÆìº¸±â / [08:20] createBox2dWorldÇÔ¼ö¼±¾ð / [08:33] drowÇÔ¼ö¼±¾ð / [08:39] µ¨¸®°ÔÀÌÆ®ÇÔ¼ö¼±¾ð / [09:07] º¯¼ö¼±¾ð / [09:43] Á¤ÀÇ»ìÆìº¸±â / [09:54] GB2ShapeCache-x.h include / [10:15] string¹è¿ÁöÁ¤ / [11:05] physics shapes ºÒ·¯¿À±â / [11:31]World»ý¼º / [11:55] schedule È£Ãâ / [12:11] createBox2dWorld »ìÆìº¸±â / [12:34] debug¸ðµå trueÀü´Þ / [12:38] GLESDebugDrawÇÒ´ç / [12:57] flags°ª ÁöÁ¤ / [13:06] Å׵θ®Body»ý¼º / [13:27] BodyDef»ý¼º / [13:41] groundBody»ý¼º / [13:49] b2EdgeShape»ý¼º / [13:56] b2FixrureDef»ý¼º / [14:04] shape¿¡ groundEdge´ëÀÔ / [14:44] ÇÒ´çÇß´ø worldÇØÁö / [15:56] onEnter»ìÆìº¸±â / [16:04] ÄݹéÇÔ¼öÁöÁ¤ / [16:15] onExit»ìÆìº¸±â / [16:27] tickÇÔ¼ö»ìÆìº¸±â / [17:20] onTouchBeganÇÔ¼öº¸±â / [17:47] Sprite »ý¼º »ìÆìº¸±â / [17:55] names¹è¿º¸±â / [18:18] Sprite»ý¼º / [18:29] layer ÀÚ½ÄÀ¸·Î Ãß°¡ / [18:39] BodyDef»ý¼º.¼Ó¼ºÁöÁ¤ / [19:38] addFixturesToBodyÇÔ¼öÈ£Ãâ / [20:10] PlistÆÄÀÏ»ìÆìº¸±â / [21:38] anchorPointForShape»ç¿ëÇϱâ / [22:19] »ý¼º°á°úÈ®ÀÎ / [25:48] BodyÁ¾·ù ÀÚ¼¼È÷»ìÆìº¸±â / [26:06] static Body ¼³¸í / [26:43] Kinematic Bady ¼³¸í / [27:11] dynamic Bady ¼³¸í / [27:53] ¿¹Á¦·Î»ìÆìº¸±â / [28:27] drawÇÔ¼ö¼±¾ð / [29:01] º¯¼ö¼±¾ð / [29:23] Á¤ÀÇ»ìÆìº¸±â / [29:32] srand¸¦ ½Ã°£¼³Á¤ / [29:41] texture »ý¼º / [29:52] creareBox2dWorldÈ£Ãâ / [30:07] tickÇÔ¼öÈ£Ãâ / [30:19] gravity »ý¼º / [30:48] GLESDebugDrawÇÒ´ç / [30:56] flags°ª shape ¸¸ÁöÁ¤ / [31:07] groundBodyDef »ý¼º / [32:05] Static Body»ý¼º / [33:15] SetAsBox ÇÔ¼ö»ç¿ëÇϱâ / [34:12] Kinematic Body»ý¼º / [35:00] linearVelocityÁöÁ¤ / [36:17] b2Polygonshape»ý¼º / [37:13] ¼Ò¸êÀÚ worldÇØÁ¦ / [38:07] tick ÇÔ¼ö º¯°æÁ¡¹ß»ý / [39:54]addNewSprireAtPosition È£Ãâ / [40:36] randÇÔ¼ö»ç¿ë / [41:30] SetAsBoxÇÔ¼ö»ç¿ë / [41:43] fixtureDef »ý¼º / [41:47] dynamicBox»ý¼º / [42:23] »ï°¢Çü¸¸µé±â / [42:33] PolygonShape¸¸µé±â / [43:21] fixtureDef»ý¼º / [44:48] »ý¼º°á°úÈ®ÀÎ
Ã¥°¥ÇÇ : [00:04] joint °³³ä »ìÆìº¸±â / [00:44] mouse joint ¼³¸í / [01:11] head ÆÄÀÏ include / [02:01] addnewSprite ¼³¸í / [02:48] µ¨¸®°ÔÀÌÆ® ¼±¾ð / [03:25] booldrag »ý¼º / [03:30] dragbody »ý¼º / [03:35] mouseJoint »ý¼º / [03:43] gbod ¼±¾ð / [03:47] Á¤ÀǺκР»ìÆìº¸±â / [04:27] gravity»ý¼º / [04:49] debug°ª trueÀü´Þ / [05:17] flage°ª¿¡ joint°ª Ãß°¡ / [05:29] BodyDef »ý¼º / [06:06] eage »ý¼º / [06:22] Drag º¯¼ö ÃʱâÈ / [06:30]addNewSprite ÇÔ¼ö »ç¿ë / [08:46] addNewSprite ÇÔ¼ö »ìÆìº¸±â / [09:09] bodyDef »ý¼º / [09:55] layer¿¡ ÀÚ½ÄÀ¸·ÎÃß°¡ / [10:06] userData¿¡ ´ëÀÔ / [10:17] Spraite »ý¼º / [10:24] layer¿¡ ÀÚ½ÄÀ¸·Î Ãß°¡ / [10:37] body »ý¼º / [10:57] fixtureDef »ý¼º / [11:00] polygonshape »ý¼º / [11:02] CircleShape »ý¼º / [11:35] SetAsBox »ý¼º / [11:44] fixrureDef.shape¿¡ ´ëÀÔ / [11:56] Circle »ý¼º / [12:32] fixrure »ý¼º / [12:42] bady return / [12:50] ÇÒ´çµÈ World ÇØÁ¦ / [13:11] onEnter ÇÔ¼ö ¼³Á¤ / [13:44] onExit ÇÔ¼ö¼³Á¤ / [13:59] tick ÇÔ¼ö¼³Á¤ / [14:27] getBodyArTab ÇÔ¼ö »ç¿ë / [15:20] continue »ç¿ëÇϱâ / [15:34] TestPoint ÇÔ¼ö »ç¿ë / [15:53] bady return / [16:08] onTouchBegan ÇÔ¼ö »ç¿ë / [17:01] mousejointDef »ý¼º / [17:46] targer ÁöÁ¤ / [18:01] GerMass ÇÔ¼ö »ç¿ë / [18:30] joint»ý¼º / [18:52] onTouchMoved ÇÔ¼ö »ç¿ë / [19:01] SetTarger ÇÔ¼ö »ç¿ë / [19:24] destroyjoint ÇÔ¼ö »ç¿ë / [19:51] SetAwake ÇÔ¼ö È£Ãâ / [20:24] »ý¼º°á°ú È®ÀÎ / [22:10] ¿¹Á¦ »ìÆìº¸±â / [22:13] revJoint »ìÆìº¸±â / [22:45] head ÆÄÀÏ include / [23:05] CreatBox2DWorld ¼±¾ð / [23:59] boolÇü drag »ç¿ë / [24:12] Á¤ÀǺκР»ìÆìº¸±â / [24:32] createBox2dWorld È£Ãâ / [24:39] schedule È£Ãâ / [25:01] gravity »ý¼º / [25:12] debugDraw ¼³Á¤ / [25:18] body. shape »ý¼º / [25:39] bDrag°ª ÃʱâÈ / [25:55] Test¿ë Body »ìÆìº¸±â / [26:54] revJointDef »ý¼º / [26:57] b2RevolutejoinDef »ý¼º / [27:05] b2Revolutejoint »ý¼º / [27:15] revJointDef ¼³Á¤Çϱâ / [27:42] enableLimit ¼³Á¤ / [28:13] moter Ȱ¼ºÈ ÇÔ¼ö / [28:36] CreateJoin Àü´Þ / [28:52] »ý¼ºµÈ World ÇØÁ¦ / [29:10] OnEnter ÇÔ¼ö »ç¿ë / [29:35] OnExit ÇÔ¼ö »ç¿ë / [29:55] Step ÇÔ¼ö È£Ãâ / [30:29] bodyDef »ý¼º / [31:24] fixtureDef »ý¼º / [31:40] polygonShape »ý¼º / [31:42] circleshape »ý¼º / [32:27] gerBodyArTab ÇÔ¼ö ¼³¸í / [32:57] onTouchBegan ÇÔ¼ö »ç¿ë / [33:28] gerBodyAtTab »ç¿ë ¼³¸í / [33:49] onTouchMoved »ç¿ë ¼³¸í / [34:09] onTouchEnded »ç¿ë ¼³¸í / [34:24] SerAwake È£Ãâ / [34:31] »ý¼º°á°ú È®ÀÎ / [36:11] Revolute Ȱ¼ºÈ / [36:20] enableLimit=true ÁÖ¼®Ã³¸® / [36:30] enableMotor Ȱ¼ºÈó¸® / [36:37] enableMotor=true ¼³Á¤ / [37:36] ¼³Á¤°á°ú È®ÀÎ / [39:02] welldJoint »ìÆìº¸±â / [39:24] haed include / [39:52] µ¨¸®°ÔÀÌÆ®ÇÔ¼ö ¼±¾ð / [40:55] boolDrag / [40:43] mouseJoint »ý¼º Á¦¾î º¯¼ö / [41:06] Á¤ÀǺκР»ìÆìº¸±â / [41:13] gerWinSize ¾ò±â / [41:17] iamige texture µî·Ï / [41:40] createBox2dWorld ÇÔ¼ö / [41:47] gravity ¼³Á¤ / [42:12] Body »ý¼º / [42:36] bDrag°ª false·Î ÃʱâÈ / [43:03] revoluteJoint¿Í weldjoint ºñ±³ / [43:30] Revolute Joint ¼³Á¤º¸±â / [44:40] lnitialize ÇÔ¼ö »ç¿ë / [45:02] weld Joint ¼³Á¤º¸±â / [45:36] lnitlalize ÇÔ¼ö »ç¿ë / [46:07] »ý¼ºµÈ World ÇØÁ¦ / [46:26] onEnter ÇÔ¼ö ¼³Á¤º¸±â / [46:51] onExit ÇÔ¼ö ¼³Á¤º¸±â / [47:05] step ÇÔ¼ö È£Ãâ / [47:28] addNewSprite »ý¼º / [48:34] fixtureDef »ý¼º / [49:11] SetAsBox »ç¿ë / [49:30] Circle »ç¿ë¹æ¹ý / [50:16] fixtureDef Àü´Þ / [50:38] body return ¼³Á¤ / [51:27] gerBodyAtTab ÇÔ¼ö »ç¿ë / [51:41] mouse Joint ¿¬°á / [51:47] Joint »ý¼º / [52:22] DestroyJoint »ç¿ë / [52:40] SetAwake ÇÔ¼ö È£Ãâ / [52:50] bDrag¸¦ false ÃʱâÈ / [52:56] »ý¼º°á°ú È®ÀÎ
Ã¥°¥ÇÇ : [00:01] PrismaticJoin ¼³¸í / [00:35] head include / [00:45] PTM_RATION ÁöÁ¤ / [00:56] CreateBox2dworld ¼±¾ð / [01:00] Drow ÇÔ¼ö ¼±¾ð / [01:05] createSpring ÇÔ¼ö Ãß°¡ / [01:27] onEnter ¼±¾ð / [01:29] onExit ¼±¾ð / [01:31] tick& addNewSprite ¼±¾ð / [01:44] gerBodyAtTab ÇÔ¼ö ¼±¾ð / [02:00] ¸â¹öº¯¼öÀû¿ë / [02:36] Á¤ÀǺκРȮÀÎ / [02:44] winSize ¾ò¾î¿À±â / [02:49] texture »ý¼º / [03:03] createBox2dWorld ÇÔ¼ö »ý¼º / [03:13] schedule »ý¼º / [03:25] gravity ÁöÁ¤ / [03:33] shape&joint¸¦ flags °ªÀ¸·ÎÁöÁ¤ / [04:06] Drag º¯¼ö false ÃʱâÈ / [04:19] Body »ý¼º / [04:30] staticBody »ý¼º / [04:41] dynamicBody »ý¼º / [04:59] 10°³ Spring »ý¼º / [05:33] createSpriing ÇÔ¼öº¸±â / [05:36] PrismaticJoint »ç¿ë / [05:56] b2PrismaticJointDef »ç¿ë / [06:05] b2prismaticjoint º¯¼ö »ç¿ë / [06:13] staticBody ¸¸µé±â / [06:32] dynamicBody ¸¸µé±â / [06:47] prijointDef ÇÔ¼ö ³»¿ëº¸±â / [07:15] collideConnected ¼³¸í / [07:41] lower&upper Translation ¼³¸í / [08:09] enableLimit ¼³Á¤ / [08:40] enableMotor True·Î ÁöÁ¤ / [11:13] prismaticjoint À¸·Î Joint »ý¼º / [11:20] ÇÒ´çµÈ World ÇØÁ¦ / [11:29] DebugDate ȸéÇ¥½Ã / [11:37] onEnter ÇÔ¼ö »ç¿ë / [11:40] singleTouchEventlistner »ý¼º / [12:08] onExit ÇÔ¼ö »ç¿ë / [12:22] tick ÇÔ¼ö »ç¿ë / [12:26] step ÇÔ¼ö È£Ãâ body °»½Å / [12:39] addNewSprite »ç¿ë / [13:29] fixtureDef¿Ï·áµÇ¸é body ¼³Á¤ / [13:41] getBodyArTab ÇÔ¼ö »ç¿ë / [14:03] onTouchBegan ÇÔ¼ö »ç¿ë / [14:32] onTouchMoved ÇÔ¼ö »ç¿ë / [14:47] onTouchEnded ÇÔ¼ö »ç¿ë / [14:57] body¿¡ SetAwake È£Ãâ / [15:02] bDrag º¯¼ö¸¦ false·Î ÃʱâÈ / [15:19] ½ÇÇà°á°ú È®ÀÎ / [17:35] Distancejoint ¼³¸í / [18:21] ¿¹Á¦ ¼öÁ¤.º¯°æ À§ÁÖ·Î °ÀÇ / [18:54] createSpriing ÇÔ¼ö »èÁ¦Ã³¸® / [19:04] Á¤ÀǺκÐÈ®ÀÎ / [19:51] b2DistancejointDef »ý¼º / [20:02] Body 2°³ »ý¼º ¼³¸í / [20:48] lnitialize ÇÔ¼ö ¼³Á¤ / [21:40] b2Vec2ÇüÀ¸·Î ÁöÁ¤ / [21:55] createjointÀü´Þ·Î Joint»ý¼º / [22:16] »ý¼º°á°ú È®ÀÎ / [23:28] Ropejoint ¼³¸í / [24:16] head file include / [24:20] Á¤ÀǺκлìÆìº¸±â / [25:06] b2RopeJintDef »ý¼º / [25:14] Body »ý¼º / [25:55] RopeJintDef ¼³Á¤ / [26:24] Anchor point Àü´Þ / [27:15] maxLength ÁöÁ¤ / [27:22] collideConnected ÁöÁ¤ / [27:48] ropeJoin»ç¿ëÇØ¼ Joint »ý¼º / [27:57] »ý¼º°á°ú È®ÀÎ / [29:38] ¼³Á¤°ª º¯°æ ÈÄ È®ÀÎ / [30:22] »ý¼º°á°ú È®ÀÎ / [31:52] FricrionJoint ¼³¸í / [32:15] Á¤ÀǺκлìÆìº¸±â / [32:57] b2FricrionJointDef »ý¼º / [33:13] body 2°³ »ý¼º / [33:46] lnitialize ÇÔ¼ö»ç¿ë ÃʱâÈ / [34:09] Anchor Point ÁöÁ¤ / [34:34] maxForce & maxTorque ¼³Á¤ / [34:55] FricrionJointDef»ç¿ë Joint »ý¼º / [35:11] »ý¼º°á°ú È®ÀÎ / [36:21] pulleyJoint ¼³¸í / [36:54] Á¤ÀǺκлìÆìº¸±â / [37:30] b2pulleyJointDef »ý¼º.Á¤ÀÇ / [37:41] Body 2°³ »ý¼º / [38:08] pullyJointDef ¼³Á¤ initialize»ç¿ë / [38:50] b2Vec2ÇüÀ¸·Î ÁöÁ¤ / [38:59] Anchor PointÁöÁ¤ / [39:16] ration °ªÁöÁ¤ / [39:30] length A.B°ª ÁöÁ¤ / [39:58] collideConnected¸¦ true·Î ¼³Á¤ / [40:23] pulleyJoint»ç¿ëÇØ¼ Joint »ý¼º / [40:52] »ý¼º°á°ú È®ÀÎ
