Adding:
2012 / Oct/ 09: CHAP 32/33/34/35
INDEX Game Engine features:
BASICS:
- High performance Application for windows 7 with a real-time 3D rendering Engine, using DirectX 11 API.
- All windows commands supported, fullscreen, windowed fullscreen, windowed, resize, move, minimize, maximize, etc...
- DX Interface version 10/10.1/11, Shader Manager for version 4.0, 4.1 and 5.0, support multiple vertices types.
- UNZIP pack Manager to allow us to concentrate all objects needed from the engine in a single file.
- A fast XML parser for the application settings, (www.sourceforge.net/projects/tinyxml)
- Keyboard and Mouse Manager using Direct Input.
- Fast 3D LIB for fast Math Support, trigonometry, Matrix and calculating distances.
3D:
- Camera Manager (2D ortogonal, 3D perspective)
- Loading 3D objects of LightWave 3D Object File Format with different Shaders like Color, Texturing, Lighting and Fog (to control the horizontal visibility)
- Player Manager (to manage the State and also the Input State of all players, including network players)
- Sprites the 2D screen objects ( orthogonal projection )
- 2D Text Fonts.
- Benchmark tools: Timers, FPS (frames per second) and CPU use.
- Camera movement based on Keyboard and Mouse input.
- Using a Frustrum to cull objects outside Camera rendering area.
TERRAINS:
- Support Loading Heightmap Terrains.
- MiniMap for the Heightmap Terrain.
- Terrain Texture Rendering based on Slop Texturing technique.
- Terrain Rendering using also a Detail Texturing for near terrain.
- Terrain Rendering using a “Alpha” Texture Mapping to render different textures on the same Heightmap terrain.
- Terrain Rendering using a Normal Bump Texture to give more detail and realism to the textures.
- Terrain Rendering using a Light Texture Mapping to allow different light intensity areas in different zones of the Heightmap terrain.
- Terrain Rendering using a “Transparent” Texture Mapping to allow us to tunnels in Heightmap
- Thread loaders to load multiple nearby Terrain Heightmaps, anticipating the next terrains to visit by user.
- Adding a full screen Map on a Sprite Frame of the current Heightmap terrain
- Optimizing the render of the terrain using a QuadTree to hold the vertices, instead of a matrix.
SKY / WATER / TREEs:
- Animated Skydoms
- Animated Water
- Animated and Moving 3D Animals.
- Thread loaders for all 3D objects.
- Trees and Flowers on 2D Billboards.
- Windy shrubs on 2D Billboards.
- Animated Fire on 2D Billboards
MUSIC:
- Background Sound music
- Adding 3D Sound effects
GAME:
- Multiple Guns and Multiple Types of ammo
- Network Client / Server communication to animated remote players.
- Picking technique to select a 3D Object with the mouse, like to select and display another player
- Animated Skin Meshes
- With and Without Geometric Shader for Billboards
- Infinite Ocean Generator
- Object Collision detection based on Poligons
- Killing the animals
- Player Bag
- Pickup the Loot to the bag
To download and Install full demo
Features Implemented
Part I - The Basics
Chap 01: Setting up the 1st main Window
Chap 03: Application Frame Processing
Chap 04: Loading a 3D or a 2D OBJ file
Chap 05: XML CFG File Loader
Chap 06: Keyboard and Mouse input
with a Infinite Terrain Ground
Chap 07: 2D IMAGES (Sprites) Sky and Fixed Camera
Chap 09: A Flat Heightmap Terrain
Chap 10: The Moon and the Sun with Billboards
Part II - The Terrain
Chap 14: Terrain QUAD + FRUSTRUM (optimization)
Chap 15: Terrain MINI-MAP
Chap 16: Terrain FOG
Chap 17: Terrain SLOP TEXTURE
Chap 18: Terrain Detail Mapping
Chap 19: Terrain Texture Mapping
Chap 20: Terrain Texture + Alpha Mapping
Chap 21: Terrain Small Bump Mapping
Chap 22: Terrain Texture + Alpha + Bump Mapping
Chap 23: Terrain Txt + Alpha + Bump + Light Mapping
Chap 24: Terrain Txt/Transp + Alp. + Bump + Light Map
Chap 25: Terrain 512x512 HEIGHT MAPs
Chap 26: Terrain Main MAP
Chap 27: Terrain The Following 3D Mini-Map
Chap 28: RESERVED Multi HEIGHT MAPs Thread Loader
Chap 29: RESERVED Terrain Big Bump Map
Part III - The Nature
Chap 30: Animated SKYDOM: Two fixed layers
Chap 31: Animated SKYDOM: One Animated layer
Chap 32: Rain Fall (cpu particle system)
Chap 33: Snow Fall (cpu particle system)
Chap 34: Winddust Fall (cpu particle system)
Chap 35: Waterfall (cpu particle system)
Chap 36: Rain Fall (Geometry Shader)
Chap 37: Snow Fall (Geometry Shader)
Chap 38: Winddust Fall (Geometry Shader)
Chap 39: Waterfall (Geometry Shader)
DOWNLOAD ALL PART III
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