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Wild Magic 0.2 (CD with example C++ source code for 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics)

جلد کتاب Wild Magic 0.2 (CD with example C++ source code for 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics)

معرفی کتاب «Wild Magic 0.2 (CD with example C++ source code for 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics)» نوشتهٔ David H. Eberly، منتشرشده توسط نشر Academic Press ; Morgan Kaufmann Publishers ; Elsevier در سال 2000. این کتاب در فرمت zip، زبان انگلیسی ارائه شده است.

# ReleaseNotes0p1.txt Release Notes for Wild Magic Version 0.1 This CD-ROM contains the initial release of the source code that accompanies the book "3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics". There are a number of known issues about the code. As these issues are addressed, the updated code will be available at the website http://www.magic-software.com/3DGameEngineDesign.html. Bugs, suggestions for improvements, and other correspondence can be sent to support@magic-software.com. The current known issues are 1. Mesh algorithm for continuous level of detail appears not to be working based on the results from the test code TestClodMesh. 2. The MgcIK library appears not to be working properly based on the results from the test code TestIK. 3. The MgcTerrain library should have an MgcTerrain class wrapper that manages a collection of terrain pages. The infrastructure does exist in MgcTerrainPage to support the wrapper. 4. The MgcSorting library does not yet have code for handling portals. 5. The MgcNumerics library does not yet have code for solving some systems of polynomial equations. 6. The MgcCurve and MgcSurface libraries do not yet have code for handling B-splines. 7. The MgcAnimation library does not yet have MgcParticleController, a base class for supporting particle systems. 8. The MgcContainment library does not have functions for merging pairs of lozenges, cylinders, or ellipsoids. 9. The MgcIntersection library does not have functions for handling moving objects other than bounding boxes. It is possible to use the static intersection testers in a bisection-based system that measures distance as a function of time. 10. Two renderers are planeed for Linux machines, one that is OpenGL based (can use nVidia hardware) and a software renderer that uses XWindows. 11. The software renderer for Windows illustrates a couple of rasterizers. The library is structured so that it is easy to create other rasterizers that an application might need without having to change any infrastructure. 12. Microsoft Windows 2000 appears to have problems with the call to get the current time. The time appears not to increase, but cycles instead. In particular this shows up in the TestMorphController test code. 13. There is a crash bug in the TestKeyframeController test code, release build, when the program terminates. The crash does not occur in the debug build. 14. The TestTriangleNetwork test code creates Magic images that can be viewed with Viewer24.exe in the ImageSDK/bin directory. You need to run the executable from a command prompt and supply an image file name. I am not a fan of fancy names, but I guess it is about time to do some branding. So I have given the engine a name. That name, "Wild Magic", while sharing part of the company name is also a reference to the Thomas Covenant novels written by Stephen R. Donaldson. In my opinion he is the best fantasy writer ever. I have lost count of the number of times I have read the Covenant series. My hope is that someday he will write another trilogy in that series. Or that there will be a movie about the current books. Or that there will be a 3D game based on the series... # ReleaseNotes0p2.txt Release Notes for Wild Magic Version 0.2 (Update from Version 0.1 to Version 0.2) If your copy of the book has Version 0.1 and if you downloaded Version 0.2 from the web site, then apply the following directions for installing the update. For a Linux installation, see the section at the end of this document. UPDATE DIRECTIONS. Assuming that the top level directory is called MAGIC (replace by your top level name), you should have the Version 0.1 contents in this location. 1. Delete the contents of MAGIC\Include. 2. Delete the subdirectory MAGIC\Source\MgcApplication. 3. Delete the obsolete files: a. MAGIC\Source\MgcSorting\MgcBspTriangle.cpp b. MAGIC\Source\MgcGPRenderer\MgcGLCamera.txt c. MAGIC\Source\MgcOglRenderer\MgcOglState.cpp d. MAGIC\Source\MgcEngine\MgcControllerMacros.h e. Delete the BMP files in the Test projects. The applications now use MIF files (see MgcImage.h) to run in either MS Windows or Linux. 4. Unzip the Version 0.2 zip file to MAGIC, making sure you have 'use folder names' selected. Microsoft Windows 5. Open the workspace MAGIC\Source\FullBuild.dsw and build either or both configurations. 6. Open the project MAGIC\Source\MgcApplication\Win\MgcApplication.dsp and build either or both configurations. This is an MS Windows specific implementation of the application layer and creates the library MgcWinApplication.lib. 7. Open the project MAGIC\Source\MgcApplication\Glut\MgcApplication.dsp and build either or both configurations. This is a GLUT specific implementation of the application layer and creates the library MgcGlutApplication.lib. 8. Open the workspace MAGIC\Test\FullBuild.dsw and build either or both configurations. Linux 5. Run 'make' in the MAGIC\Source directory and build either or both configurations. 6. Make a single MgcApplication directory using the files currently there and move the Glut subdirectory files to it and build this as a single library. Delete the Glut subdirectory since you will not need it anymore. Run 'make' in the MAGIC\Source\MgcApplication directory and build either or both configurations. 7. Run 'make' in the MAGIC\Test directory and build either or both configurations. ----------------------------------------------------------------------------- CHANGES. 1. MgcIntrPlnLoz.cpp a. Line 40 was: fTmp01 -= rkPlane.Constant(); line should be deleted b. Line 41 was: if ( fTmp00*fTmp10
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