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41: Analysis of the game engine 10
Analysis of the game engine 10 Original Author: Jake Simpson Translator: the sea Email: GameWorldChina@myway.com Part 10 of artificial intelligence and navigation (path found) Artificial intelligence (AI) We have spent above the other nine sec...

42: Analysis of 9 game engine
Analysis of 9 game engine Original Author: Jake Simpson Translator: the sea Email: GameWorldChina@myway.com Part 9 of the off-the-shelf products and custom game engine design tools, game specific themes Off-the-shelf products and custom design ...

43: Analysis of game engine 8
Analysis of game engine 8 Original Author: Jake Simpson Translator: the sea Email: GameWorldChina@myway.com The first part of the script system 8 Script system We are part of the game from the seventh to the network system of the script, becau...

44: Analysis of 7 game engine
Analysis of 7 game engine Original Author: Jake Simpson Translator: the sea Email: GameWorldChina@myway.com Part 7 network and online gaming environment Online games I remember some years ago, sitting in GDC (Game Developers Conference) is res...

45: Analysis of game engine 6
Analysis of game engine 6 Original Author: Jake Simpson Translator: the sea Email: GameWorldChina@myway.com Part 6 sound system, audio APIs Sound System As a result of people playing the game in the type and technological advances, sound and m...

46: Analysis of game engine 5
Analysis of game engine 5 Original Author: Jake Simpson Translator: the sea Email: GameWorldChina@myway.com Part 5 of the physical, sports, the effect of World Construction Often in the establishment of a composition containing any 3D game, yo...

47: Analysis of Game Engine 4
Analysis of Game Engine 4 Original Author: Jake Simpson Translator: the sea Email: GameWorldChina@myway.com Part 4 of the model and animation, level detail The role of modeling and animation Your role model in how the screen looks like, how ea...

48: Analysis of 3 game engine
Analysis of 3 game engine Original Author: Jake Simpson Translator: the sea Email: GameWorldChina@myway.com Part 3: Memory use, effects and API Reflections on the memory usage so that we think about today is how to use 3D graphics memory as wel...

49: Analysis of 3 game engine
Analysis of 3 game engine Original Author: Jake Simpson Translator: the sea Email: GameWorldChina@myway.com Part 3: Memory use, effects and API Reflections on the memory usage so that we think about today is how to use 3D graphics memory as wel...

50: Analysis 2 game engine
Part 2: 3D environment, light and texture Lighting world In the transformation process, usually called the observation space in the coordinates of space, we encountered one of the most important operations: illumination calculation. It is a such a...

51: A simple example that the fixed functional VS / Assemble VS / HLSI VS examples
/ / Dx9 SDK rewritten tutorial 2 of the document can make use of fixed functional VS / Assemble VS / HLSI VS to play up a Triangle. -------------------------------------------------- --------------------------- / / File: Matrices.cpp / / / / Des...

52: Use Excel to prepare game
To give people the game is not plaguedhappy, it is necessary to meet the play's heart, a leaf is sometimes sufficient. For those of us fans for game development, asm, c, c + +, directx, opengl, flash, etc. We are not the requisite knowledge and ...

53: Analysis of a game engine
Analysis of the original game engine Author: Jake Simpson Translator: the sea Email: GameWorldChina@myway.com Part 1: Introduction Game Engine, 3D rendering and construction of the world to introduce the game from the Doom erawe have. DOOM is not...

54: Generic particle system design 7
Fifth, the death trigger Compared with the initialization and update, and the death of a number of flip-flop should be simple, there are particles in the death of a member function will be On Call. System triggers the death of two built. / / Empty...

55: Generic particle system design 8
VII Annex Examples of procedures: TPS.rar http://uj 86c 1.chinaw3.com/tmp/TPS.rar Source: looParticleSystem.hpp http://uj 86c 1.chinaw3.com/tmp/looParticleSystem.hpp Compiler requirements: Intel C + + Compiler v8.0, vs2003.net, boost 1.31....

56: Generic particle system design 6
/ / Mobile location Updater template < class _ParticleType, size_t nVelIndex > Class TMovePosActor ( protected: typedef _ParticleType tParticle; public: / / Perform the update template <size_t nIndex> void Action (const double ...

57: Generic particle system design 5
/ / One-dimensional random vector initializer template < class _ParticleType, class _RandGenerator, class _RandDistribution > Class TUniformRandomVec1Initializer ( protected: typedef _ParticleType tParticle; typedef _RandGenerator tGen...

58: Generic particle system design 4
There are two main TParticleSystem member functions Emit and Update. Emit used to launch a specified number of particles which should be noted that for a particle initialization statement: Init <0> (m_aParticles [nCnt], m_Initializer) It is ...

59: Generic particle system design 3
Second, to make the particle system behavior With the particle structure, the next task is the development of our particle system. A particle system can be divided into three parts: initialization device - just for initializing each of the new part...

60: Generic particle system design 2
Now we can easily have the assembly of the particles we need the structure, but there is a permanent problem. Whenever we need to add a new particle must be part of the definition of a self-similar structure SParticlePos, if we design a particle sep...


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