Introduction to 3D Game Engine Design Using DirectX 9 and C#
Chapter 1: Overview
- Figure 11: A scene from Age of Mythology
Chapter 3: Hanging TenA Ride Through the Rendering Pipeline
- Figure 31: Quadtree example
- Figure 32: Reference world transform matrix
- Figure 33: World transform matrix formulas
- Figure 34: Triangle strip
- Figure 35: Triangle fan
Chapter 4: Basic 3D Objects
- Figure 41: Skybox faces
- Figure 42: Skybox only
- Figure 43: Skybox and terrain
- Figure 44: Scene with billboards
Chapter 5: Complex 3D Objects
- Figure 51: Models in our scene
Chapter 6: CameraThe Players View of the World
- Figure 61: Viewing frustum
Chapter 7: Adding Some AtmosphereLighting and Fog
- Figure 71: Low ambient light
- Figure 72: Directional light
- Figure 73: Point lights
- Figure 74: Spot lights
- Figure 75: The scene with fog
Chapter 8: Artificial IntelligenceAdding the Competition
- Figure 81: State diagram
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