3D Game Engine Design and Implementation (10)

xiaoxiao2021-03-06  74

After the efforts of these days, the UI and D3D device management have been completed, and then other parts are started. Which one wants to write better? I would definitely consider how to render all items in the world. To render items to determine what model file used. You can choose several formats now, the first most convenient, should be the file format of x, because D3D has already fully packaged it. The second is to use the MDL file format, which is the format of HL. The third is that quake3 uses MD3 format. In fact, each format has its own advantages and disadvantages, just look at the format that I like to use it, it seems to be more difficult to choose.

After continuous consideration, try to use MDL file format. Because I have no beauty, at least take the current CS resources to implement, more realistic.

Currently, the memory management of the loaded resources is not considered, first implement the load mode file as the first step, and then consider how to display these objects in the field. Speaking of the court, mainly divided into two categories: indoor and outdoor. Each appearance is to be separated, and the indoor scenario is better because it is in a box of four squares, and the different textures are pasted. Outdoor is more troublesome, because there is a sky, trees, flowers and surfaces.

Today, the body is not very comfortable, a little fever, may have to write this a few days.

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