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Game Developer Tutorial Articles


121: Vertex Shader & Pixel Shader Introduction
Vertex Shader & Pixel Shader   Introduction 1.          fixed function graphics pipeline ) Fixed-function pipeline graphics processing (fixed function graphics pipeline) Vertex Shader Pixel Shade...

122: The use of two-computer debugging game program
VC IDE , BltFast Flip GDI Surface ,, VC ,,, VC , TRACE ,,: Programming the game when the debugger is a very difficult task, especially in full-screen mode, can not always switch to the VC's IDE environment, I generally use Flip...

123: Develop Your 3D Engine Part2
Background: ================================================== ====================== Portal Rendering Introduced on a Visibility Determination Algorithm. And discuss it in detail this time, Portal Rendering Algorithm. 1. The basic Portal Render...

124: In the use of different sexual OpenGL texture filtering
OpenGL In the use of different sexual OpenGL texture filtering 1.          Basic texture filtering alpha ()。 Texture is a simple matrix with data - for example, color data, luminance data or color and...

125: OpenGL 2.0 planning! (Added 2)
OpenGL 2.0 version is planned, as detailed in www.opengl.org Support OpenGL Please look for comrades, OpenGL to D3D again left behind, providing the most advanced features and most have a good programming interface. 3Dlabs proposed by the OpenGL 2...

126: Tiling in DirectX in: Part 1
Tiling in DirectX in: Part 1 Author: Martin Estevao (lpsoftware) Translation: Codehunter Prerequisite Of C / C + + and DirectX have a better knowledge base, I hope that readers of this guide should be able to get something. I assume the reader t...

127: In the DirectX
Tiling in DirectX in: Part 2 by Martin Estevao Translation: codehunter Introduction Friends, everyone, Welcome to the new chapter! In the second part of the first part I will continue to discuss the basis of ceramic tiles affixed to the subject....

128: Develop Your 3D Engine
Background: This is Delphi 3D's 3D Engine Dev. Series tutorial. (Www.delphi3d.net) This site is written and maintained by Tom Nuydens. From basic to advanced view system of PVS (Possible Visible Set), LOD (Level of Detail) has learned that va...

129: DirectDraw-based mechanism for the Gamma calibrator Discussion
DirectDraw-based mechanism for the Gamma calibrator Discussion 1. The problem Gamma calibrator technology based on dynamic gamma ramp. System provides for dynamic gamma ramp support, based on the following applications: 1. The designers of the ga...

130: Point of view: the game system planning, design and implementation.
Point of view: the game system planning, design and implementation. 1. The form of game software images are direct screen writing. It is the greatest advantage of platform-independent, and do not have to consider complex interface specification win...

131: Beautiful animation stars: Jeff Molofee (NeHe) of OPENGL Tutorial - Lesson IX
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132: Simple and transparent: Jeff Molofee (NeHe) of OPENGL Tutorial - Lesson VIII
Jeff Molofee (NeHe) of OPENGL Guide Section VIII Translated by C K E R Simple transparent The overwhelming majority of OpenGL effects are related to certain types of (color) of the hybrid. The definition of blending, the color of a pixel and ...

133: Elements Of A Game Engine - 3D game engine principle
3D Engine Design framework Author: Luke Hodorowicz Translation: Le Chenguang (2001/9/28) I also do not know much about 3D, asked the content of motivation is a result of pride and interest, the English translation of two of the skills training. A...

134: The latest extension of OpenGL 1.3
The latest extension of OpenGL 1.3 Glspec13.pdf from the original nightmare (qingrui li) translation Version 1.3 F.1 Cognitio compression texture compression can reduce memory usage and increase the speed of grating. GL to provide a framework fo...

135: OpenGL Step by Step (7)
Seventh, the vertex with the object model description OpenGL in the model to describe the sector. We will split into a number of surface planes, recording the shape of face, color, texture, OpenGL Based on these parameters and then those who will b...

136: Texture filtering mode, light source: Jeff Molofee (NeHe) of OPENGL Tutorial - Lesson VII
Jeff Molofee (NeHe) of OPENGL Guide Section VII Translated by C K E R This lesson I will teach you how to use three different methods of texture filtering. Teach you how to use the keyboard to move objects in the scene, but also teach you a si...

137: DirectX 8 Graphics Common Errors
DirectX Graphics common errors (excerpt) Richard Huddy forward, nVidia Corp. nightmare (qingrui li) translation ** They should appear in the initialization part Careful not to let the time-consuming and expensive API call in the sensitive part o...

138: Microsoft and 3D graphics - OpenGL and Direct3D Battle (excerpt)
Microsoft and 3D images (excerpt) With Alan Akin translation nightmare From 1995 to 1996, Microsoft introduced a new scheme to support the game in Windows95 running on the target is to expand the market by Nintendo and Sega to control the area of...

139: Restrictions on the game's new approach
Before a lot of information on the methods are the use of GetTickCount / or multimedia timer to rotation time, really good accuracy. But this would cause great waste of cpu time, a major manifestation is the background environment in the process nt...

140: Step by Step (3)
Third, the window is ready. Aux/Glut/VCL。 If the use of OpenGL window system must be added to the window WS_CLIPCHILDRENWS_CLIPSIBLINGS,。 BCBCREATEPARAMSOpenGL: //--TForm //--unit1.hclass TForm1priviate: //--void __fastcall CreateParams(T...


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