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161: Game development technology (6)
DirectSound Section I on the voice is the voice of a series of air oscillation, known as sound waves, the general two-dimensional waveform can be expressed as Fig. Refers to the use of digital audio equipment will be some kind of acoustic record an...

162: Game development technology (b)
The basis of chapter programming windows Section I Introduction In order to keep pace with the trend, we have quickly abandoned the DOS operating system had been eliminated, all the lectures and routines are based on Microsoft's Windows operat...

163: wu Antialiasing (Anti-aliased) line
May have link to download the picture or not, please see the original address. Http://dgame.yeah.net ================================================== ====== Ordinary line drawing algorithm Breshenham soon, but not very sophisticated. Usually dra...

164: Essay] game programming beginners often encounter questions: Chen wide
Only essay -- Game programming beginners often encounter questions Author: Chen wide EMail: kuan@ilife.cx DirectX role DirectX, which allows beginners to learn the most easy to confuse the focus of the culprit. DirectX game developers in the c...

165: Rendering in DirectX 8 in animation (new)
With vertex shaders in DirectX 8 rendering in animation Abstract: This article discusses the Microsoft DirectX 8 and contours of objects in the animation rendering, and to provide a sample application. In the MSDN Online Code Center (English) Toon...

166: particle system hugo.elias topic
Increase in the content, please visit here or the picture of the site look at it .... This is the translation of a few: President: About the original particle system: Particle Systems Asked: collision detection and particle interaction of the ori...

167: The realization of a script engine
Details go here and see, or stop a scene can be. Contents Part I: Overview Part II: lexical analyzer Part III: Parser Part IV: Symbol Table & Syntax Tree Part V: Semantic Inspection & Intermediate code generation Part VI: Optimization...

168: Texture Mapping: Jeff Molofee (NeHe) of OPENGL Guide - Sixth Division
Jeff Molofee (NeHe) of OPENGL Guide Sixth Division Translated by C K E R Learning texture map texture mapping (mapping) has many advantages. For example, you want a missile over the screen. According to several classes of knowledge, our most vi...

169: To the 3D into: Jeff Molofee (NeHe) of OPENGL Guide - Fifth Division
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170: DX8 write a screen saver flashes ------- Alpha effect
Alpha scintillation effects Philip Taylor September 2000 Download the source code of this article (521 KB) Welcome to Driving DirectX. This month, I will use through the development of an alpha of Direct3D screen saver continues to explore alpha...

171: Turn up: Jeff Molofee (NeHe) of OPENGL Guide - Fourth Course
Jeff Molofee (NeHe) of OPENGL Guide Fourth Division Translated by C K E R I teach a lesson to you the colored triangles and quadrilateral. This lesson I will teach you how to color the object around the rotation axis. In fact, only in the last...

172: Getting Started: Jeff Molofee (NeHe) of OPENGL Guide - the first lesson
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173: The first triangle: Jeff Molofee (NeHe) of OPENGL Guide - Second Division
Jeff Molofee (NeHe) of OPENGL Guide The second lesson Translated by C K E R First lesson, I teach you how to create an OpenGL window. This lesson, I will teach you how to create a triangle and quadrilateral. We are talking about GL_TRIANGLES us...

174: Coloring: Jeff Molofee (NeHe) of OPENGL Guide - Third Division
Jeff Molofee (NeHe) of OPENGL Guide Third Division Translated by C K E R I teach a lesson to you in a triangle and the quadrilateral of the drawing method. This lesson I will teach you to triangular and quadrilateral add two kinds of different ...

175: A concise recursive functions - to determine [mahjong] and licensing
/************************************************* ************** * File Name: hu.cpp * * * * Function: a concise presentation of recursive functions - to determine [mahjong] and licensing. * * * * Note: 1. This function is not to judge and sev...

176: Shooting games on the aircraft design principle (adding time :2001-3-4)
Authors: Yoon Yong - Level are limited, please:) As we all know, the aircraft-type games that we come into contact with almost the first category of computer games, both in the arcade or on a computer, this type of game is very easy to use and pop...

177: The development process of the host Sega 1983-2001
1.SG-1000/SG-1000 Ⅱ and FC types of mobile phones for sale! SG-1000 Atari 2600 model on sale in the United States access to major success of the Sega's accession to stimulate the host's home market, the use of modeling and joystick contr...

178: DirectX5.0 latest DirectDraw Game Programming Guide Tutorial Part II, the first examples of DirectDraw
Second, the first examples of DirectDraw To use DirectDraw, we must first create a DirectDraw object to represent an example of a computer display adapter, and then use the interface methods to deal with the object. There is also a need to create o...

179: DirectX5.0 latest game DirectDraw Programming Tutorial Guide Part 1, configure DirectX SDK
Game Programming Guide recent DirectX5.0 DirectDraw Tutorial Part DirectX for Visual C + + the user to prepare, so be prepared DirectDraw game procedures, it is best to have a certain understanding of VC. However, if you want to give full play to...

180: DirectX5.0 latest DirectDraw Game Programming Guide chapter four, DirectDraw advanced features
Fourth, DirectDraw advanced features 1, a direct memory access DMA Some of the display device to the surface in system memory to support the bit block transfer operation (or other operation), these operators is a direct memory access DMA (Direct M...


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