Game Programming - OpenGL Game Programming Tutorial - 2001

Game Programming - OpenGL Game Programming Tutorial - 2001...

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Trent Polack's OpenGL Game Programming Tutorials Game Programming Tutorial Index These tutorials will contain comprehensive coverage on Game Programming in OpenGL. These articles are going to assume some familiarty with OpenGL, and C/C++, but thats about it. Not only will these tutorials cover games, but they will also be covering various effects and things that will be used in games (such as terrain, particles, player models, etc.). These tutorials require DirectX8 (for input, and sound), and the code is made for compatibility with Microsoft Visual C++ 6.0. I strongly recommend that you pick up the following books for your 3D knowledge: Real-Time Rendering (Moller/Haines), The OpenGL Programming Guide, 3D Games: Real-Time Rendering and Software Technology (Watt/Policarpo) and OpenGL Game Programming (Astle/Hawkins). These are all *great* references for general 3D information, and OpenGL information. I would also recommend that you check out the references that I will be listing at the end of each tutorial (when applicable), as they will contain papers/articles specific to the topic at hand, and will help you learn even more about it! - Trent Polack The Framework And Direct Input: In this tutorial you will learn some of the extremely cool features of the OpenGL wrapper and code template I have made for your use. I will also discuss using DirectInput to read keyboard using DirectX8. If you don't have the DX8 SDK, you may want to get it now. It's important to note that these tutorials are NOT for new OpenGL programmers. You should have a good understanding of both OpenGL and Visual C++ before you attempt this tutorial or any future OpenGL Game Programming Tutorials! (1 of 3) [20/08/2001 22:33:49]
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Vectors and Matrices: This tutorial is theory, math and more theory. In this tutorial you will create two very useful classes. These classes are for use with the wrapper from lesson 1. One class is for vectors, and the other is for 4x4 matrices. You will also learn about operator overloading to make your code a little bit easier to read when using the two classes! This tutorial is a must read for anyone interested in how matrices work! Designing a Particle Engine: Now for some really cool stuff (the first game tut with graphics). In this tutorial, you will learn how to design and code a flexible / powerful particle engine! Create almost any type of special effect possible with particles. Particles are affected by gravity and eachother. Colors can change through interpolation, etc. This is a long tutorial, so be prepared :) Model Mania: In this tutorial you will learn how to load two different formats of models: .MD2 (Quake 2 type models) and .MS3D (MilkShape's native format). The .MD2 format is perfect for First Person Shooters (being that it was used in Quake 2), and .MS3D format is good because MilkShape has support for the most popular model formats around. This tutorial is absolutely HUGE! 17 pages
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This note was uploaded on 08/08/2011 for the course CS 101 taught by Professor Jitenderkumarchhabra during the Summer '11 term at National Institute of Technology, Calicut.

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Game Programming - OpenGL Game Programming Tutorial - 2001...

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