3 D Game Programming OGRE 3 D ObjectOriented
3 D Game Programming OGRE 3 D (Object-Oriented Graphics Rendering Engine) 黃世強 cswingo@cs. nctu. edu. tw http: //www. cs. nctu. edu. tw/~cswingo Room 706 #ext. 56626 1
Teaching Assistants 2
Course content n n n n Introduction to Game Development (3 hr) Game System Analysis (3 hr) The Game Main Loop (3 hr) 3 D Game Engine Training ( OGRE 3 D ) (6 hr) Game Mathematics (3 hr) Geometry for Games (3 hr) Advanced Scene Management System (3 hr) Terrain (3 hr) Game AI (9 hr) Game Physics (3 hr) Game FX (3 hr) Characters (3 hr) Network Gaming (3 hr) Introduction to MMOG Servers(3 hr) Audio (1 hr) The 2 D Sprites (2 hr) 3
Homework assignments, term project and exams n One term project, – The students will be divided into teams ( 2~3 ) – Use OGRE to code a 3 D real-time game – A precompiled library MUST be used for the development of the term project and homework assignments. – Library: http: //www. cs. nctu. edu. tw/~cswingo/teaching/3 DGame. Pro/lib. zip - Use doxygen to document ALL programs: http: //www. stack. nl/~dimitri/doxygen/download. html n n Quizzes + Midterm Programming homework assignments
Books 1. Junker, Gregory. Pro OGRE 3 D programming / Gregory Junker ; [foreword by Steve Streeting]. Publisher Berkeley, Calif. : Apress, c 2006 2. David H. Eberly. 3 D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics (The Morgan Kaufmann Series in Interactive 3 D Technology). 3. Erich Gamma. . . [et al. ]. Design patterns : elements of reusable object-oriented software. Publisher Reading, Mass. : Addison-Wesley, c 1995. 5
Books 4. Tomas Moller (Author), Eric Haines (Author), Tomas Akenine-Moller (Author). Real-Time Rendering (2 nd Edition). Natick, Mass. : A K Peters, c 2002. 5. Game Programming Gems (1 -6) 6. Finney, Kenneth C. 3 D game programming all in one. Publisher Boston, Mass. : Thomson Course Technology, 2007. 6
黃世強 n Ph. D. (COMP, The Hong Kong University of Science and Technology) n Expertise – – – Computer Graphics Geometric Modeling Physically-based simulation Character Animation Collision Detection 7
n. Research Results Cloth draping simulation Different textures can be applied to different regions of a garment. Small wrinkles along seam lines are created automatically. 8
Multiple interacting objects Interacting performance is achieved for many deformable objects even though the contact regions are large. This simulation was executed on a multicore machine. 9
More examples 10
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