Difference between revisions of "Game Programming Class11"

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(New page: Ship to XBox In class demo Creators Club Deploy to XBox360 with visual studio Package for deployment Intro To 3D Vectors : Vector3 x , y , z Right handed vs Left Handed Coordinate Sysem...)
 
m (more small edits)
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Ship to XBox
 
Ship to XBox
 
In class demo
 
In class demo
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Vectors : Vector3 x , y , z
 
Vectors : Vector3 x , y , z
  
Right handed vs Left Handed Coordinate Sysems RHCS and LHSC
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Right handed vs Left Handed Coordinate Systems RHCS and LHSC
  
 
     * 3D Basics
 
     * 3D Basics
 
     * LHCS and RHCS - part 1
 
     * LHCS and RHCS - part 1
     * Cartesian_coordinates
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     * Cartesian coordinates
  
Matrices: A matrix is a class that is used to trasform vectors.
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Matrices: A matrix is a class that is used to transform vectors.
 
High Level Shader Language
 
High Level Shader Language
  
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View
 
View
  
fustrum of the camera view
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frustum of the camera view
 
ProjectionFlat 2D plane that intererates the 3D View
 
ProjectionFlat 2D plane that intererates the 3D View
  
       The video card is handed a list of vertices the vetices are then places in the world. The View is used to see the world and the projection is the actaul view surface.
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       The video card is handed a list of vertices the vetices are then places in the world. The View is used to see the world and the projection is the actual view surface.
 
     * Vertex Buffer
 
     * Vertex Buffer
  
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Matrix Translations Simple Translation How To: Draw Points, Lines, and Other 3D Primitives
 
Matrix Translations Simple Translation How To: Draw Points, Lines, and Other 3D Primitives
 
Modified How To: Draw Points, Lines, and Other 3D Primitives - source
 
Modified How To: Draw Points, Lines, and Other 3D Primitives - source
Matices can be multiplied together to combine the effects to their translation. The order in which you combine the does matter.
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Matrices can be multiplied together to combine the effects to their translation. The order in which you combine the does matter.
  
 
     * I Identity
 
     * I Identity
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Intro3DVert1.zip - source
 
Intro3DVert1.zip - source
Homework
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Create a simple 3D Vertex buffer that draws some kind of simple object. You can use points or Triagles or lines but no meshes.
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==Homework==
 +
Create a simple 3D Vertex buffer that draws some kind of simple object. You can use points, Triangles, or lines, but no meshes.

Revision as of 01:23, 10 February 2009

Ship to XBox In class demo

Creators Club Deploy to XBox360 with visual studio Package for deployment Intro To 3D Vectors : Vector3 x , y , z

Right handed vs Left Handed Coordinate Systems RHCS and LHSC

   * 3D Basics
   * LHCS and RHCS - part 1
   * Cartesian coordinates

Matrices: A matrix is a class that is used to transform vectors. High Level Shader Language

HLSL pathway to Hardware.


World

Matrix that holds all Vertices send to video card View

frustum of the camera view ProjectionFlat 2D plane that intererates the 3D View

     The video card is handed a list of vertices the vetices are then places in the world. The View is used to see the world and the projection is the actual view surface.
   * Vertex Buffer
     Vertex buffer is a list of vertices that are used to make one of the XNA privative shapes.
   * VertexDeclaration

Matrix Translations Simple Translation How To: Draw Points, Lines, and Other 3D Primitives Modified How To: Draw Points, Lines, and Other 3D Primitives - source Matrices can be multiplied together to combine the effects to their translation. The order in which you combine the does matter.

   * I Identity
   * S Scale
   * R Rotate
   * O Orbit
   * T Translate


Intro3DVert1.zip - source

Homework

Create a simple 3D Vertex buffer that draws some kind of simple object. You can use points, Triangles, or lines, but no meshes.