没有合适的资源?快使用搜索试试~ 我知道了~
ogre c++游戏引擎
需积分: 11 9 下载量 133 浏览量
2013-04-19
14:32:23
上传
评论 2
收藏 8.62MB PDF 举报
温馨提示
试读
320页
ogre c++游戏引擎,用sinbad制作一个简单的场景,一步一步一步一步的教哦 使用与初学者
资源推荐
资源详情
资源评论
About
About
About
About the
the
the
the Author
Author
Author
Author
【 有关作者 】
Felix Kerger is a Computer Science student at the Technical University of Darmstadt and has been
developing 3D real-t
i
me applicat
i
ons using Ogre 3D for more than f
i
ve years. He has given
several talks on sof t ware development and 3D real-t
i
me applicat
i
ons at dif f erent conferences and
has been working for three years as an assistant researcher at the Fraunhofer Inst
i
tute for
Computer Graphics Research. He also works as a freelance journalist and reports yearly from the
Game Developer Conference Europe.
【 Felix Kerger 是达姆施塔特科技大学的一名主修计算机科学的学生。 5 年多的时间里他一
直在采用 Ogre 3D 开发三维实时应用程序 。 他曾在不同的会议上发表一些关于软件开发和三
维实时应用程序的讲话 , 而且作为一名研究助理在弗劳恩霍夫计算机制图学研究所工作了 3
年。他也是一名自由撰稿人,每年都会为游戏开发者欧洲代表大会撰写报告 。 】
I would like to thank the following persons, without whom this book wouldn't have been possible:
Steve Street
i
ng for devot
i
ng so much t
i
me to Ogre 3D and creat
i
ng one of the best pieces of
sof t ware I have had the pleasure to work with; my former teachers Ms. Oppel and Ms. Michel,
who helped me write a report on which this book's idea is based ; my parents, who were a constant
source of inspiraton and mot
i
vat
i
on; Gregory Junker and Manuel Bua, my technical
reviewers — their comments helped me no end and improved this book a lot; and, of course, the
team at Packt for their constant help and advice.
【 我要感谢以下各位,没有他们,这本书不可能写成: Steve Streeting, 感谢他为 Ogre 3D 投
入那么多时间而且创作了堪称最好的软件之一,也是我很荣幸用到的软件;我曾经的老 师
Oppel 和 Michel 女士 , 感谢她们的帮助 , 使我写成了为本书的精髓思想打基础的报告 ; 我的
父母 , 感谢他们成为我灵感和动力的不竭源泉 ; Gregory Junker 和 Manuel Bua , 我的技术评
审 —— 他们不断提出建议帮助我 , 使本书得到了很大提高 ; 当然 , 还有 Packt 团队 , 感谢他
们不断地帮助和提议 。 】
About
About
About
About the
the
the
the Reviewers
Reviewers
Reviewers
Reviewers
【 有关评审 】
Manuel Bua is a software and solutions architect from Trento, Italy. He has over 17 years'
experience and has been involved
in
many small and large-scale software projects, at both
the design and implementat
i
on levels.
【 Manuel Bua 是一位来自意大利 特兰托 的软件和解决方案设计师 。 他有超过 17 年的经验并
且参加过很多大型和小型的软件项目,不论是设计还是实施水平层面的 】
His background and experience range from sof t ware development to reverse engineering,
embracing both the desktop and the mobile plat f orm; mult
i
threading, parallel, and
massively-parallel comput
i
ng architectures also pique his interest greatly, as well as
computat
i
onal photography and games development.
【 他的背景和经历从软件开发延伸到逆向工程 , 包括桌面和移动平台 ; 多线程 , 并行和大规
模并行高性能嵌入式计算也大大激发了他的兴趣,以及计算摄影学和游戏开发 】
In 2007, he joined Jooce's Research and Development division
in
Paris, France, holding the
positon of Chief Architect, engineering and opt
i
mizing their in-house, Act
i
onscript-based
virtual desktop plat f orm connect
i
ng millions of people worldwide; during his staying, he also
designed and implemented the composit
i
ng window manager governing windows transit
i
ons
and ef f ects, such as the well-known "Wobbly Windows," f
i
rst introduced by Compiz on the
(rocking!) Linux desktop.
【 2007 年,他在法国巴黎参加了 Jooce 研究发展部,担任总设计师的职务 , 设计优化他们内
部基于 ActionScript 编程语言的虚拟桌面平台,连接世界各地成百上千的人;在此期间 , 他
还设计实现了一款合成窗口管理器,管理窗口过渡和效果,就像著名的 “ 沃布利视窗 ” ,初
步被 在 Linux 桌面系统内 ( rocking! ) 的 Compiz 引入 。 】
He loves open standards and the open source culture. His desire to learn and to share his
knowledge has led him to contribute to various projects, such as Ogre itself; he designed
and programmed the original out-of-core implementat
i
on of what is known today as the
"Compositor Framework," providing both the inital insight and the high-level concepts,
laying the foundat
i
ons for further research, work, and improvements.
