Game 3d programming introduction




















This second edition has been rewritten almost from scratch. This new edition largely abandons the fixed pipeline used in the first edition to give a complete programmable, or shader, approach. From Chapter 7 onwards, we are transforming, lighting, and coloring vertices and pixels in vertex and pixel shaders. This significant revision in approach reflects the fact that the fixed pipeline will not exist in DirectX Another key feature of the second edition is the inclusion of end of chapter exercises.

In many cases, the exercises are not of the "plug and chug" type, but require the reader to reason about how to apply the chapter's topics to the particular assignment. Readers are encouraged to complete chapter exercises before moving on to the next chapter.

It should be emphasized that this is an introduction to Direct3D, shader, and game programming; it is not an introduction to general computer programming. The reader should satisfy the following prerequisites:. Once downloaded, follow the instructions given by the installation wizard. This book's demo programs require DirectX 9. Changes from the First Edition This second edition has been rewritten almost from scratch.

Experienced fixed function Direct3D programmers who like a Direct3D book taking a shader approach. Prerequisites It should be emphasized that this is an introduction to Direct3D, shader, and game programming; it is not an introduction to general computer programming. The reader should satisfy the following prerequisites: High School mathematics: algebra, trigonometry, and mathematical functions, for example.

Competent with Visual Studio: should know how to create projects, add files, and specify external libraries to link, for example. Chapter 1 Vector Algebra: Vectors are, perhaps, the most fundamental mathematical objects used in computer games. We use vectors to represent positions, displacements, directions, velocities, and forces, for example. In this chapter, we study vectors and the operations used to manipulate them. Chapter 2 Matrix Algebra: Matrices provide an efficient and compact way of representing transformations.

Figure 7-Scale Vectors. Unity 3D provides several languages that can be used for scripting or programming your game. We are going to use the C language for our demonstration purposes. It is assumed here, that the reader has the basics of programming under their belt, and is comfortable with Object-Oriented Concepts. We are not going to go into the details in this article.

When designing a game or a simulation, you will need to be able to manipulate your environment not just through the designer, but also at run-time, dynamically. This is where you will have to start applying your programming knowledge and skills to give LIFE to the environment. So that is it not sitting idle. Fortunately or unfortunately, there is no way to get around this! So, to get you started, we will look at the basics of manipulation of the objects through code. There are several steps you will need to take:.

At this point, I am not going to discuss the structure and organization of your project and file system for your project. We will discuss this in future articles as we start building our knowledge throughout the series. This action will create a C script file in the specified location, and will ask you to name it.

At this point, the name you give your script is not a big deal, but as always you should consider utilizing best practices for naming convention as defined within your organization or yourself. In any case, I call my script articleRotate.

Double click the script to open it in the Mono Editor Default Editor you can change this to any other C editor of your choosing. A few things to explain before we move forward.

Each script that you create will by default inherit from MonoBehaviour. We will discuss this class at a later point. Each script that you create will also have two functions defined by default: Start and Update. The Start function will be run only once at the start of the program. So any logic and data initializations that you need or want to do can be placed in the Start function.

The Update function is where most of the magic happens. This is the function that gets called continuously throughout the life of your game or simulation. This is the function where you will update your game objects. In short it is the function which will be called each frame before rendering the scene. The line which we just added in our code will perform the desired rotation we are looking for on the given object it is applied to.

Without getting too much into the details and the behind the scene complication of this function. We can utilize the Rotate function defined on the transform component of our object to pass in a Vector3 object, representing our X,Y,Z , and the rotation angle. Since we are planning to rotate on the Y-Axis, we have to define our Vector3 as 0,1,0. The function will do all of the necessary transformation and complexity for you. This article explains all of the basic theory that's useful to know when you are getting started working with 3D.

WebGL uses the right-hand coordinate system — the x axis points to the right, the y axis points up, and the z axis points out of the screen, as seen in the above diagram. Different types of objects are built using vertices. A Vertex is a point in space having its own 3D position in the coordinate system and usually some additional information that defines it.

Every vertex is described by these attributes:. A face of the given shape is a plane between vertices. For example, a cube has 8 different vertices points in space and 6 different faces, each constructed out of 4 vertices. A normal defines which way the face is directed in. Also, by connecting the points we're creating the edges of the cube. The geometry is built from a vertex and the face, while material is a texture, which uses a color or an image. If we connect the geometry with the material we will get a mesh.

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