Ã¥°¥ÇÇ : [00:08] 3dÇÁ¸°Æ® ¼ø¼ / [00:24] ÇÁ¸°Æ® Àü °Ë»ç / [00:39] netfappÇÁ·Î±×·¥ »ç¿ë / [01:14] stlÆÄÀÏ ¿±â / [02:12] netfappÇÁ·Î±×·¥ ¾Ë¾Æº¸±â / [04:15] repair¼±Åà / [04:46] stlÆÄÀÏ ¼öÁ¤ / [06:00] ¸ð¾çÀ» ¼öÁ¤ÇÏ´Â actionsÅÇ ¼±Åà / [06:53] stitch triangles / [07:59] close trivial holes / [09:18] µÚÁý¾îÁú ¸é ¼±Åà / [09:41] fix flipped triangles / [10:41] À߸øµÈ »¡°£»ö ¸é ¼±Åà ÈÄ ´Ù½Ã µÚÁý±â / [11:18] ¼öÁ¤ ÈÄ apply repair¼±Åà / [12:05] part-export part-as STL / [12:31] ´º ÇÁ·ÎÁ§Æ® ÇÏ°í ´Ù¸¥ stlÆÄÀÏ ºÒ·¯¿À±â / [13:07] ºÐ¼®¾ÆÀÌÄÜ ¼±Åà / [13:43] snapüũ ÈÄ ¼±Åà / [14:30] ±æÀÌ Àç±â / [15:07] Æ÷ÀÎÆ®Á¡°ú ¶óÀÎÀ» ¼±ÅÃÇØ¼ ±æÀÌ Àç±â / [15:48] °¢µµ Àç±â / [17:00] wall thickness-ÀÔüÀûÀÎ Çü»ó Àüü ±æÀÌ Àç±â / [18:07] ´º ÇÁ·ÎÁ§Æ® ÇÏ°í ´Ù¸¥ stlÆÄÀÏ ºÒ·¯¿À±â / [18:52] point on edge / [19:14] ¿ø Áö¸§ Àç±â / [19:48] ±¸ Áö¸§ Àç±â / [20:00] point on surface / [20:52] ÁÖ¼® ´Þ±â / [21:37] »ó´Ü¿¡ new test¼±Åà / [22:37] ´º ÇÁ·ÎÁ§Æ® »ý¼º / [22:48] 3dÇÁ¸°ÆÃ ÇÁ·Î±×·¥ ¹è¿ì±â / [23:37] CuraÇÁ·Î±×·¥ / [23:59] 3dÇÁ·Î±×·¥À¸·Î ÀÛ¾÷ÇÑ ÀÔü ¸ðµ¨À» gÄÚµå·Î »ý¼º / [24:36] ȯ°æ¼³Á¤ / [24:59] expert-switch to full settings / [25:45] basicÅÇ ¸Þ´º ¼³¸í / [25:52] Quality / [26:03] layer height / [27:41] shell thickness / [28:33] enable retraction / [29:52] Fill-bottom/top thickness / [30:48] fill density / [31:56] Speed and temperature / [32:22] print speed / [33:15] Ãâ·Â¼Óµµ°¡ ³Ê¹« ºü¸£¸é ³ªÅ¸³ª´Â ¹®Á¦Á¡ / [34:35] Support / [35:28] support type / [37:19] ŸÀÔÀÌ ¾î¶»°Ô ´Ù¸¥Áö È®ÀÎ / [38:04] ºÒ·¯¿Â ¸ðµ¨ Å©±â ÁÙÀ̱â / [39:27] touching buildplate / [40:15] everywhere / [40:37] ÆÄÀÏ »õ·Î ºÒ·¯¿À±â / [42:07] platform adhesion type / [42:27] raft-±×¹°¸Á ±¸Á¶ / [43:30] brim / [44:22] brimÀÇ ÀåÁ¡ / [44:45] Çʶó¸àÆ® / [45:35] advancedÅÇ ¸Þ´º ¼³¸í / [46:00] machine-nozzle size / [46:43] ¿Ü°û¼±À» Ãâ·ÂÇÏ´Â ºÎºÐ / [47:00] ½ºÄ¿Æ®¸¦ µÎ¸£´Â ÀÌÀ¯ / [48:49] retraction / [49:12] retractionµÇ´Â ¼Óµµ / [50:00] speed-travel speed / [50:37] cool-³Ã°¢ ¸Þ´º / [51:15] cooling fan / [51:30] minimal layer time / [52:22] quality-¼Óµµ¿¡ ¿µÇâÀ» ÁÖ´Â ¸Þ´º / [52:52] pluginsÅÇ ¸Þ´º ¼³¸í / [53:14] ½ÃÀÛ°ú Á¾·á, gÄÚµå ÅÇ / [53:50] gÄڵ带 º¹»çÇØ¼ ´Ù¸¥ ÇÁ·Î±×·¥¿¡¼µµ Ãâ·Â °¡´É
MARIADB 20. ¸®´ª½º¿¡¼ÀÇ MariaDB »ç¿ë
Ã¥°¥ÇÇ : [00:12] ¸®´ª½º¿¡¼ MariaDB »ç¿ë¹æ¹ý / [05:27] Vi/etc/my.cnf / [15:33] Show datebases; / [26:21] Explain ½ÇÇà°èȹº¸±â / [36:49] Find data / [41:49] ½ºÅ°¸¶»ý¼º / [46:34] Handlersocket°ú Memcached plugin Àå.´ÜÁ¡ È®ÀÎ
Ã¥°¥ÇÇ : [00:00] You've Taught Your App to Reject Worthless Things / [00:00] Your Own Turf / [00:00] What's that Blurb all about?
Çdz¯·¹ 2012 02. Çdz¯·¹ 2012 ¸Þ´º
Ã¥°¥ÇÇ : [00:55] »ó´Ü ±âº»¸Þ´º / [01:17] Launch_Window / [02:43] Default Document / [04:08] Çdz¯·¹ ±âº» È®ÀåÀÚ / [04:40] Extract Parts / [05:38] Export to audio file / [06:13] Ctrl+Z / Ctrl+Y / [07:06] Add Measures / [07:11] Utilities / [07:45] Page View / [08:31] Scroll View / [09:14] Studio View / [11:01] ±×¿ÜÀÇ View ±â´É / [11:54] Display in Concert Pitch / [12:24] Pickup Measure / [12:40] Document Options / [13:09] MIDI/Audio / [13:52] Plug-ins / [14:50] Tools / [17:11] Score Manager / [17:47] Mixer / [18:19] Movie Window / [18:46] Playback Controls / [19:17] Main Tool Palette / [19:45] Advanced Tools Palette / [20:12] Simple Entry Palette / [20:45] Smart Shape Palette / [21:25] Customize Palette / [23:06] Selection Tool / [23:37] Staff Tool / [23:59] Key Signature Tool / [24:23] Time Signature Tool / [24:47] Clap Tool / [25:01] Measure Tool / [25:22] Speedy Entry Tool / [25:40] Tuplet Tool / [26:16] Expression Tool / [26:50] Text Tool / [27:31] Advanced Tool / [28:34] Ossia Tool / [29:03] Mirror Tool / [29:31] Tempo Tool / [29:46] Simple Entry Palette / [32:01] Score Manager / [32:43] File Info / [33:53] Instrument List / [34:30] ½Ç½À / [36:30] Full Name - name ¼öÁ¤ / [37:15] Auto-Number Style / [37:38] Notation Style / [38:08] Transposition / [39:10] First Clef
Çdz¯·¹ 2012 07. Selection Tool, Key Signature Tool, Time Signature Tool
