3D computer graphics can be divided into three basic phases: Modeling, Scene layout and Rendering. In the modeling phase, the 3d objects are created. The Scene layout phase involves the distribution of those objects, defining colors and textures, placing lights and adjusting cameras. The Rendering process is the final step of creating the actual 2D representation from the previously setup 3d scene. This process requires a large amount of prcessor power and sometimes is distributed over a network of computers normally called "Render Farm" where each machine renders only a part of an image. The resources in this section will show you how to master the exciting world of 3d rendering and animation and 3d game programming.
3d programming tutorials from A to ZSort this listing by: Date | Popularity | Alphabetically |
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Achieving Frame Rate Independent Game Movement
The tutorial goes over some small equations to vary game movement based on frame rates and shows modifications made to NeHe's lesson 23 to demonstrate the effect.
Author: GameDev | Visits: 486 |
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Adding Realistic Rivers to Random Terrain
Discusses a method for adding rivers to randomly generated terrain that adds a realistic touch.
Author: GameDev | Visits: 417 |
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Box Filtering Height Maps for Smooth Rolling Hills
Explains how to remove the sharp edges in height maps using a simple convolution filter.
Author: GameDev | Visits: 467 |
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Building a Hand in Rhinoceros
Tutorial on building a hand with trimmed NURBS.
Author: Jeremy Birn | Visits: 332 |
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Collision Detection
Covers the bounding rectangles and pixel-perfect approaches to collision detection, including an argument for testing against a single pixel in some cases.
Author: GameDev | Visits: 258 |
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Collision Detection Algorithm
TANSTAAFL throws his hat into the ring with a straightforward method using bitmasks.
Author: GameDev | Visits: 414 |
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Creating a PAK File Format
Demonstrates one way of organising all your game related media files in to a single "PAK", or resource, file.
Author: GameDev | Visits: 725 |
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Extended Graphical Templates for Sprite Management
Explains how to store sprite information as part of the sprite.
Author: GameDev | Visits: 397 |
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Fast Computation of Terrain Shadow Maps
Covers the lighting and shadowing aspects of terrain rendering.
Author: GameDev | Visits: 622 |
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General Collision Detection for Games Using Ellipsoids
This document describes a collision technique that allows you to move an ellipsoid (a sphere with three different radii, one for each axis) through a world that not only properly detects collisions, but also reacts in a way that gamers would expect from the common first person shooter.
Author: GameDev | Visits: 294 |
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