【 他热爱开放标准和开源文化。他对学习和分享知识的渴望引导他奉献于各种项目,例 如
Ogre 本身 ; 他设计编程了原始的外核心实现模式 , 也就是今天所知的 “ 排字框架 ” , 提供了
最初的洞察力和高层次的概念,为进一步的研究,工作和进步打下了基础 】
He is currently employed at F4F Creat
i
ve Factory, a design-inspired web and advertsing
agency based
in
Arco, Trento,
in
the roles of solut
i
ons architect, sof t ware engineer,
and systems administrator.
【 他目前在 F4F 创意工厂工作,一个总部设在 特兰托 阿科公司的关于创作灵感的网站和广
告策划机构,担任着解决方案设计师,软件工程师和系统管理员的职务 。 】
Preface
Preface
Preface
Preface
【 序言 】
Creat
i
ng 3D scenes and worlds is an interest
i
ng and challenging problem, but the results
are hugely rewarding and the process to get there can be a
lot
of fun. This book is going to
show you how you can create your own scenes and worlds with the help of Ogre 3D. Ogre
3D is one of the biggest open source 3D render engines and enables its users to create and
interact freely with their scenes.
【 创建 3D 影像世界是一个有趣并且充满挑战的问题 , 但其研究的效果很有回报性而且其探
索的过程会相当有趣 。 本书会向你展示如何 用 Ogre3 D 创造出属于你自己的场景和世界 。 Ogre
3D 是最大的开放源码三维渲染引擎中的其中之一,并且能够令使用它的人自由地创造和与
他们的场景进行交互 。 】
This book can't show
all
the details about Ogre 3D but rather provide a solid introducton
with which you, as a reader, can start using Ogre 3D by yourself. Af t er f
i
nishing the book,
you will be able to use the documentat
i
on and the wiki to look up for the needed
informat
i
on and complex techniques, which aren't covered
in
this book.
【 这本书没有涵盖关于 Ogre 3D 的所有细节只是一个提供了详实的介绍,作为读者的你 , 根
据此书 , 能够开始自己使用 Ogre 3D 。 读完本书后 , 你能够查找本书没有包含的所需信息和
复杂的技巧 。 】
What
What
What
What this
this
this
this book
book
book
book covers
covers
covers
covers
【 本书提要 】
Chapter 1, Installing Ogre 3D, shows how to get and conf
i
gure Ogre 3D. We also create our
f
i
rst scene and start learning the internals of Ogre 3D
【 章节 1 ,安装 Ogre 3D, 展示如何取得装配 Ogre 3D 。我们还要创造我们的第一个场景并且
开始学习 Ogre 3D 的内含 。 】
Chapter 2, The Ogre Scene Graph, introduces us to the concept of a scene graph and how
it
is used for describing 3D scenes
【 章节 2 , Ogre 场景图,为我们介绍了场景图的概念以及如何运用它描述 3D 场景 。 】
Chapter 3, Camera, Light, and Shadow, adds lights and shadows to our scene and also
experiments with
di
f ferent camera set
ti
ngs
【 章节 3 ,相机,光与影,添加光与影到我们的场景中并尝试不同的相机设置 。 】
Chapter 4, Get
ti
ng User Input and using the Frame Listener, adds interact
i
vity to our
applicat
i
on using user input
【 章 节 4 , 获取用户输入并使 用 Fram e 监听器 , 采用用户输入将其相互作用添加到我们的应用
程序中 。 】
Chapter 5, Animat
i
ng Models with Ogre 3D, will enhance our scene using animat
i
ons to
add more interact
i
vity and realism
【 章节 5 , Ogre 3D 动画模型,采用动画加入更多的互动和现实感来强化我们的场景 。 】
Chapter 6, Scene Managers, will introduce us to
di
f ferent concepts for organizing 3D scenes
and what implicat
i
on these choices will have
【 章节 6 ,场景管理,将向我们介绍组织 3D 场景的不同理念和这些选择会有怎样的含义 。 】
Chapter 7, Materials with Ogre 3D, will show us how to add a new level of detail and
f
l
exibility to our applicat
i
on using materials and shaders.
