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3D Game Engine Programming PDF

897 Pages·2004·9.265 MB·English
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TEAM LinG - Live, Informative, Non-cost and Genuine! TEAM LinG - Live, Informative, Non-cost and Genuine! This page intentionally left blank TEAM LinG - Live, Informative, Non-cost and Genuine! TEAM LinG - Live, Informative, Non-cost and Genuine! © 2004 by Thomson Course Technology PTR.All rights reserved.No part ofthis SVP,Thomson Course Technology book may be reproduced or transmitted in any form or by any means,electronic PTR: or mechanical,including photocopying,recording,or by any information storage Andy Shafran or retrieval system without written permission from Thomson Course Technol- Publisher: ogy PTR,except for the inclusion ofbriefquotations in a review. Stacy L.Hiquet The Premier Press and Thomson Course Technology PTR logo and related trade Senior Marketing Manager: dress are trademarks ofThomson Course Technology PTR and may not be used Sarah O’Donnell without written permission. Marketing Manager: Microsoft DirectX 9 SDK is Copyright Microsoft Corporation,2002.All rights Heather Hurley reserved.Images from DOOMandQUAKE© 1994,1996 id Software,Inc.All rights reserved.Images from Return to Castle Wolfenstein© 2002 id Software,Inc. Manager ofEditorial Services: All rights reserved.Special thanks to id Software for their support and help with Heather Talbot this project. Senior Acquisitions Editor: All other trademarks are the property oftheir respective owners. Emi Smith Important:Thomson Course Technology PTR cannot provide software support. Senior Editor: Please contact the appropriate software manufacturer’s technical support line or Mark Garvey Web site for assistance. Associate Marketing Managers: Thomson Course Technology PTR and the author have attempted throughout this Kristin Eisenzopfand Sarah Dubois book to distinguish proprietary trademarks from descriptive terms by following the Developmental Editor: capitalization style used by the manufacturer. Ginny Bess Information contained in this book has been obtained by Thomson Course Project Editor: Technology PTR from sources believed to be reliable.However,because ofthe Kevin Sullivan,Argosy Publishing possibility of human or mechanical error by our sources, Thomson Course Technology PTR,or others,the Publisher does not guarantee the accuracy,ade- Technical Reviewer: quacy,or completeness ofany information and is not responsible for any errors Richard Fine or omissions or the results obtained from use of such information. Readers Thomson Course Technology PTR should be particularly aware of the fact that the Internet is an ever-changing Market Coordinator: entity.Some facts may have changed since this book went to press. Amanda Weaver Educational facilities,companies,and organizations interested in multiple copies or Interior Layout Tech: licensing ofthis book should contact the publisher for quantity discount informa- Sharon Burkhardt,Argosy Publishing tion.Training manuals,CD-ROMs,and portions ofthis book are also available indi- vidually or can be tailored for specific needs. Cover Designer: Steve Deschene ISBN:1-59200-351-6 Library ofCongress Catalog Card Number:2004090737 CD-ROM Producer: Printed in the United States ofAmerica Brandon Penticuff 04 05 06 07 08 BH 10 9 8 7 6 5 4 3 2 1 Indexer: Maureen Shepherd Proofreader: Sherri Dietrich Thomson Course Technology PTR,a division of Thomson Course Technology 25 Thomson Place Boston,MA 02210 http://www.courseptr.com TEAM LinG - Live, Informative, Non-cost and Genuine! To my beloved wife Rike and our son Tim TEAM LinG - Live, Informative, Non-cost and Genuine! Acknowledgments In a world designed by the men in gray who decide how we live in brief,there’s a master plan for the company men from the cradle to the company grave. “Return ofAlex,”Die Toten Hosen W riting about the things I like is pretty much one ofmy favorite hobbies.After all,it is a good way to pull even more people over to the dark side.This book is about the dark side of programming 3D engines for video game applica- tions, and I hope to pull as many of you into the fun side of programming computer graphics stuff as I can. Ittook some time to write the original version ofthis book as well as complete the English translation for it.A lot ofthings happened during that time,but the most important event was my little son Tim’s arrival into this world.Even if doing 3D graphics is a lot of fun, Tim taught me that a baby’s smile is way more beautiful than the most perfect 3D scene with per-pixel lighting,real-time shadows,and glow effects. Besides my baby Tim,a lot of other people took their share in bringing this book about, and I would like to thank all of those people.I first want to mention Oli (Oliver Düvel), who wrote the chapter on character animation and a large portion of the network device chapter.For the original version ofthis book,Marcus Beck and Boris Karnikowski looked after me and helped me get the book done.Working with them was a pleasure, as they were friendly and motivated me. The same applies for Emi Smith, who organized the English version of the book and who tolerated my tardiness on due dates with a smile on her face and in her friendly e-mails. Thanks, Emi. And thanks to André LaMothe for establishing the contact. vi TEAM LinG - Live, Informative, Non-cost and Genuine! Acknowledgments vii Marco Kögler was kind enough to help me out with tips and tricks and listened carefully when I described scene management and lighting ideas to him. He pointed out weak- nesses in the approaches and helped me with per-pixel lighting topics.Finally,I would like tothank the band Toten Hosen for the great music that kept me going and Jacobs for the instant coffee that kept me running. Last,but not least,thanks to Rike,who makes all this possible. Stefan Zerbst Diligence is neither an ability nor a talent.It is a matter ofhabit. Peter F.Drucker T hese days,it is important to create video games that fascinate the player.To create this fascination,a video game needs very basic elements,such as network modes and character animation. The goal of these elements is to increase the level of interactivity the game is design for. Personally,I am always astonished by the development of the character animation tech- niques employed in video games.Starting with plain,animated image files called sprites in the 80s and ending with the highly precise animations ofcharacters with facial expres- sions moving through virtual game worlds, animations techniques are developing at amazing speeds. I’ve had a lot offun contributing to this book,and I hope you will have as much fun read- ing it. Oliver Düvel TEAM LinG - Live, Informative, Non-cost and Genuine! About the Authors Stefan Zerbststarted programming on the ancient C16 and now holds a German Diplom degree in Computer Science in Economics. During his studies he founded the German hobby game development community ZFX (www.zfx.info),which is the biggest and most active development community in Germany. He has already published two best-selling books about game programming and also shares his comprehensive experience in this field by holding lectures about game programming at a German university and the online academy Gameversity (ww.gameversity.com). Oliver Düvelworks as a project manager in the field ofsupport for a medium-sized soft- ware company in Germany.He started programming in the early 1980s and did his first vector and matrix programs using assembler to visualize three-dimensional objects. viii TEAM LinG - Live, Informative, Non-cost and Genuine! About the Series Editor André LaMothe, CEO,Xtreme Games LLC,has been involved in the computer industry for more than 25 years.He wrote his first game for the TRS-80 and has been hooked ever since! His experience includes 2D/3D graphics, AI research at NASA, compiler design, robotics, virtual reality, and telecommunications. His books are top sellers in the game programming genre,and his experience is echoed in the Premier Press Game Development books. ix TEAM LinG - Live, Informative, Non-cost and Genuine!

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