By Andre LaMothe
This extraordinary instructional information each nuance of utilizing the interval to create lightning-fast video games with 3D polygon pics. step by step directions consultant you thru each programming stage.
- Covers each point of 3D polygon online game layout, from thought to completion
- Discusses complete modem communications and strategies for growing multi-player 3D video games
- contains over 30 shareware video games and demos together with a shareware paint software
Read Online or Download Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C PDF
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Additional resources for Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C
While the rendering is being done, the voxels are either shaded, using a light source, or colored, using a database. It’s even possible to texture them, but the results can be quite distorted. A groundbreaking voxelbased game is Commanche, by Nova Logic, which allows a helicopter pilot to fly around a mountain range and shoot down enemies. The environment of the game was generated using voxel graphics, and the enemies were done with bitmap scaling; so you see that sometimes techniques are mixed to create the best overall game.
We will be using the MEDIUM memory model for two reasons. First, the data segment will always be accessible in the DS register, thus making assembly language interfacing and variable access simple. Second, if we need more than one 64K data segment, we will use the memory allocation functions to allocate the memory from the FAR heap. In general, SMALL or MEDIUM are the best memory models to write games in when working with DOS, but for this book we will use the MEDIUM model. After you have compiled each module and are ready to link it to your program, or one of the programs in the book that use the game library, you will need to invoke the linker.
The input function uses mass storage for input data instead of standard input devices. Mouse Pre-recorded player input Mass storage BA/3D Ch02 Final 26 11/15/05 1:25 PM Page 26 Chapter 2 Last of all, the introductory phase should put the game into a demo loop or wait state that allows the player to begin at his leisure. This can be accomplished with more prerecorded animation or by actually running the game in a special mode that uses previously digitized input to control the character in the game.