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Главная » 2009 » Лютий » 28 » Graphics Programming with DirectX 9 - Module I & II
Graphics Programming with DirectX 9 - Module I & II
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Graphics Programming with DirectX 9 - Module I 

Why should I take the course? 

This DirectX9 Graphics Programming course was specifically designed to be the first course that a student takes at Game Institute following their C++ training. It represents the beginning of the core training you will receive here at Game Institute as you study to become a professional game developer. Although this is a targeted as a beginner/intermediate level course, even if you have some previous 3D graphics experience, you are likely to encounter a significant amount of useful information and learn some new techniques along the way. This is the first DirectX programming course in a multi-part series on 3D Game Engine Programming (and DirectX Graphics version 9). The application framework you build in this course will be greatly expanded in Module II and then further still in a set of targeted workshops dealing with advanced concepts. As such, to make sure that everyone is working from the same code base, this is a pre-requisite course if you intend to continue with the rest of the series. 

What are some of the topics we will study in this course? 

In Module I you will begin a detailed exploration of the basic features of the DirectX Graphics fixed-function pipeline. You will learn how to use each of the features individually and then in combination to render complex 3D scenes. The course will begin with an examination of all the 3D mathematics that you'll need for most of this series, so you can get started right away after your C++ training is complete. Then you'll learn how to create your own software transformation and rendering pipeline to ensure that you have a good understanding of the basics. From that point forward you will begin using the DirectX API to render your 3D scenes. 
The topics discussed include: 

* 3D Mathematics 
* The Transformation and Lighting Pipeline 
* Initializing Direct3D 
* Vertex and Index Buffers 
* Single and MultiTexture Effects 
* Camera Management Systems 
* Compressed Textures 
* Texturing & the Texture Blending Cascade 
* Alpha Blending 
* Loading GILES™ Scenes 
* much, much more...

Graphics Programming with DirectX 9 - Module II 
Why should I take the DirectX9 Game Programming course? 

Now that you have a good grasp of the basics after finishing Module I in this series, it is time to tackle more challenging subject matter. In this DirectX9 programming course you will start building a more robust set of 3D graphics technologies utilizing the features of the DirectX Graphics fixed-function pipeline as well as proprietary non-platform specific tools. Along the way you will implement a number of exciting core components for use in your games (dynamic scene hierarchies, animated game characters, beautiful trees, a powerful collision detection/response system, and much more) as well as some helpful tools to aid in the game design process. This is a very large course and covers these topics with a level of detail you simply will not find anywhere else. As such it is going to require a real commitment from you to want to develop the best possible engine you can. 

After completing this DirectX9 programming course, you will have created a powerful set of foundation tools upon which to build. And this is exactly what you are going to do in a series of targeted workshops that walk you through the design and construction of your own real-time 3D game engine. Your final engine will include support for all of the features that are on display in modern games: global illumination models, vertex and pixel shaders, bump and environment mapping, real-time shadows, particle systems, and many other very advanced effects. So Module II is a firm pre-requisite for students who intend to continue with the engine and tools design workshops. 

What are some of the topics we will study in this DirectX training course? 

Your lab projects are going to become a lot more complex in this course because you are going to focus on scalable and robust geometry management and animation components. With this DirectX programming course, you will begin with a detailed discussion of standard mesh containers and progressive meshes. Once done, you will learn about the inner workings of both standard and hierarchical X files and the various ways they can be loaded, parsed, and ultimately used in your applications. A detailed analysis of the DirectX animation system follows and will include discussion of SRT keyframes, hand-rolled animation sets, and motion blending. From there you will progress to an examination of vertex blending, skeletal animation, and skinned meshes and develop a class that encapsulates all of the technology learned thus far. This will allow you to integrate complex animated characters into your application (and you'll also get a special bonus chapter on tree generation, animation, and rendering for beautifying your outdoor environments). The next step for you is the design and implementation of a sophisticated collision detection and response system that includes support for both static and dynamic environments and objects. The course concludes with the most detailed look at various spatial partitioning data structures that you will find anywhere. You will learn how to compile them, load them and use them to speed up collision queries and scene rendering. 

The topics discussed include: 

* The D3DX Mesh Containers 
* Progressive Meshes 
* Scene Hierarchies 
* Keyframe Animation 
* Indexed / Non-Indexed Vertex Blending 
* Software and Hardware Skinning Techniques 
* Skeletal Animation 
* Tree Animation and Rendering 
* X Files 
* Motion Blending 
* Collision Detection and Response 
* Quadtrees, Octrees, and kD-Trees 
* Binary Space Partitioning (BSP) Trees and Potential Visibility Sets (PVS) 
* ..more..
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