Résumé
Table of Contents
Letter from the Series Editor
Foreword
Introduction
Part I: Introduction to OpenGl and DirectX
Chapter 1: The Eploration Begins: OpenGl and
DirectX
Why Make Games?
The World of 3D Games
The Elements of a Game
Your Tools
What is OpenGL
OpenGL Architecture
The OpenGL Utility Library
What is GLUT
A Sneak Peek
DirectX Architecture
DirectX Audio
DirectInput
DirectPlay
DirectShow
DirectSetup
Summary
Chapter 2: Using Windows with OpenGL
Introduction to Windows Programming
Getting Started with WinMain()
The Windows procedure
Loading Icons and Mouse Pointers
Window Creation
The Message Loop
A Complete Windows Application
Using WGL
wglDeleteContext()
wglMakeCurrent()
dwFlags
iPixelType
cColorBits
Full-Screen OpenGL
Summary
Chapter 3: An Overview of 3D Graphics
Theory
Scalars, Points, and Vectors
Vector Normalization
Vector Addition
Vector-Scalar Multiplication
The Dot Product
The Cross Product
The Zero Matrix
Matrix Addition and Subtraction
Matrix Multiplication
Putting It Together
Rotation
Scaling
Perspective Projection
Lighting
Diffuse Light
Specular Light
Summary
Part II: Using OpenGL
Chapter 4: OpenGl States and Primitives
State Functions
Handling Primitives
Antialiasing Points
Antialiasing Lines Width
Specifying a Stipple Pattern
Hiding Polygon Edges
Antialiasing Polygons
Specifying a Stipple Pattern
Triangles
Quadrilaterals
Polygons
Chapter 5: Coordinate Transformations and OpenGL
Matrices
Understanding Coordinate Transfermations
Viewing Transformations
Using the glRotate*() and glTranslate*O Functions
CreatingYour Own Custom Routines
Projection Transformations
The Viewport Transformation
Translation
Rotation
Scaling
Matrix Stacks
The Robot Example
Perspective
Setting the Viewport
Projection Example
Multiplying Matrices
Custom Matrix Example
Chapter 6: Adding Colors, Blending, and
Lighting
How Does ColorWork!
Using Colors in OpenGL
The Color Cube
RGBA Mode in OpenGL
Color-lndex Mode in OpenGL
Lighting in OpenGL
Materials
Normals
Using Normals
The Unit Normal
Positioning Light Sources
Attenuation
Spotlights
Defining Materials
Lighting Models
Specular Lighting Effects
Moving and Rotating Lights
Chapter 7: Bitmaps and Images with OpenGL
The OpenGL Bitmap
Drawing the Bitmap
An OpenGL Bitmap Example
Reading from the Screen
Copying Screen Data
Magnification, Reduction, and Flipping
The Windows Bitmap
Loading BMP Files
Writing BMP Files
Loading Targa Files
Writing Targa Files
Chapter 8: Texture Mapping
An Overview of Texture Mapping
I D Textures
3D Textures
Creating and UsingTexture Objects
Texture Functions
Texture Coordinates
The Implementation
The Implementation
Chapter 9: Advanced Texture Mapping
Multitexturing
Accessing Extension Functions
Establishing the Texture Units
Specifying the Texture Coordinates
Lightmapping
Summary
Chapter 10: Display Lists and Vertex Arrays
Display Lists
Filling a Display List with Commands
Executing Display Lists
Display-List Issues
Destroying Display Lists
Display Lists and Textures
Example: Robot Demo with Display Lists
Working with Arrays
glDrawElements()
glDrawRangeElements()
glArrayElement()
Locking Arrays
Example:Terrain Demo Revisited
Chapter 11: Displaying Text
Bitmap Fonts
Outline Fonts
Texture-Mapped Fonts
Summary
Chapter 12: OpenGL Buffers
What Is an OpenGL Buffer?
