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141: OpenGL Step
Sixth, the coordinate transformation OpenGL scenes from the three-dimensional graphics to the screen outside the screen, X + left to right, Y + axis from bottom to top, is a right-handed Cartesian coordinate system. We use this coordinate system to...

142: by Step (5)
Fifth, the basic elements of three-dimensional graphics. Modeling: the production of a variety of objects. Place: to do a good job of the objects through translation, rotation and so the appropriate space on the location of the scene. Color: objec...

143: OpenGL Step by Step (4)
Special instructions will be begin to deal with them, and The establishment of pipeline Pipeline in accordance with the need to write data and instructions Closed pipeline In the OpenGL rendering pipeline is the environment - (OpenGL Render Cont...

144: On the football game artificial intelligence
On the football game artificial intelligence When the offensive team, the players for the ball, it (use it to argue for the time being) in every act of the moment, there will be a guide, that is, the next act: A direction to the ball? In some way ...

145: On the artificial intelligence expert - Marc Aubanel & Jay Wilson (3)
EA Sports also Marc Aubanel company, which has the best sales performance in international football game FIFA series production (including World Cup) Aubanel that sports games in the group, AI is a very easy-to-use trick, because this procedure to...

146: On the artificial intelligence expert - Toby Simpson & Scott Orr (2)
3, CyberLife Technology's Toby Simpson Toby the entire series is focused on how to support and teach these virtual pets. Animals has been to ascertain those lovely elf why it is so realistic, so that each has a different personality, as ordinar...

147: On the artificial intelligence expert - Brian Reynolds & Mario Grimani (1)
Artificial console games will make players feel that he is faced with the reality of the enemy have the same intelligence. Of course, this is the game challenging programming problems. Therefore, the contents of this chapter is only for the AI does ...

148: OpenGL Tutorial - quasi-ready window (3)
If you use the Aux / Glut / VCL this step may be dispensed. If the use of OpenGL window system must be added to the window and WS_CLIPCHILDREN two WS_CLIPSIBLINGS attributes, or can only get a blank screen. Note: MDI applications only need to do so...

149: OpenGL Tutorial - ready development environment (2)
In this paper, the 2.1 - 2.4 is for Borland C + + Builder users document is the first O C + +5.0 or more versions of the header file is required. Will be C: \ oglskd \ bclib next to the file copy $ BCB \ Lib under. In order to facilitate the prepa...

150: How to debug full-screen mode the DirectX program
As long as Full Screen mode debug DirectX have the procedure it will feel fear, because once you run pre-set breakpoints, or encountered an unexpected error, in most cases, the computer will let you die hard, Apart from the restart, you have no othe...

151: With vertex shaders in DirectX 8 rendering in animation
"Animation rendering," and there is no specific definition. It generally refers to the non-photo realistic rendering style of the object, the effect is similar to cartoons and comic books. Typically, it uses a single large object contour c...

152: Gamma control to achieve use FadeIn and FadeOut
DirectX provides a Gamma control (right from the beginning of 5.0), it can be easily completed FadeIn, FadeOut function, and no changes to the content of Surface is basically non-existent speed. Special lazy person I am, typing is also slow (really ...

153: Gobang the original code
Must have a posted before, so a replacement now! Suitable for beginners like me! You can not see. bc adopted under the compiler can be realized against people. The original code is as follows # include <stdio.h> # include <bios.h> ...

154: Gobang source code
Suitable for beginners like me! You can not see. bc adopted under the compiler can be realized against people. The original code is as follows # include <stdio.h> # include <bios.h> # include <ctype.h> # include <conio.h&...

155: 16-bit mode "555" problem
When I start using DirectX, I have decided to no longer use the old 256-color mode, but switch to a direct 16-bit mode to start. There are 10000000 kinds of colors can be used is very pleasant. I bought a good book to learn how to use C + + and Dir...

156: Game development technology (a)
Section I of 3D games 3D ray-casting game designed from high-resolution graphics to fast track a number of technical animation. Despite these different 3D scenes in the game may change a lot, play games, design methods and the basic skills of the g...

157: Game development technology VI
Shooting game in the launch of bullets, each frame must be detected when a bullet on the location of a bullet and then the current frame to determine the location of b and then to re-drawing of the location of the part of the game unit, in the curre...

158: Game development technology
Diectxdarw the basis of Chapter IV of Part Introduction Section I DirectDraw Grubers view of a DirectDraw "is just a bltting engine." This is a fairly accurate, but it is too simplified. More accurately speaking, DirectDraw is a software...

159: Game development technology (c)
DirectX SDK Introduction Chapter III Section I on the DirectX SDK Microsoft DirectX provides a very good application programming interface, including the design of high-performance, real-time application of the source code. DirectX technology to he...

160: Game development technology (5)
Diectxdarw the basis of Chapter V of Part Introduction Section I DirectDraw Grubers view of a DirectDraw "is just a bltting engine." This is a fairly accurate, but it is too simplified. More accurately speaking, DirectDraw is a software ...


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