Ã¥°¥ÇÇ : [00:00] Tool À̶õ? / [00:34] ¾Çº¸ ºÒ·¯¿À±â / [01:23] Templates / [02:03] Jazz Band / [03:01] Open Existing Music / [03:58] ¾Çº¸ È®ÀÎ / [04:18] ¾Çº¸ µè±â / [05:13] Selection Tool / [06:33] ¸¶µð Áߺ¹ ¼±Åà / [06:55] ¿À¸¥¼Õ°ú ¿Þ¼Õ µ¿½Ã ¼±Åà / [07:24] Selection Tool ±â´É / [09:00] ƯÁ¤À½±îÁö ¼±Åà / [09:33] ¸¶µð º¹»ç ±â´É / [12:42] ¸¶µð »èÁ¦ ±â´É / [13:29] µå·¡±×·Î ¸¶µð ¼±Åà / [14:20] ¿Þ¼Õ ¾Çº¸¸¸ ¼±Åà / [15:19] ¾Çº¸ ºÒ·¯¿À±â / [15:49] ¾Çº¸ È®ÀÎ / [15:55] ¾Çº¸ µè±â / [16:26] Key Signature Tool / [17:28] ºó ¾Çº¸ ¿±â / [18:07] Á¶¼º ¹Ù²Ù±â / [20:17] Measure Region / [21:07] Measure() through() / [21:57] Measure() through end of piece / [22:53] Measure() to next key change / [24:34] Transposition Options / [24:51] Transpose notes / [26:13] Hold notes to original pitches / [27:10] Hold notes to same staff lines / [27:47] Á¶¼º ¹Ù²Ù±â ½Ç½À / [28:22] ¾Çº¸ µè±â / [30:56] Á¶¼º ¹Ù²Ù±â ÆÁ / [31:16] Time Signature Tool / [32:21] Measure Region / [32:44] Number of Beats/Beat Duration / [34:01] Use a Different Time Signature for Dispaly / [34:55] Composite Time Signature
¸¶ÀÌ¹ÙÆ¼½º 15. ¸¶ÀÌ¹ÙÆ¼½º¿Í ½ºÇÁ¸µ À¥ ¾îÇø®ÄÉÀÌ¼Ç part1
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NMAP 02. ³×Æ®¿öÅ© °Ë»ö°ú È£½ºÆ® Á¤º¸ ¼öÁý(1)
Ã¥°¥ÇÇ : [00:12] BroadCastÄ«Å×°í¸® Àüü ½ÇÇà / [04:35] ·ç¾Æ ¾ð¾î / [09:14] broadcast-ping½ºÅ©¸³Æ® ½ÇÇà / [15:32] igmp discovery °á°ú È®ÀÎ / [21:51] ¸ÞÀÏ °èÁ¤À» ¸ðÀ¸´Â ¹æ¹ý / [30:28] nmap --script-updatedb / [36:16] API key ´Ù¿î·Îµå / [38:06] ip-geolocation-geoplugin
COMPRESSOR 4 10. Video & Audio Filter
Ã¥°¥ÇÇ : [00:00] Gamma Correction / [01:31] Letterbox / [02:13] Type - Scale °ú Matte ÀÇ Â÷ÀÌÁ¡ / [03:41] Position ¼³Á¤ / [04:29] Output ¼³Á¤ / [06:01] Background / [06:44] Noise Removal / [07:22] Apply To ¼³¸í / [08:42] Algorithm / [10:03] Sharpen Edge / [10:44] Sharpen Edge - Amount °ª Á¶Àý / [12:10] Text Overlay / [13:25] Overlay ÅØ½ºÆ® ³»¿ë ÀÔ·Â / [14:52] ÅØ½ºÆ® Ä÷¯ ¼³Á¤ / [16:14] ŸÀÓÄÚµå ¼³¸í / [16:19] Timecode Generator / [17:41] Start Timecode / [19:15] Watermark / [19:26] Watermark Position / [20:01] Watermark À̹ÌÁö Åõ¸íµµ / [20:11] Watermark repeat / [20:32] Watermark ÆÄÀÏ ¼±Åà / [20:50] »ðÀÔµÈ À̹ÌÁö Á¶Àý / [21:40] µ¿¿µ»ó »ðÀÔ / [22:49] Audio Filter ¼³¸í / [24:00] Soften Above ¼³Á¤ È®ÀÎ / [25:04] Master Gain ¼³Á¤ È®ÀÎ / [25:59] Peak Limiter / [26:42] Apple : AUGraphicEQ / [27:02] Graphic Equalizer / [29:11] Equalizer Á¶Àý È®ÀÎ / [30:41] Equalizer ÀçÁ¶Àý È®ÀÎ / [31:22] Equalizer Á¶Àý¿¡ µû¸¥ È¿°ú / [32:02] Fade In/Out / [32:49] Fade In Á¶Àý È®ÀÎ / [34:42] Fade Out Á¶Àý È®ÀÎ / [36:00] ¸¶¹«¸®
Æù°¸ 15. ¾Ë¸²(Notification)°ú ÀúÀå¼Ò(Storage)
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Æù°¸ 17. Æù°¸À» ÀÌ¿ëÇÑ SNS ÀÎÁõ ¹× ¸Å½¬¾÷ °³¹ß
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CATIA V5 [±âÃÊ+½Ç¹«] 17. CATIA ½Ç¹«¸¦ ´À³¥ ¼ö ÀÖ´Â ¸ðµ¨¸µ ½Ç½À Ư° - Chapter 7
Ã¥°¥ÇÇ : [00:05] xy Æò¸é / [00:21] partbody - ÀÛ¾÷ ¿ÀºêÁ§Æ®¿¡¼ Á¤ÀÇ / [00:57] À°°¢Çü ±×¸®±â / [01:39] Á¦¾àÁ¶°Ç - ÀÏÄ¡ / [02:06] Æò¸é / [02:19] ¿ø ±×¸®±â / [02:45] Á¦¾àÁ¶°Ç - ÀÏÄ¡ / [03:14] ½ºÄÉÄ¡ / [03:58] ±¸¼º/Ç¥ÁØ ¿ä¼Ò / [04:19] ¹ÝÁö¸§ ÁöÁ¤ / [04:36] ±¸¼º/Ç¥ÁØ ¿ä¼Ò, 3D ¿ä¼Ò ÇÁ·ÎÁ§Æ® / [05:29] 3D ¿ä¼Ò ÇÁ·ÎÁ§Æ® / [05:55] ½ºÄÉÄ¡ / [06:24] ´ÙÁß ´Ü¸é ¼Çǽº / [07:32] close surface / [07:53] ½ºÄÉÄ¡ ¼û±â±â / [08:24] ¿ø ±×¸®±â / [08:49] Áï½Ã ÀÚ¸£±â / [09:33] groove / [10:03] xy Æò¸é / [10:21] Á¦¾àÁ¶°Ç - ÀÏÄ¡ / [10:51] Áö¸§ ÁöÁ¤ / [11:30] shaft / [12:00] ½ºÄÉÄ¡ / [12:44] ÇÁ·ÎÆÄÀÏ / [13:31] shaft / [14:05] Edge Fillet / [14:27] shaft, Edge Fillet ¼öÁ¤ / [15:09] À½¿µÃ³¸®, ÀçÁúÀû¿ë / [15:33] Part Design / [16:04] pad / [16:23] ÇÁ·ÎÆÄÀÏ / [17:20] Á¦¾àÁ¶°Ç °ª ÁöÁ¤ / [18:24] Á¦¾àÁ¶°Ç - Á¢Á¡ / [19:26] ¿öÅ©º¥Ä¡ Á¾·á / [19:33] shaft / [20:00] Ãà »ý¼º / [20:16] shaft / [20:38] ½ºÄÉÄ¡ / [20:55] ¼ÕÀâÀÌ ºÎºÐ ¸¸µé±â / [20:58] ÇÁ·ÎÆÄÀÏ / [22:23] Á¦¾àÁ¶°Ç °ª ÁöÁ¤ / [23:56] pad / [24:07] draft angle / [24:57] 3D ¿ä¼Ò ÇÁ·ÎÁ§Æ® / [25:23] ÇѰè·Î ½ÃÀÛÇÏ´Â ¼¼ Á¡ È£ / [26:30] ¼öÆòÀ¸·Î Áß½ÉÃà »ý¼º / [27:44] Æò¸é ¿ÀÇÁ¼Â / [28:25] ±¸¼º/Ç¥ÁØ ¿ä¼Ò, 3D ¿ä¼Ò ÇÁ·ÎÁ§Æ® / [29:33] ´ÙÁß ´Ü¸é ¼Çǽº / [30:26] ¼± / [31:24] ä¿ì±â / [32:15] ä¿ì±â / [32:43] °áÇÕ / [33:11] close surface / [33:59] Ÿ¿ø ±×¸®±â / [34:44] Áï½Ã ÀÚ¸£±â / [34:56] groove / [35:22] Edge Fillet / [35:52] nc µ¥ÀÌÅÍ »êÃâ°ú nc Àý»è °úÁ¤ ¾Ë¾Æº¸±â / [36:11] µµ±¸ - ¿É¼Ç / [37:48] Æò¸é¿¡¼ ¿ÀÇÁ¼Â / [38:13] ½ÃÀÛ - ±â°è - surface machining / [39:07] productlist / [39:14] creates rough stock / [41:35] process - part operation.1 / [42:36] reference machining axis system / [43:27] design part for simulation / [44:02] safety plane / [44:30] Ȳ»è, Á¤»è, ÀÜ»è / [44:41] Ȳ»è(roughing) / [45:39] °¡°ø ½ºÅ¸ÀÏ(tool path style) / [45:59] stepover / [46:15] maximum cut depth / [46:40] °ø±¸¿¡ ´ëÇÑ ¼³Á¤ / [47:24] machining / [48:33] photo / [49:05] Á¤»è(sweeping)
