Programming Vertex, Geometry, and Pixel Shaders:
http://wiki.gamedev.net/index.php/D3DBook:Book_Cover
This book is intended for people that have some background in DirectX8 or DirectX9 programming and want to upgrade their knowledge to DirectX 10.
2009年11月25日 星期三
2009年11月18日 星期三
ASSIMP - Skeletal Animation Library
Today, I come across a Skeletal Animation library which is called ASSIMP.
http://assimp.sourceforge.net/lib_html/index.html
It looks pretty powerful, it can import a lot of file format such as COLLADA, 3DS, .X..etc.
It has no rendering part, so it is quite flexible and can be integrated to your game engine.
I am now studying how to use it so that my game engine can have skeletal animation feature.
http://assimp.sourceforge.net/lib_html/index.html
It looks pretty powerful, it can import a lot of file format such as COLLADA, 3DS, .X..etc.
It has no rendering part, so it is quite flexible and can be integrated to your game engine.
I am now studying how to use it so that my game engine can have skeletal animation feature.
2009年11月3日 星期二
Miracle 3D Engine
Miracle 3D Engine is another 3D engine written in c++ and using DX10. Yes, I am another guy who reinvent the wheel again but I am still interested in building an engine. To make this project fun, I have the following objective in my mind:
1. Try some new rendering algorithm that other 3d engine does not have.
2. Flexible architecture and can be integrated with other Physics Engine, AI Engine..
3. Object oriented, easy to use and good documentation.
4. Support DX11 and Opengl
I hope that in next few months, I can finish my research on precomputed soft shadow and migrate the engine from DX10 to DX11.
1. Try some new rendering algorithm that other 3d engine does not have.
2. Flexible architecture and can be integrated with other Physics Engine, AI Engine..
3. Object oriented, easy to use and good documentation.
4. Support DX11 and Opengl
I hope that in next few months, I can finish my research on precomputed soft shadow and migrate the engine from DX10 to DX11.
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