3D Game Development – Intro to Game Engines Engines
Jay Urbain, Ph.D. SE3250
- OpenGL Programming Guide: http://www.glprogramming.com/red/
- http://people.msoe.edu/~urbain/cs421/index.html
- http://jmonkeyengine.org
3D Game Development Intro to Game Engines Engines Jay Urbain, - - PowerPoint PPT Presentation
3D Game Development Intro to Game Engines Engines Jay Urbain, Ph.D. SE3250 OpenGL Programming Guide: http://www.glprogramming.com/red/ http://people.msoe.edu/~urbain/cs421/index.html http://jmonkeyengine.org Game engine
Jay Urbain, Ph.D. SE3250
rendering engine for 2D or 3D graphics
– rendering engine for 2D or 3D graphics – physics engine for collision detection/response – Sound – Scripting – Animation – AI – Networking, streaming, memory management, threading, localization support, and a scene graph.
– XNA is based on .NET Compact Framework 2.0 for Xbox 360 development and .NET Framework 2.0 on Windows. development and .NET Framework 2.0 on Windows.
characters, terrains, buildings, etc.
recognizable. Every shape is reduced to a number of connected polygons, usually
triangles; including round surfaces.
the outline of the shape.
and material.
The uniform base color of the mesh – what it looks like when not – The uniform base color of the mesh – what it looks like when not influenced by any light source. – Usually similar to the Diffuse color. – Min. color you need for an object to be visible.
– Base color of the mesh plus shattered light and shadows that are caused by a light source. – Usually similar to the Ambient color.
– The color of light emitted by a light source or glowing material. – Only glowing materials such as lights have an emissive color, normal
– Often white (sun light).
– Degree of shininess of a surface. – Shiny objects have small, clearly outlined specular highlights. (E.g. glass, water, silver) – Normal objects have wide, blurry specular
materials). – Uneven objects are not shiny and have no specular highlights. (E.g. cloth, paper, wood, snow) .
– If the material is shiny, then the Specular Color is the color of the reflected highlights. – Usually the same as the emissive color of the light source (e.g. white). – You can use colors to achieve special specular effects, such as metallic
– Non-shiny objects have a black specular color.
image file.
degree of detail and realism.
Shading), everything depends on the quality of your materials and Shading), everything depends on the quality of your materials and textures.
material, each mapped layer is a texture.