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Chapter 1: Overview
Figure 11: A scene from Age of Mythology
Chapter 3: Hanging TenA Ride Through the Rendering Pipeline
Figure 31: Quadtree example
Figure 32: Reference world transform matrix
Figure 33: World transform matrix formulas
Figure 34: Triangle strip
Figure 35: Triangle fan
Chapter 4: Basic 3D Objects
Figure 41: Skybox faces
Figure 42: Skybox only
Figure 43: Skybox and terrain
Figure 44: Scene with billboards
Chapter 5: Complex 3D Objects
Figure 51: Models in our scene
Chapter 6: CameraThe Players View of the World
Figure 61: Viewing frustum
Chapter 7: Adding Some AtmosphereLighting and Fog
Figure 71: Low ambient light
Figure 72: Directional light
Figure 73: Point lights
Figure 74: Spot lights
Figure 75: The scene with fog
Chapter 8: Artificial IntelligenceAdding the Competition
Figure 81: State diagram
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Introduction to 3D Game Engine Design Using DirectX 9 and C#
ISBN: 1590590813
EAN: 2147483647
Year: 2005
Pages: 98
Authors:
Lynn Thomas Harrison
BUY ON AMAZON
Java I/O
URLs
Integers
Slicing
Print Writers
Sockets
Introducing Microsoft Office InfoPath 2003 (Bpg-Other)
Laying Out Forms
Publishing Form Templates
Designing InfoPath Web Service Clients
Introducing InfoPath Form Template Projects
Navigating the InfoPath Object Model
FileMaker Pro 8: The Missing Manual
Relational Databases Explained
Date and Time Calculations
Scripting Basics
Go to Layout
Importing Data
Microsoft Windows Server 2003(c) TCP/IP Protocols and Services (c) Technical Reference
Internet Control Message Protocol (ICMP)
Internet Group Management Protocol (IGMP)
Transmission Control Protocol (TCP) Retransmission and Time-Out
Dynamic Host Configuration Protocol (DHCP) Server Service
RADIUS and Internet Authentication Service
C & Data Structures (Charles River Media Computer Engineering)
Arrays
Memory Allocation
Strings
Trees
Problems in Arrays, Searching, Sorting, Hashing
Java Concurrency in Practice
Guarding State with Locks
Thread Confinement
Shared Data Models
Building Custom Synchronizers
Appendix A. Annotations for Concurrency
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