By Andre LaMothe
This remarkable instructional info each nuance of utilizing the interval to create lightning-fast video games with 3D polygon pix. step by step directions consultant you thru each programming stage.
- Covers each element of 3D polygon game layout, from idea to completion
- Discusses complete modem communications and methods for developing multi-player 3D video games
- comprises over 30 shareware video games and demos together with a shareware paint software
Read or Download Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C PDF
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Additional resources for Black Art of 3D Game Programming: Writing Your Own High-Speed 3D Polygon Video Games in C
This was a serious bottleneck for early processors since images could have thousands of illuminated pixels in each frame. And there are many calculations for each pixel. This problem slowed the development of 3D games to a crawl. Cybersorcerers had to wait for the hardware to catch up with the software they wanted to create. BA/3D Ch01 Final 11/15/05 10 FIGURE 1-6 Ʀ Ʀ Ʀ Ʀ Ʀ Ʀ Generating a raster display 1:21 PM Page 10 Chapter 1 Each row is composed of pixels that are turned on and off • • • Each pixel is composed of a red, green, and blue phosphor Horizontal retrace Vertical retrace Raster display Row 0 Row 1 Row 2 Row n A scanning electron gun draws the raster image row by row.
Second, if we need more than one 64K data segment, we will use the memory allocation functions to allocate the memory from the FAR heap. In general, SMALL or MEDIUM are the best memory models to write games in when working with DOS, but for this book we will use the MEDIUM model. After you have compiled each module and are ready to link it to your program, or one of the programs in the book that use the game library, you will need to invoke the linker. LIB. Also, the stack is set to 8192 BYTES (/ST:8192), and the linker is told to add in the debugger information (/CO).
Don’t assume the user knows what he’s doing during the setup process. He may misunderstand something and make an incorrect entry. To protect your game against incorrect setups, the configuration data should be tested as it’s entered, and the user should be asked at the end of the sequence whether the settings are acceptable. This gives him a chance to make corrections before playing the game and possibly crashing the computer. After the setup process is complete the setup information should be written as a file out to the disk.