Clearing the Buffers
Stereo Buffering
Using the Depth Buffer
Summary
Chapter 13: OpenGL Quadrics
The Basics of OpenGL Quadrics
Normal
Orientation
Texture Coordinates
Cleaning Up
Cylinders
Spheres
Example:A Quadric Fly-Through World
Summary
Chapter 14: Curves and Surfaces
Curve and Surface Representation
Control Points and Continuity
Summary
Chapter 15: Special Effects
Billboarding
Velocity
Life Span
Size
Weight
Representation
Color
Owner
Methods
Position
Emission Rate
Forces
Default Particle Attributes and Ranges
Current State
Blending
Representation
Methods
Implementation
Particle-System Effects
Example: Snowstorm
Volumetric Fog
Handling the Depth Buffer
Handling Finite Planes Using Stencil Buffers
Addressing Irregular Reflective Surfaces
Handling Arbitrarily Oriented Planes
Projective Shadows
Handling Problems with the Depth Buffer
Restricting the Shadow with the Stencil Buffer
Handling Multiple Light Sources and Multiple Planar Surfaces
Problems with Projective Shadows
Other Methods
Example: Reflections and Shadows
Part III: Building a Game
Chapter 16: Using DirectX: DirectInput
Why Use DirectInput?
Win32
Win32 Joystick Input
Enumerating Devices
Verifying Device Capabilities
Enumerating Objects
Setting the Device Data Format
Setting the Cooperative Level
Modifying Device Properties
Acquiring the Device
Buffered Data
Polling Devices
Building the Input Sub-System
Input Sample Program
Summary
Chapter 17: Using DirectX Audio
The Basics of Sound
Synthesized Sound
Segments and Segment States
Performance
Messages
Performance Channels
DLS Synthesizer
Instruments and Downloading
Audiopaths and Buffers
Create and Initialize the Performance
Create the Loader
Load a Segment
Download the Band
Play the Segment
Stopping a Segment
Is the Segment Playing?
Controlling Segment Loops
Cleaning Up
Using Audiopaths
Standard Audiopaths
Playing Sound on Audiopaths
Retrieving Objects from Audiopaths
Perception
The DirectSound 3D Buffer
Setting 3D Parameters
Processing Mode
Position and Velocity
Sound Cones
3D ClickingText Example
Chapter 18: Working with 3D Models
3D Model File Formats
The MD2 File Format
Loading the MD2
Displaying the MD2
Adding the Texture
Animating the Model
Developing a CMD2Model Class
Controlling the Model Animation
Summary
Chapter 19: Physics Modeling with OpenGL
A Physics Review
Distance, Displacement, and Position
Velocity
Acceleration
Force
Newton's Second Law of Motion
Newton's Third Law of Motion
Friction on an Inclined Plane
Timing
The Vector
The Plane
The Object
Handling Object Collisions
Bounding Boxes
Plane Collisions
Collision Response
The Hockey Table
The Puck and Time-Based Collision
The Player
Putting It Together
Chapter 20: Building a Game Engine
Designing The SimpEngine
Working with Objects: CObjea
The CEngine Class
The Game Cycle
Handling Input
The SimpEngine
The World
Adding Models
The Audio System
The Particle System
Summary
Chapter 21: Making a Game: A Time to Kill
Initial Design
The Game World
The Enemies
The Ogro
The Sod
The User Interface
Playing the Game
Building the EXE
Summary
Part IV: Appendixes
Appendix A: Online Resources
Game Development
Game Development Search Engine
flipCode
Gamasutra
OpenGL.org
Additional OpenGL Links
The DirectX Mailing List
Real-Time Rendering
Developer Pages
Fog Articles
Appendix B: Using the CD
The CD User Interface
CD-ROM File Structure
System Requirements
Installation
Miscellaneous Problems and Troubleshooting
Information
Still Need Help?
Index
L'auteur - Dave Astle
Dave Astle is a senior software engineer at QUALCOMM, where he plays a primary role in the development and optimization of their OpenGL ES implementation. He is a founder and operator of GameDev.net, the leading online community for game developers. Astle is coauthor of OpenGL Game Programming and Beginning OpenGL Game Programming, has contributed to numerous other books as an author and editor, and is a regular speaker at game industry conferences.
L'auteur - André LaMothe
holds degrees in mathematics, computer science, and electrical engineering. He is the author of the best-selling books Tricks of the Game Programming Gurus, Teach Yourself Game Programming in 21 Days, and the Black Art of 3D Game Programming. Andre has also written numerous articles in Game Developer, Byte, Software Developer, and Circuit Cellar.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Prima Publishing |
Auteur(s) | Kevin Hawkins, Dave Astle, André LaMothe |
Parution | 15/05/2001 |
Nb. de pages | 816 |
Format | 18,8 x 23,2 |
Couverture | Broché |
Poids | 1334g |
Intérieur | Noir et Blanc |
EAN13 | 9780761533306 |
ISBN13 | 978-0-7615-3330-6 |
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