Ç»Àü360 [±âÃÊ+½Ç¹«] 07. FUSION360 CREATE SOLID - Chapter 4 & CONSTRUCT
Ã¥°¥ÇÇ : [00:00] ¸é ºÐÇÒ / [00:57] Ectrude / [01:32] Split Dace / [02:34] Split Body / [03:36] Silhouette Split / [04:43] Move / [05:55] Á¤·Ä Align / [07:21] Physical Material / [08:49] Appearance / [09:35] Manage Marerials / [10:08] Delete / [10:20] Computer All / [10:52] Change Parameters / [11:12] Construct / [11:31] Offset Plane / [12:44] Plane At Angle / [14:06] Tangent Plane / [15:02] Midplane / [15:31] Plane Through Two Edges / [15:58] Plane Through Three Points / [16:20] Plane Tangent To Face At Point / [17:14] Plane Along Path / [18:26] Axis Through Cyilnder / [19:31] Axis Perpendicular At Point / [20:09] Axis Through Two Planes / [20:32] Axis Through Two Points / [20:51] Axis Through Edges / [20:57] Axis Perpendicular To Face At Point / [21:21] Point At Vertex / [21:39] Point Through Two Edges / [21:52] Point Through Three Planes / [22:02] Point At Center Of Circle / [22:59] Point At Edge And Plane
¿öµåÇÁ·¹½º [ÀÔ¹® + °í±Þ] 08. ¸Þ´º¾ÆÀÌÄÜ, 1:1¹®ÀǸÞÀÏ, SNS, Çì´õ1
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¿öµåÇÁ·¹½º [ÀÔ¹® + °í±Þ] 11. ÆË¾÷2, ´ñ±Û, ¼îÇθô
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¿öµåÇÁ·¹½º [ÀÔ¹® + °í±Þ] 13. ÃÖÀûÈ, ·¹À̺í, µµ¸ÞÀΠȣ½ºÆÃ º¯°æ, Å׸¶¿À·ù, ÆäÀÌÁö ºü¸£°Ô
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¿öµåÇÁ·¹½º [ÀÔ¹® + °í±Þ] 14. °Ë»ö³ëÃâ, ±ÛÀÛ¼º ¿¡µðÆ®, º¸¾È, ÆäÀÌÁö, Ŭ¸®¾î
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MOTION 5 18. ¸®±×À§Á¬ ÆË¾÷(Rig Widget Pop-up)
Ã¥°¥ÇÇ : [00:00] ¸®±×À§Á¬ ÆË¾÷ / [00:52] ÆË¾÷ À§Á¬ ¸¸µé±â / [01:24] ´Ù¸¥ À̸§À¸·Î ÀúÀå / [01:37] Category ÁöÁ¤ / [02:09] Transition Placeholder / [02:20] Transition A, Transition B / [03:45] À̹ÌÁö »ðÀÔ1 / [04:23] À̹ÌÁö »ðÀÔ2 / [04:57] Chevrons »ìÆìº¸±â / [05:27] Double Arrows, Single Arrows / [05:37] Stylized Arrows / [05:50] Chevrons huge wipe / [06:03] Master Chevrons / [06:34] °á°ú È®ÀÎ / [07:26] ÆË¾÷ À§Á¬ ¸®±× / [07:43] New Rig / [08:45] Pop-up / [09:44] Pop-up ·¹À̾î À̸§ ¼öÁ¤ / [10:30] Snapshot À̸§ ¼öÁ¤ / [12:12] º¯°æ»çÇ× È®ÀÎ / [12:44] Snapshot Ãß°¡, Á¦°Å / [13:27] Master Chevrons ½Ç½À / [14:13] Double Arrows / [14:25] Opacity °ª ¼³Á¤ / [14:39] Opacity - Add to Rig / [16:13] Single Arrows / [16:27] Opacity - Add to Rig / [16:47] Stylized Arrows / [16:56] Opacity - Add to Rig / [17:17] °á°ú È®ÀÎ / [19:51] Opacity °ª ¼³Á¤ / [20:41] °á°ú È®ÀÎ / [21:28] ÀúÀå / [21:41] Publish / [22:18] ÆÄÀ̳ÎÄÆ¿¡¼ Àû¿ëÇϱâ / [23:11] Transitions Browser / [24:01] °á°ú È®ÀÎ / [24:17] Shape º¯°æ - Single Arrows / [24:52] Shape º¯°æ - Stylized Arrows / [25:23] Tint color º¯°æ / [27:26] Link Parameter Behavior / [28:30] Tint Master / [28:52] Tint - Single Arrows / [29:57] Source Object / [30:36] Source Parameter / [31:24] Tint - Stylized Arrows / [32:11] Arrow Background / [33:44] Color º¯°æ / [36:17] Publish / [38:18] Override FCP Duration / [39:25] ÆÄÀ̳ÎÄÆ¿¡¼ Àû¿ëÇϱâ
ÇÁ¸®¹Ì¾î ÇÁ·Î cs6 07. Video Effects(ºñµð¿ÀÈ¿°ú)
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¿¡µð¿ì½º 8 [±âÃÊ+½Ç¹«] 11. Motion Tracking°ú Vector Scope / Waveform
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Çdz¯·¹ 2014 [ÀÔ¹® + °í±Þ] 19. ¾Çº¸ Á¦ÀÛÀÇ ¸ðµç °ÍÀ» ´ãÀº ¸¶½ºÅÍ °ÁÂ! - Chapter 5
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Çdz¯·¹ 2014 [ÀÔ¹® + °í±Þ] 34. ±× ¹Û¿¡ ¾Çº¸ Ç¥Çö¹ý 2
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Çdz¯·¹ 2014 [ÀÔ¹® + °í±Þ] 36. Çö¾Ç ¾Ó»óºí ½ºÄÚ¾î 2
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Çdz¯·¹ 2014 [ÀÔ¹® + °í±Þ] 38. ¸ñ°ü, ±Ý°ü ¾Ó»óºí ½ºÄÚ¾î 2
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ÇÁ¸®¹Ì¾î ÇÁ·Î CC 08. Video Effects(ºñµð¿ÀÈ¿°ú) part3
