By Andre LaMothe
This unheard of educational info each nuance of utilizing the c programming language to create lightning-fast video games with 3D polygon portraits. step by step directions consultant you thru each programming stage.
- Covers each element of 3D polygon game layout, from notion 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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Extra resources for Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C
Don’t assume the user knows what he’s doing during the setup process. He may misunderstand something and make an incorrect entry. To protect your game against incorrect setups, the configuration data should be tested as it’s entered, and the user should be asked at the end of the sequence whether the settings are acceptable. This gives him a chance to make corrections before playing the game and possibly crashing the computer. After the setup process is complete the setup information should be written as a file out to the disk.
Parallax Scrolling The first 3D games weren’t 3D at all. Instead they used 3D illusions to trick the player into thinking the universe being projected was in some way three-dimensional. One of the first techniques that was used to accomplish this trickery was called parallax scrolling. Parallax scrolling is a modeling of what happens in the real world when you’re in motion and look out to the horizon. The objects in the distance move very slowly while the objects nearer move very rapidly. Figure 1-7 shows this.
Also, raster graphic displays look much better than vector displays. But there is one problem: Every 3D image on the screen has to be drawn a pixel at a time instead of a line at a time. This was a serious bottleneck for early processors since images could have thousands of illuminated pixels in each frame. And there are many calculations for each pixel. This problem slowed the development of 3D games to a crawl. Cybersorcerers had to wait for the hardware to catch up with the software they wanted to create.