graphics, modeling, and textures computer game design and development
DESCRIPTION
Depth Bits FromTRANSCRIPT
![Page 1: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/1.jpg)
Graphics, Modeling, and Textures
Computer Game Design and Development
![Page 2: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/2.jpg)
Graphics Considerations
• Frame and back buffers– Avoid artifacts (jitter and visible drawing)– Swap or copy?
• Depth and stencil buffer• Triangles– Easily interpolate– Planarity
• Vertices & coordinate space
![Page 3: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/3.jpg)
Depth Bits
From http://www.agidev.com/articles/a.php?id=6&page=4
![Page 4: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/4.jpg)
Limiting What we Render
• View frustrum– Near and far planes
• Clipping • Cull when possible– Render Volume Partitioning
![Page 5: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/5.jpg)
Backface Culling
![Page 6: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/6.jpg)
Quadtree partitioning
• Collision detection• Outdoor visibility checking
• Algorithm (2D):– X/Y : consider bits– Left shift at each level in tree– When at leaf, stop
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Quadtree Visualized
![Page 8: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/8.jpg)
Graphic Primitives
![Page 9: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/9.jpg)
Mesh as Triangle Strip
![Page 10: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/10.jpg)
Indexed Strips
![Page 11: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/11.jpg)
Applying Textures
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Lightinghttp://machinesdontcare.wordpress.com/2008/06/
http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B3.aspx
![Page 13: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/13.jpg)
Modeling
![Page 14: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/14.jpg)
Modeling (cont)
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Using Normal Maps and Textures
![Page 16: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/16.jpg)
Normal Maps and LOD
http://www.inition.co.uk/inition/product.php?SubCatID_=38&URL_=product_ffhaptic_sensable_claytools
![Page 17: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/17.jpg)
http://upload.wikimedia.org/wikipedia/commons/3/36/Normal_map_example.png
![Page 18: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/18.jpg)
Level of Detail
• Hardware limits number of polys rendered• Use high-level models when possible• Drop to low poly models (LOD) when needed
![Page 19: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/19.jpg)
Level Editing
• Target fixed poly count (thought allow for flexibility and customization)
![Page 20: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/20.jpg)
Low-Poly Count Modeling
![Page 21: Graphics, Modeling, and Textures Computer Game Design and Development](https://reader036.vdocuments.us/reader036/viewer/2022062600/5a4d1bb57f8b9ab0599ce86d/html5/thumbnails/21.jpg)
Final thoughts
• Major difference in modeling and using models
• Art & programming & level/character design
• Take graphics in summer!