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Ã¥°¥ÇÇ : [00:15] GUI ¸¸µé±â / [00:33] canvas¿¡ textÀÔ·Â / [00:51] À§Ä¡ À̵¿ / [01:11] score¸¦ ¹Ù²Ù±â À§ÇÑ ÄÁÆ®·Ñ·¯ ¸¸µé±â / [01:23] ½ºÅ©¸³Æ® »ý¼º / [01:57] ÀüºÎ ¶È°°ÀÌ Àû¿ë / [02:23] »ý¼ºÀÚÀÇ ½ºÄÚ¾î ÃʱâÈ / [03:00] UI ÄÁÆ®·Ñ·¯ ¸¸µé±â / [03:23] Start¿¡¼ ScoreController ºÒ·¯¿À±â / [03:49] text°¡Á®¿À±â / [04:15] Updateó¸® / [04:43] ¿î¼®ÀÌ ÆÄ±«µÉ ¶§ ½ºÄÚ¾î ¿Ã¸®±â / [05:00] ½ÇÇà È®ÀÎ / [05:30] ScoreController¿¡ Á¡¼ö ÀúÀåÇØ¼ highscore¸¸µé±â / [05:46] LoadHighScoreÇÔ¼ö »ý¼º / [06:46] SaveHighScoreÇÔ¼ö »ý¼º / [07:15] HighScore¸¦ 1¾¿ Áõ°¡½ÃŰ´Â ½ºÅ©¸³Æ® / [08:07] addScore·Î º¯°æ / [08:48] HighScore´Â ¿À¸¥ÂÊ¿¡ À§Ä¡ / [09:13] UIÄÁÆ®·Ñ·¯¿¡ highScoreTextºÒ·¯¿À±â / [09:43] Å×½ºÆ® È®ÀÎ / [10:22] Ç÷¹À̾î¿Í ¿î¼®ÀÇ Ãæµ¹ / [10:35] canvas¿¡ panel»ý¼º / [11:48] panel¾È¿¡ button»ý¼º / [12:52] button¾ÈÀÇ textÅ©±â Á¶Àý / [13:33] button Ãß°¡ »ý¼º / [14:28] Restart¿Í Exit¹öư ù ȸ鿡¼ ¾ø¾Ö±â / [14:58] UI ÄÁÆ®·Ñ·¯¿¡ ÀúÀå / [15:48] Ãæµ¹ ó¸®Çϱâ / [16:15] 3D-omega fighter-body / [16:30] Mesh Collider¸¸µé±â / [18:00] convexüũ / [18:26] Ãæµ¹ ó¸® / [18:51] Debug.LogÀÔ·Â / [19:22] body¿¡ ÀÖ´Â Mesh Collider¸¦ »èÁ¦Çϰí omega fighter¿¡ Ãß°¡ / [20:15] omega fighter¿¡ RigidbodyÃß°¡ / [20:33] Triggerüũ / [21:11] meteo½ºÇǵå Á¶Àý ÈÄ ½ÇÇà È®ÀÎ / [21:41] game overÆÐ³Î ³ªÅ¸³ª°Ô ¸¸µé±â / [22:56] ½ÇÇà È®ÀÎ / [23:30] °ÔÀÓ¿À¹ö ÈÄ ¹ß»çµÇ´Â ÃÑ¾Ë º¯¼ö¸¦ ÅëÇØ ¸·±â / [24:00] updateºÎºÐ ½ÇÇàÇÏÁö ¾Ê°Ô Çϱâ / [24:41] restart¿Í exit¹öư ÀÛµ¿½Ã۱â / [24:59] ¹öư¿¡ ´ëÇÑ ÇÔ¼ö ¸¸µé±â / [25:37] ¹öư disabled½Ã۱â / [26:03] platform¼±Åà / [26:48] restart¹öư¿¡ ¸®½º³Ê ³Ö±â / [27:03] exit¹öưµµ µ¿ÀÏ ÀÛ¾÷ / [27:33] textÀÔ·Â / [28:07] FighterScript¿¡ gameover´Ù¸¥ ¹æ¹ý »ç¿ëÇϱâ / [28:32] coroutine¿¡ ¾µ ÇÔ¼ö ¸¸µé±â / [29:25] gameoverâÀ» 1ÃÊ ÈÄ¿¡ ¶ß°Ô º¯°æ / [30:00] Ãæµ¹ÇßÀ» ¶§ ºñÇà±â Á¦°Å / [31:11] ½ÇÇàÆÄÀÏÀ̳ª webPlayer·Î Æ÷ÆÃ / [31:22] file-build settings-Æ÷ÆÃÇÒ ¼ö ÀÖ´Â platform / [31:48] windows¼±Åà ÈÄ player settings / [32:12] macÀº fullscreen mode µû·Î ¼³Á¤ / [32:37] platformº°·Î iconÀ» ´Ù¸£°Ô Çϰí½ÍÀ» °æ¿ì / [33:07] add current·Î ÇöÀç sceneÃß°¡ / [33:22] ½´ÆÃ°ÔÀÓ ÀúÀå / [33:43] °ÔÀÓ ½ÇÇà / [34:30] ¹öưµéÀÌ È¸é Å©±â¿¡ ¸ÂÃçÀÖ´Â °Í È®ÀÎ / [35:22] restart½Ã score°¡ ÃʱâÈ µÇµµ·Ï ¼³Á¤ / [36:30] WebPlayer·Î Æ÷ÆÃ / [36:50] switch platform¼±Åà / [37:13] Æú´õ ÁöÁ¤ ÈÄ ºôµå / [37:28] ½ÇÇà È®ÀÎ / [37:57] Exit¹öư disabled½Ã۱â / [38:28] file-Build&Run / [39:06] Application platform¾È¿¡ GUIº¯°æ
À¯´ÏƼ ¿£Áø [3DȰ¿ë] 08. °ÔÀÓÁ¦À۽ǽÀ - 3
Ã¥°¥ÇÇ : [00:08] GUIÀû¿ëÇϱâ / [00:21] spawnFireScript ¿±â / [00:34] humanPrefab ¹Þ±â / [01:28] human¿¡ ÀÚ½ÄÀ¸·Î ¸¸µë / [01:33] ½ÇÇà °á°ú È®ÀÎ / [01:40] HelfhumanÀ» prefab¸¸µé±â / [01:42] spawnFire ¼³Á¤ / [01:49] ¼³Á¤ °á°ú ½ÇÇà / [02:37] Human¾È¿¡ Script ÀÛ¼ºÇϱâ / [03:02] sprites¿¡ Çǹþ ¿òÁ÷¿©¼ ¼öÁ¤ / [03:13] Sprite Editor ¼³Á¤ / [03:24] Çǹþ À̵¿ ¼³Á¤ / [03:57] Apply Àû¿ë / [04:03] Human Script ÀÛ¼º / [04:17] ¼ö¸í ÁöÁ¤ / [04:39] life ÃʱâÈ ¼³Á¤ / [04:43] deltaTime ¼³Á¤ / [04:56] ¼³Á¤ °á°ú ½ÇÇà / [05:11] ¼³Á¤ ¿À·ù È®ÀÎ ¹× ¼öÁ¤ / [05:39] fire parent¸¦ null·ÎÁöÁ¤ / [06:04] ¼³Á¤ °á°ú ½ÇÇà / [06:28] else if ¼³Á¤ / [06:53] Fire¿¡¼ HP¸¦ PublicÀ¸·Î¼³Á¤ / [07:52] ¼³Á¤ °á°ú ½ÇÇà / [08:34] ½Ì±ÛÅÏÀ¸·Î ½ºÄÚ¾î¸Å´ÏÁ® ¼³Á¤ / [08:53] GovalVariablesManager »ý¼º / [08:58] static class »ý¼º / [09:48] º¯¼öÃʱâÈ ÇÔ¼ö Àû¿ë / [10:15] ½ºÅ©¸³À̴ϼȻç¿ë ¼³¸í / [11:10] unity ·Î return / [11:16] Canvas »ý¼º.¼³Á¤ / [12:29] Build Settings¿¡¼ Android·Î ¼³Á¤ / [13:22] ¹° °ÔÀÌÁö °Ç¹° hp°ÔÀÌÁö »ý¼º / [13:32] panel·Î 2°³ °ÔÀÌÁö »ý¼º / [14:36] waterGugeScript »ý¼º / [15:13] ¹°ÀǾç script ¼³Á¤ / [15:45] RectTransformÀ» component ¾ò±â / [16:11] ¼³Á¤ °á°ú ½ÇÇà / [16:34] ¿À·ù ¼öÁ¤ / [17:02] sprinklerScript ¼öÁ¤ / [17:33] ¼³Á¤ °á°ú ½ÇÇà / [17:55] waterGugage º¹»ç.»