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ISBN:9780240516646

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Summary: Publisher Summary 1 Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website. Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine. Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation. * Learn how to create and program real-time 3D character animation using the Visual C++ source code on the free CD-ROM * Get up to speed with compression, vital for distribution of your games across the Internet * Improve your most marketable skills - see how you can import data from LightWave 3D and 3D Studio Max   Publisher Summary 2 Do you have some experience and a reasonable knowledge of C++ and want to write your own computer games? Have you ever looked at a PC or Playstation (R) game with characters running and leaping through an exciting landscape and wondered how it was done? If so then this book will give you all the information you need to achieve this goal, whether you are a hobby programmer, student or even a professional wanting to add that third dimension to your website. Nik Lever takes you through the journey from the basics of 3D manipulation all the way to morph objects and sub-division surfaces. On the way you get Visual C++ project files to study and software that runs on the Windows desktop. The free CD-ROM gives you a full-featured development environment for 3D character animation, so even if you find some of the maths and the code hard to follow straight away you can still create your own games. The game engine (Toon3DCreator) provided free and fully functional on the CD-ROM, even has an ActiveX control that allows you to distribute your work on the Internet. All source code for Toon3D is included on the CD. You will also get an insight into the artist's problems; learn how to keep the characters interesting while not exhausting the game engine. Understand the complete picture and make the most of your skills to help you succeed in, or break into the computer gaming industry with this comprehensive guide to programming for real-time 3D character animation. * Learn how to create and program real-time 3D character animation using the Visual C++ source code on the free CD-ROM * Get up to speed with compression, vital for distribution of your games across the Internet * Improve your most marketable skills - see how you can import data from LightWave 3D and 3D Studio Max  

目录

Front Cover 1
Real-time 3D Character Animation with Visual C++ 4
Copyright page 5
Contents at a glance 6
About the author 14
Introduction 16
Chapter 1. 3D basics 20
Chapter 2. Drawing points and polygons the hard way 33
Chapter 3. Drawing points and polygons the easy way with OpenGL 58
Chapter 4. OpenGL lighting and textures 77
Chapter 5. Creating low polygon characters 97
Chapter 6. Texture mapping 116
Chapter 7. Setting up a single mesh character 143
Chapter 8. Keyframe animation 164
Chapter 9. Inverse kinematics 187
Chapter 10. Importing geometry and animation from Lightwave 3D 203
Chapter 11. Importing geometry and animation from 3DS Max 234
Chapter 12. Motion capture techniques 278
Chapter 13. Collision detection 306
Chapter 14. Using morph objects 323
Chapter 15. Using subdivision surfaces 339
Chapter 16. Using multi-resolution meshes 365
Chapter 17. The scene graph 383
Chapter 18. Web 3D, compression and streaming 405
Appendix A. Using Toon3D Creator 424
Appendix B. MFC Document/View architecture \u2013 a short introduction 463
Appendix C. Further information 476
Index 480
Focal Press Visual Effects and Animation Series 491

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