Programming Thread

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Started by the-pi-guy, Mar 13, 2016, 10:39 PM

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the-pi-guy

Aug 12, 2018, 07:43 PM Last Edit: Aug 12, 2018, 08:32 PM by the-pi-guy
Oh I guess I just jumped in to assuming a 2D rpg.

If you're making a 3d game engine, that's just so much freaking work. (or is your language game 2d?)
I was thinking 2d like early Pokemon.

We cover this in a graphics course:

1. Graphics hardware, specifically the somewhat obsolete fixed function pipeline (OpenGL) and the programmable pipeline
(WebGL and GLSL) that has replaced it.
2. Two-dimensional graphics
3. Math necessities beyond the course prerequisites
4. Transformations in two- and three-dimensions
5. 3-D Viewing with the synthetic camera
6. Modeling 3-D shapes with polygon meshes
• Meshes obtained from various data collections
• Meshes obtained from "pure" mathematical surfaces, that is, surfaces with coordinates defined strictly from (paramet-
ric) functions.
• Approximating/interpolating curves and surfaces
7. Hierarchical modeling of 3-D objects
8. Lighting and Shading - the algorithmic rendering ladder
• The Phong reflection model and its variations, the Lambertian and Phong-Blinn models
• Gouraud shading
• Phong shading
• Texture mapping
• Bump mapping
• Reflection mapping
• Ray tracing
• Photon mapping
• Radiosity
9. Raster Algorithms - as time allows