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| BOUNDING BOX |
BOUNDING BOX COLLISION TEST ARTICLE |
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| Almost every 3D game today uses some kind of collision test in their game engine. For example, you want to decide if a missile has hit a character, or a character is colliding with a wall or trip-wire. The first goal when creating a collision test is to decide what kind of collision test to use. You need to keep a lot of things in mind when making this choice: high frame rate, collision accuracy, terrain, etc... |

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| LIGHTMAP |
LIGHTMAP ARTICLE |
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| The use of static Lightmaps and Multitextureing, are nice ways to make a 3D world look more realistic. A lightmap is just a normal texture, but we use it different. Lets say we have a normal floor texture and a black and white lightmap, when we blend them the black part will have a shadow effect, and the white part will seem like light.
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| CAMERA |
CAMERA ARTICLE |
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| It's impossible for people to move around physically in a “virtual 3D world", we therefore use a "camera" to get orientated. When setting up a basic camera in OpenGL there are two main subjects to be taken into consideration, the camera handling and the perspective.
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