ç¿ë / [18:23] buildingHpGuage·Î À̸§º¯°æ. »ö»ó ¼öÁ¤ / [19:47] º¯¼ö ³»¿ë ¼öÁ¤ / [20:52] Public °ª ¼³Á¤ / [21:14] buildingHPGuage script º¯°æ / [21:22] Fire Prefab¿¡ damage ¼³Á¤ / [21:29] ¼³Á¤ °á°ú ½ÇÇà / [21:53] Score º¯¼ö ¼³Á¤ / [22:08] Scorescript »ý¼º / [23:04] Get component »ç¿ë ¼³Á¤ / [23:54] showScore ¼³Á¤ / [25:26] GVM¿¡ Score ´õÇϱ⠼³Á¤ / [25:43] ParticleSystem.loop=false ¼³Á¤ / [26:41] ¼³Á¤ °á°ú ½ÇÇà / [27:19] sprinklerScript ¼³Á¤ º¯°æ / [28:48] ¼³Á¤ °á°ú ½ÇÇà / [29:44] HumanScript ¼³Á¤ º¯°æ / [30:21] ¼³Á¤ °á°ú ½ÇÇà / [31:17] ScoreScript¿¡¼ Àý´ë°ªÇÔ¼ö ¼³Á¤ / [31:35] ¼³Á¤ °á°ú ½ÇÇà / [32:04] buildingHPGuage script ¼³Á¤ º¯°æ / [32:53] ¼³Á¤ °á°ú ½ÇÇà / [33:21] GAMEOVER »óÅ ¼³Á¤ / [33:29] SpawnFireScript ¼³Á¤ º¯°æ / [33:49] GovalVariablesManager ÇÔ¼ö »ðÀÔ / [33:58] sprinklerScript . TargerScript ¼³Á¤ / [34:12] ¼³Á¤ °á°ú ½ÇÇà / [34:55] GAMEOVER / ReSTART ±Û¾¾ »ý¼º / [35:21] void onGUI ÇÔ¼ö»ç¿ë / [37:20] ¼³Á¤ °á°ú ½ÇÇà / [37:44] Restart ¹öưÃß°¡ ÇÔ¼ö¼³Á¤ / [38:02] ¼³Á¤ °á°ú ½ÇÇà / [38:52] GAMEOVER Å׵θ® »ý¼º / [39:54] ¿¹¿Ü if¹® »ì·ÁµÎ±â / [40:04] build settings¿¡ Add Current ¼³Á¤ / [40:14] Landscape ¼³Á¤ / [40:31] Android ¹öÁ¯ ¼±Åà / [40:40] Create New Key ¼³Á¤ / [40:46] Keysrore »ý¼º / [41:24] Build And Run »ç¿ë / [41:34] Á߷¼¾¼ÀÌ¿ë Ÿ°ÙÀ̵¿ ¼³Á¤ / [42:27] Build And Run ´·¯ Build / [42:45] ¼³Á¤ °á°ú È®ÀÎ / [43:28] °¡¼Óµµ ¼Óµµ ¼³Á¤º¯°æ ¾È³»
À¯´ÏƼ ¿£Áø [3DȰ¿ë] 10. °ÔÀÓÁ¦À۽ǽÀ - 5
Ã¥°¥ÇÇ : [00:00] Å¥ºêÀÇ materials »ý¼ºÇϱâ / [00:21] brickscript / [00:38] bricktype / [01:00] excuteineditmode / [01:45] debug.log() / [02:25] materials / [02:36] type.gethashcode() / [03:53] type - wood / [04:20] application.isplaying / [04:52] ice cube »ö»ó º¯°æÇϱâ / [05:08] ice (instance) / [06:24] renderer.material / [07:43] brick ¼öÁ¤Çϱâ / [08:03] switch~case¹® / [08:37] break / [08:59] rigidbody.mass °ª Á¶Á¤Çϱâ / [09:07] ½ÇÇà, °á°ú È®ÀÎ / [09:45] material hp °ª ¼³Á¤ / [10:06] oncollisionenter / [11:01] ½ÇÇà, °á°ú È®ÀÎ / [12:06] Å¥ºêÀÇ Å©±â¿¡ µû¸¥ hp °ª Á¶Á¤Çϱâ / [13:08] Àû ¸¸µé±â / [13:26] Ãæµ¹Ã¼ ¸¸µé±â / [14:06] rigidbody / [14:58] prefabs / [15:13] c# script / [15:45] º¯¼ö ¼±¾ð / [16:17] ½ÇÇà, °á°ú È®ÀÎ / [16:32] °í¾çÀÌ hp ¼³Á¤ / [17:15] ½ÇÇà, °á°ú È®ÀÎ / [17:52] transform x, y °ª ¼öÁ¤ / [18:41] ½ÇÇà, °á°ú È®ÀÎ / [19:01] stage Á¦ÀÛÇϱâ / [19:20] ½ÇÇà, °á°ú È®ÀÎ / [20:07] constraints / [21:24] new scene / [23:12] build settings / [23:58] ½ºÅ×ÀÌÁö¸¦ ÀüºÎ °ü¸®Çϴ Ŭ·¡½º ¸¸µé±â / [24:52] ui¿¡ scoretext ¸¸µé±â / [25:10] È¸é »çÀÌÁî ¼öÁ¤Çϱâ / [25:27] build settings - android - switch platform / [25:39] ÇØ»óµµ / [26:26] best fit / [26:45] instance / [27:21] Á¡¼ö¸¦ ¾ò´Â ¹æ¹ý / [28:18] using unityengine.ui / [29:19] ½ÇÇà, °á°ú È®ÀÎ / [29:42] ³²Àº °í¾çÀÌ ¼ö ³ªÅ¸³»±â / [29:45] text Ãß°¡ / [30:16] game ºä¿¡¼ ¹Ì¸® È®ÀÎÇϱâ / [30:55] start() / [31:47] ½ÇÇà, °á°ú È®ÀÎ / [32:15] ´ßÀÇ ¼ö°¡ 0ÀÏ ¶§ ½ÇÇà ÇÒ °æ¿ì ¿¡·¯ ¹ß»ýÇÏ´Â ÀÌÀ¯ / [32:31] activechicken / [33:40] panel¸¦ »ç¿ëÇØ¼ ½ÂÆÐ ui ³ªÅ¸³»±â / [34:08] anchors ¼³Á¤ / [34:49] text º¯°æ / [35:23] µ¹¾Æ°¡´Â ¹öư ¸¸µé±â / [36:55] victiory â ¶ç¿ì´Â ¹öư ¸¸µé±â / [37:38] victiorypanel ¸¸µé±â / [38:20] victiorypanel ¿¬°áÇϱâ / [38:57] ½ÇÇà, °á°ú È®ÀÎ / [39:22] victiorypanel ¶ç¿ì´Â ÇÔ¼ö ¸¸µé±â / [40:01] cat¿¡ ÅÂ±× ÁöÁ¤Çϱâ / [41:18] ½Ã°£ º¯¼ö ¸¸µé±â / [41:36] °í¾çÀÌÀÇ object ¼ö¸¦ ÆÇÁ¤ÇÏ´Â ½ºÅ©¸³Æ® ÀÛ¼ºÇϱâ / [42:59] ½ÇÇà, °á°ú È®ÀÎ
À¯´ÏƼ ¿£Áø [3DȰ¿ë] 11. °ÔÀÓÁ¦À۽ǽÀ - 6
Ã¥°¥ÇÇ : [00:13] ½ÇÆÐâ ¶ç¿ì±â / [00:44] ÆÐ³Î »ö»ó º¯°æ / [00:57] text¸¦ restart·Î º¯°æ / [01:37] setactive(false) / [02:52] failtime / [03:08] chicken tag ÁöÁ¤Çϱâ / [03:34] numberofchicken / [04:09] chickens.length / [04:37] ½ÇÇà, °á°ú È®ÀÎ / [05:20] ¸ÞÀΰú ½ºÅ×ÀÌÁö ¼±Åà ¸¸µé±â / [05:38] game start¸¦ ´©¸£¸é ½ºÅ×ÀÌÁö ¼±ÅÃâÀ¸·Î ³Ñ¾î°¡±â / [06:04] canvas - ui - image / [06:25] title - texture type - sprite(sd and ui) / [07:47] build settings / [08:47] new scene / [09:10] ½ºÅ×ÀÌÁö ¶ç¿ì±â / [11:12] recttransform / [12:14] ½ÇÇà, °á°ú È®ÀÎ / [13:49] using unityengine.ui / [14:41] stageselectbuttonÀ» ´ÙÀ½ stage·Î ³Ñ¾î°¡°Ô ¿¬°áÇϱâ / [15:05] buttonmanager ¸¸µé±â / [15:52] public / [16:04] loadlevel() / [18:16] loadlevel ÇØÁÖ´Â ÇÔ¼ö ¸¸µé±â / [18:29] gostage ÇÔ¼ö / [19:14] onclick.addlistener / [19:48] getcomponent / [21:17] debug.log / [21:41] int.parse / [22:47] ½ÇÇà, °á°ú È®ÀÎ / [23:11] ·¹º§ Á¦ÀÛÇϱâ / [23:54] ½ÇÇà, °á°ú È®ÀÎ / [24:19] À̺¥Æ® ³Ö±â / [25:31] Àç½ÃÀÛÇÏ´Â ÇÔ¼ö ¸¸µé±â / [25:42] ´ÙÀ½ ½ºÅ×ÀÌÁö·Î °¡´Â ½ºÅ©¸³Æ® / [26:37] ½ÇÇà, °á°ú È®ÀÎ / [27:36] ·¹º§¿¡ Á¡¼ö¸¦ »ç¿ëÇÏ¿© º°°¹¼ö ³ª´©±â / [28:03] º° À̹ÌÁö ºÒ·¯¿À±â / [28:29] À̹ÌÁö »ö»ó º¯°æ / [29:23] ÆÐ³ÎÀ» °ü¸®ÇÏ´Â ½ºÅ©¸³Æ® / [30:03] setstar() / [32:53] victory() / [33:31] º°¿¡ ÇÊ¿äÇÑ Á¡¼ö ÀÔ·ÂÇϱâ / [35:16] ½ÇÇà, °á°ú È®ÀÎ / [35:33] scripts Ãß°¡ / [36:03] public int / [37:15] requirescore / [37:38] level2 Á¡¼ö ÀÔ·ÂÇϱâ / [37:45] ½ÇÇà, °á°ú È®ÀÎ / [38:48] ½ºÅ×ÀÌÁö ¹Ø¿¡ ´Þ¼ºÇÑ º° °¹¼ö ³ªÅ¸³»±â / [39:27] playerprefs.setint / [39:49] playerprefs.getint / [41:06] º° ³Ö¾îÁÖ±â / [41:35] preserve aspect / [43:18] starpanel ÀÚ½Ä ¿ä¼ÒÀÇ ÀÚ½ÄÀ» ÄÁÆ®·Ñ Çϱâ / [44:23] ½ÇÇà, °á°ú È®ÀÎ / [45:38] ¹è¿î ³»¿ë Á¤¸®
