... XNA Game Studio He is also the author of Visual C# Game Programming for Teens; Beginning Java Game Programming, Third Edition; Visual Basic Game Programming for Teens, Third Edition; Beginning Game ... Arguments Against Creating the Engine Project Engine Core System Engine Rendering System Engine Support System First Engine Demo Enumerating Video ... of improving game performance The game engine is based on Direct3D and Cþþ, and is constructed step by step with threading built in—and based on the engine developed in Advanced 2D Game Development...
Ngày tải lên: 13/08/2014, 22:21
... OpenMP will not be used yet in a game engine context, because frankly we have not yet built the engine (see Chapter 6) In Chapter 18, we will use OpenMP to test engine optimizations with OpenMP ... OpenMP and its many directives and clauses to optimize game engine code in upcoming chapters More specifically, a threaded version of the game engine developed in Part II will be threaded with OpenMP ... into a multi-threaded game engine before we just haphazardly create a tight thread function at engine startup and then assume that, with our newfound threading power, the engine will run faster...
Ngày tải lên: 13/08/2014, 22:21
Multi-Threaded Game Engine Design phần 3 potx
... global engine object (visible everywhere!) //extern Octane: :Engine* g _engine; extern std::auto_ptr g _engine; Following is the Engine. cpp class implementation, with all of the engine ... "Calling game_ preload" ( endl; if ( !game_ preload()) { debug ( "Error in game_ preload" ( endl; return 0; } //initialize the engine debug ( "Initializing engine" ( endl; bool res = g _engine- >Init( ... functions extern bool game_ preload(); extern bool game_ init(HWND hwnd); extern void game_ update( float deltaTime ); extern void game_ render3d(); extern void game_ render2d(); extern void game_ event(Octane::IEvent*...
Ngày tải lên: 13/08/2014, 22:21
Multi-Threaded Game Engine Design phần 4 pptx
... //unused functions void game_ render3d() {} bool game_ preload() { g _engine- >setAppTitle("Math Vector Demo"); g _engine- >setScreen(800,600,32,false); return true; } bool game_ init(HWND hwnd) { font ... #include "Engine. h" #include "Vector.h" #include "Matrix.h" using namespace std; using namespace Octane; Font *font=NULL; bool game_ preload() { g _engine- >setAppTitle("Math Matrix Demo"); g _engine- >setScreen(1024,768,32,false); ... Direct3D rendering code in the Octane engine s primary source code file (Engine. cpp) in a function called Engine: : Update() Here it is again for reference: void Engine: :Update( float elapsedTime...
Ngày tải lên: 13/08/2014, 22:21
Multi-Threaded Game Engine Design phần 5 pot
... D3DXCreateTorus(g _engine- >getDevice(), 0.3f, 1.0f, 80, 80, &torus, 0); D3DXCreateTeapot(g _engine- >getDevice(), &teapot, 0); D3DXCreateSphere(g _engine- >getDevice(), 1.0f, 80, 80, &sphere, 0); D3DXCreateBox(g _engine- >getDevice(), ... objectAngle=0; float deltaTime=0; bool game_ preload() { g _engine- >setAppTitle("Ambient Textured Shader Demo"); g _engine- >setScreen(800,600,32,false); return true; } bool game_ init(HWND hwnd) { font = ... endl; out ( "Update = " ( g _engine- >getCoreFrameRate() ( " fps" ( endl; out ( "Draw = " ( g _engine- >getScreenFrameRate() ( " fps"; font->Print(0,0,out.str()); } void game_ event( IEvent* e ) { switch(...
Ngày tải lên: 13/08/2014, 22:21
Multi-Threaded Game Engine Design phần 6 pptx
... deltaTime=0; bool game_ preload() { g _engine- >setAppTitle("Textured Point Light Shader Demo"); g _engine- >setScreen(800,600,32,false); return true; } bool game_ init(HWND hwnd) { g _engine- >setBackdropColor(D3DCOLOR_RGBA(255,255,255,255)); ... #include "Engine. h" using namespace Octane; / /game objects Effect* effect=NULL; Camera* camera=NULL; Mesh* mesh=NULL; bool game_ preload() { g _engine- >setAppTitle("Specular Shader Demo"); g _engine- >setScreen(800,600,32,false); ... bool game_ preload() { g _engine- >setAppTitle("Outer Space Skybox Demo"); g _engine- >setScreen(1024,768,32,false); g _engine- >setBackdropColor( D3DCOLOR_XRGB(10,10,20) ); return true; } bool game_ init(HWND...
Ngày tải lên: 13/08/2014, 22:21
Multi-Threaded Game Engine Design phần 7 pptx
... font; } bool game_ preload() { g _engine- >setAppTitle("Terrain Demo"); g _engine- >setScreen(1024,768,32,false); g _engine- >setBackdropColor(D3DCOLOR_XRGB(30,0,30)); return true; } bool game_ init(HWND ... game_ preload() { g _engine- >setAppTitle("Terrain Following Demo"); g _engine- >setScreen(1024,768,32,false); g _engine- >setBackdropColor(D3DCOLOR_XRGB(30,30,0)); return true; } bool game_ init(HWND hwnd) ... “Graphics Engine: RealSpace”; Moby Games http://www.mobygames.com/ game- group/graphics -engine- realspace Granberg, Carl Programming an RTS Game with Direct3D Charles River Media, 2006 Simpo PDF...
Ngày tải lên: 13/08/2014, 22:21
Multi-Threaded Game Engine Design phần 8 pot
... of 2D games by building this game engine and providing support facilities within the engine to simplify the engineering side of 2D game development There are literally hundreds of game engines ... useful engine out of the deal We need to build a sprite engine that is powerful enough to support myriad game genres—from fixed-screen arcade-style games, to scrolling shooters, to board games, ... LoadTextFromZip(std::string filename); bool game_ preload() { g _engine- >setScreen(1024,768,32,false); g _engine- >setAppTitle("Zip Asset Demo"); return true; } bool game_ init(HWND hwnd) { g _engine- >setBackdropColor(D3DCOLOR_XRGB(0,50,50));...
Ngày tải lên: 13/08/2014, 22:21
Multi-Threaded Game Engine Design phần 9 pptx
... new features to the game engine via new Cþþ classes for such things as meshes, sprites, terrain, and so forth Those classes not make a game engine; they are merely tools A true engine must something ... the gameplay These two events are fired off through the engine s event system and received by the gameplay code’s game_ event() function Event Changes We have need for two new events in the engine ... means to producing work within the engine Rather than just consuming the classes provided by the engine, we will have the engine itself actually perform some gameplay processing internally Up...
Ngày tải lên: 13/08/2014, 22:21
Multi-Threaded Game Engine Design phần 10 ppsx
... 208 Engine: :addEntity(), 498 Engine: :Update, 207, 208 Engine: :UPdate(), 538 Engine: :Update(), 494 Entity::Render(), 490 Entity::Update(), 490 findPrimes(), 33, 46 game engine core system, 111 game_ render2D(), ... some games are still being built with Visual Studio 2003 or 2005! A lot of this depends on the engine a studio uses for their game (if not an in-house engine) For instance, Firaxis has used the Gamebryo ... WaitForSingleObject(), 96 WinMain, 111, 112–114 FVF formats, 342 G Game Creators, 242 gameplay, games 2D, managing, 402 distributing, 571–572 engines, 6, 103 See also engines entities, modifying, 403 FPS (first-person...
Ngày tải lên: 13/08/2014, 22:21