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Principles of 3D with DirectX and Theory |
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Frustum Culling (with DirectX3D)
Octree (with DirectX3D)
Collision Detection
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Line with Plane
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Shortest distance from a
point to a plane
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Sphere with OBB
Tangents Binormals Normals
Collision Reaction
Misc 3D Principles and Maths
Matrices & Vectors
Rotation
Splines and Curves
Rotating objects to face the camera (i.e. Billboarding)
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Simple AI and PathFinding Code and Principles
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In the world of 3D...or even 2D...you have to have a little AI...even
if its just the rand() function. We will cover some of the simple theories
and possibly some of the advanced one's. Implementing working C/C++ code
as we go.
A* PathFinder - Pacman has never had it so hard!
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Rasterization Principles for 3D |
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Well you might think that DirectX is the solutions to all your
problems....who needs to know how to draw a triangle...plot pixels etc....why
should I bother? Well if you really want to get into the games industry,
or are in the games industry, you will realise that DirectX isn't the only tool
in the box, and isn't the best tool in the box! When you start writing
software for PS2 or XBOX or even GameBoy Advanced, you'll soon see that
implementing your own algorithms gives you a greater flexibilty and a power you
didn't think possible. Of course its not easy stuff...especially when you
have to implement pixel by pixel triangle lighting and things like Gouraud shaded
triangles.
Draw that line 'Pixel by Pixel'
Wireframe triangle, that was easy
Solid Triangle Fill
Gouraud Shaded Triangle (it looks so pretty)
Simple Textured Triangle
Perspective and 3D
Camera View
Z Buffer
Clipping (Near Z Plane)
.. more soon.
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