Difference between revisions of "Game Programming Class11"
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Right handed vs Left Handed Coordinate Systems RHCS and LHSC | Right handed vs Left Handed Coordinate Systems RHCS and LHSC | ||
− | + | * [http://www.gamedev.net/reference/articles/article673.asp 3D Basics] | |
− | + | * [http://blip.tv/file/1303669 LHCS and RHCS - part 1] | |
− | + | * [http://en.wikipedia.org/wiki/Cartesian_coordinates Cartesian coordinates] | |
Matrices: A matrix is a class that is used to transform vectors. | Matrices: A matrix is a class that is used to transform vectors. | ||
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− | World | + | '''World''' |
+ | :Matrix that holds all Vertices send to video card | ||
− | + | '''View''' | |
− | + | :frustum of the camera view; near and far clipping plane | |
− | + | '''Projection''' | |
− | + | :Flat 2D plane that is interpolated from 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 | |
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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 |
Revision as of 19:01, 11 April 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
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; near and far clipping plane
Projection
- Flat 2D plane that is interpolated from 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.