À¯´ÏƼ ¿£Áø [3DȰ¿ë] 13. °ÔÀÓÁ¦ÀÛ ½Ç½À - 8
Ã¥°¥ÇÇ : [00:15] Ÿ°Ù ¸¸µé±â / [00:49] add component / [01:16] target, prefab / [01:52] ÃѾËÀÇ ½ºÅ©¸³Æ® ¸¸µé±â / [02:31] update(), fixedupdate() / [02:57] fixedupdate() / [04:40] debug.log() / [04:53] ½ÇÇà / [05:09] update() / [05:51] distance.sqrmagnitude / [07:15] ¹«ÀÛÀ§·Î Ÿ°Ù »ý¼ºÇϱâ / [08:17] targetparent »ý¼ºÇϱâ / [08:58] animation - targetdie / [10:45] targetscript / [10:58] public void hit() / [11:22] destroy / [11:50] hit.collider.sendmessage / [12:09] ½ÇÇà / [13:02] Ÿ°ÙÀ» ·£´ýÇÏ°Ô »ý¼ºÇϱâ / [14:04] public transform targetprefab / [14:50] update() / [16:36] Ä«¸Þ¶ó ȸÀü ¹Ý°æ ´Ã¸®±â / [17:14] ½ÇÇà / [17:47] trail renderer / [19:10] ½ÇÇà / [19:41] Ÿ°ÙÀ» ¸ÂÃèÀ» ¶§ ÃÑ¾Ë »ç¶óÁö°Ô Çϱâ / [20:08] destroy / [20:32] Ÿ°ÙÀ» ¸ÂÃèÀ» ¶§ °·ÄÇÑ È¿°ú ÁÖ±â / [21:00] particle »ý¼ºÇϱâ / [21:55] shape - sphere / [22:26] render mode - stretched billboard / [23:19] render mode - mesh / [23:55] destroy, hitparticle.position / [24:33] hitparticle - looping / [24:45] ½ÇÇà / [25:15] ÃÑÀÇ ½ºÇǵå Á¶ÀýÇϱâ / [26:17] ÃÑÀÇ ²¿¸®°¡ ÀÚ¿¬½º·´°Ô º¸ÀÌ°Ô Çϱâ / [26:54] ¹ß»ç½Ã Ãѱ¸ ¾Õ¿¡ ÆÄƼŬÀÌ Æ¢´Â È¿°ú ÁÖ±â / [27:58] shape - cone / [29:10] animation È®ÀÎ / [30:45] particlesystem.play() / [31:00] ½ÇÇà / [31:21] Á¤Á¶ÁØ»ç°Ý ¸¸µé±â / [32:19] Ä«¸Þ¶ó ¸¸µé±â / [33:10] field of view / [34:02] camera - skybox / [34:45] ½ÇÇà / [35:40] È®´ëµÈ Ä«¸Þ¶ó¿¡ ½ºÅ©¸³Æ® Ãß°¡Çϱâ / [37:07] camera.enabled / [37:32] ½ÇÇà / [39:31] ŸÄÏÀÌ ¹Ù¶óº¸°Ô ¸¸µé±â / [40:08] lookat() / [40:29] rotate() / [40:35] º¯¼öÀ̸§ º¯°æÇϱâ / [41:51] Á¤¹Ð Á¶ÁØ ¼Óµµ Á¶ÀýÇϱâ / [42:51] ¹Î°¨µµ Á¶Á¤Çϱâ / [43:21] getcomponent, zoom() / [44:46] ´ÙÀ½ ÇÒ ³»¿ë È®ÀÎ
À¯´ÏƼ ¿£Áø [3DȰ¿ë] 14. °ÔÀÓÁ¦ÀÛ ½Ç½À - 9
Ã¥°¥ÇÇ : [00:10] ¾Èµå·ÎÀÌµå Æ÷ÆÃ / [00:17] unity remote / [01:06] touchcount / [02:25] touch Å×½ºÆ® / [03:41] usb µå¶óÀ̹ö ¼³Ä¡ / [04:10] standard assets(mobile) / [04:42] prefabs / [04:55] single joystick / [05:52] joystick.js / [06:13] resetjoystick() / [07:16] defaultrect / [07:42] ½ÇÇà / [09:13] public joystick joystick / [10:10] standard assets (mobile) / [10:30] debug.log() / [10:54] ½ÇÇà / [12:14] input.simulatemousewithtouches / [12:48] debug.log / [12:54] hittest / [14:25] delta.x / [14:35] sensitivity / [15:16] playerscript.cs / [15:34] rotatewithtouch / [15:52] ½ÇÇà / [16:22] »ç°Ý¹öư ¸¸µé±â / [18:54] start() / [19:48] color ·ÎÄà º¯¼ö ¸¸µé±â / [20:47] ½ÇÇà / [22:08] getcomponent, hittest / [23:31] firetouched / [24:40] input.getmousebuttondown / [25:28] shoottrigger () / [26:21] ½ÇÇà / [27:06] zoombutton / [27:20] ½ÇÇà / [28:05] zoombutton¿¡ zoom ³Ö±â / [28:35] zoom() / [29:01] getmousebuttondown() / [29:27] ½ÇÇà / [30:11] runtimeplatform.android / [30:49] ¾Èµå·ÎÀ̵尡 ¾Æ´Ò½Ã ¹öư Á¦°ÅÇϱâ / [31:44] single joystick - add tag / [32:24] gameobject.findgameobjectswithtag() / [32:37] foreach / [34:10] pc¹öÀüÀ¸·Î ºôµåÇϱâ / [35:09] screen.lockcursor / [35:58] ½ÇÇà / [36:30] lockcursor Ç®±â / [37:00] keycode.escape / [37:35] À¥ ¹öÀüÀ¸·Î Å×½ºÆ®Çϱâ / [38:29] android Å×½ºÆ®Çϱâ / [40:41] ¾Èµå·ÎÀÌµå Æ÷ÆÃ½Ã ÁÖÀÇÁ¡ / [41:12] player settings / [41:56] keystore / [42:18] ios·Î Æ÷ÆÃÇϱâ / [43:03] joystick Áö¿ø
À¯´ÏƼ ¿£Áø [3DȰ¿ë] 20. °ÔÀÓÁ¦ÀÛ ½Ç½À - 15
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APERTURE 3 14. ´ÙÀ̳ª¹Í ½½¶óÀ̵å¼î part2
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µå¸²À§¹ö cc 2017 [±âÃÊ+½Ç¹«] 19. ºñÇìÀ̺ñ¾î, ·¹À̾ƿô º¸³Ê½º
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¿¢¼¿VBA ±âÃÊ+½Ç¹« v2019 07. ¿¢¼¿ VBA ½Ç·ÂÇâ»óÀ» À§ÇÑ Å°Æ÷ÀÎÆ® - Chapter 1
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OPENCV2 v4 (with C++) ±âÃÊ+½Ç¹« 19. ƯÁ¤¿µ¿ª °ËÃâ ÀÓ°è°ª ºÐÇÒ ÅØ½ºÆ®¸¸ ó¸®
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