【 章节 7 , Ogre 3D 材质 , 将向我们展示如何运用材料和渲染程序添加新层次的细节和灵活性
到我们的应用系统里 。 】
Chapter 8, The Compositor Framework, will show us how to add post processing e f fects
to change the look of our complete scene with the knowledge about materials
【 章节 8 ,合成器框架,将向我们展示如何添加后处理效果来改变我们完成了的场景的外
貌 。 】
Chapter 9, The Ogre 3D Startup Sequence, shows us how we can use Ogre 3D without the
help of an ExampleApplication we had used previously
【 章节 9,Ogre 3D 启动序列 , 向我们展示了没有我们之前使用的引例运用的帮助 , 如何运 用
Ogre 3D 。 】
Chapter 10, Part
i
cle Systems and Extending Ogre 3D, gives an introducton to some more
advanced techniques and perspect
i
ves that can be done with Ogre 3D
【 章节 10 , 粒子系统和 Ogre3D 的延伸 。 给出了一些运用 Ogre3D 能达到的更加先进的技术
和前景 。 】
What
What
What
What you
you
you
you need
need
need
need for
for
for
for this
this
this
this book
book
book
book
【 读本书所需基础 】
You need a solid understanding of C++ and how to create applicat
i
ons using C++ for this
book. Of course, you need a compiler to compile the example applicat
i
ons. This book uses
Visual Studio as a reference, but any other compiler will also do.
Your
computer should have
a graphic card with 3D capabilites. It would be best
if
the graphic card supports DirectX 9.0
because Ogre 3D is an open source sof t ware and we will download
it
in
Chapter 1. So there is
no need for you to have Ogre 3D already installed on your computer.
【 为学习本书,你需要很好得掌握 C++ 语言以及如何运用 C++ 创造应用程序。当然,你需
要一个编辑器来编辑示例应用程序 。 本书使用 Visual Studio 作为参考 , 但其他编辑器也是可
以的 。 你的电脑应装 有 3 D 性能的显卡 。 如果你的显卡支 持 DirectX 9. 0 就更好了 , 因 为 Ogre3 D
是一个开源软件,我们要在章节 1 中下载它。因此,你的电脑不需要事先安装 Ogre 3D 。 】
Who
Who
Who
Who this
this
this
this book
book
book
book is
is
is
is for
for
for
for
【 读者 】
If you ever wanted to develop 3D applicat
i
on with Ogre 3D, this example-driven book will
enable you to do so. Understanding of C++ is needed to follow the examples
in
the book.
This book is an example-driven introduct
i
on to Ogre 3D. Each example shows some new
features and you learn step-by-step to create complex scenes with dif f erent e f fects using
Ogre 3D.
Af
t er several examples discussing one topic, there is a do-it-yourself part where
you will be challenged to solve problems on your own.
【 如果你曾想用 Ogre 3D 开发 3D 应用程序 , 这本引例驱动的书能够使你梦想成真 。 你需要
掌握 C++ 来学习本书中的例题 。 本书是一本引例驱动的 Ogre3D 简介 。 每个例题都会显示一
些新的特征 , 你将一步步地学习用 Ogre 3D 制造出有着不同效果的复杂场景 。 看完几个关于
一个主题的例题后,会有一个练习部分,在这个部分,你将要迎接自己解决问题的挑战 。 】
Conventions
Conventions
Conventions
Conventions
【 惯例 】
In this book, you will f
i
nd a number of styles of text that dist
i
nguish between dif f erent
kinds of informat
i
on. Here are some examples of these styles, and an explanat
i
on of their
meaning.
【 为了把不同种类的信息区分开来 , 您将会在本书中发现一系列的文本样式 。 这里有这些样
式的一些列子,以及它们含义的解释 。 】
Code words
in
text are shown as follows: "Delete
all
the old code
in
createScene(),
except for the plane-related code."
【 文中的编码显示如下 : “ Delete
all
the old code
in
createScene(), except for the plane-related
code." 】
A
block of code is set as follows:
void MyFragmentShader2(float2 uv
:
TEXCOORD0,
out float4 color
:
COLOR,
uniform sampler2D texture)
【 一个代码块设置如下: void MyFragmentShader2(float2 uv
:
TEXCOORD0,
out float4 color
:
COLOR,
uniform sampler2D texture) 】
New terms and important words are shown
in
bold. Words that you see on the screen,
in
menus or dialog boxes for example, appear
in
the text like this: "Press Ok and start
the Applicaton.
"
【 新术语和重要词语用粗体显示。举例说明,你在屏幕上,菜单里或对话框里看到的字 , 在
文中是这样显示的 : “ 点击 OK 启动一个应用程序 。 ” 】
关于译者
剩余319页未读,继续阅读
资源评论
Eedwardddd
- 粉丝: 0
- 资源: 1
上传资源 快速赚钱
- 我的内容管理 展开
- 我的资源 快来上传第一个资源
- 我的收益 登录查看自己的收益
- 我的积分 登录查看自己的积分
- 我的C币 登录后查看C币余额
- 我的收藏
- 我的下载
- 下载帮助
安全验证
文档复制为VIP权益,开通VIP直接复制
信息提交成功