写我自己的3D游戏引擎 [英] Writing my own 3D Game Engine

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问题描述

我想编写一个简单的3D游戏引擎的适用。 我已经买了一些重要的书籍,如:

I want to write a simple 3d game engine for apply. I have bought some vital Books like :

  • Ultimate 3D game programming by sherrod
  • Advanced 3D Game Programming with DirectX 10.0
  • Real-Time Rendering, Third Edition
  • 3D Game Engine Design, Second Edition: A Practical Approach to Real-Time Computer Graphics
  • COMPLETE-Effect-HLSL-Guide
  • ShaderX 6
  • Game Engine Architecture
  • Real-Time Cameras
  • Game Programming Gems 6
  • Best of Game Programming Gems

我读他们,但我需要一个路线图。请给我一些建议。谢谢。

I am reading them, but I need a Road Map. please give me some advice. thanks.

推荐答案

我会建议首先建立至少一个小游戏使用现有的引擎,以便您了解发动机是从这个角度看事情。我个人建议你团结,NeoAxis或UDK。

I would recommend first building at least a small game using an existing engine so that you understand what an engine is from that point of view. Personally I'd recommend Unity, NeoAxis or UDK.

然后着眼于建设一个游戏,而没有这样的发动机(如其他人推荐)。您可能要开始使用一些现有的子系统像OGRE3D一个慢慢用你自己替换这些。

Then focus on building a game without without such an engine (as others have recommended). You might want to start by using some existing sub-systems like Ogre3D a slowly replace these with your own.

然后你会在适当的位置开始思考如何使一个引擎,也适用于其他游戏。

Then you'll be in position to start thinking about how to make an engine that's suitable for other games.

直接跳转到建筑,甚至一个简单的引擎是有点像试图写一本小说,而无需读过之一。 (实际上,小说是pretty的简单相比的游戏引擎。)

Jumping straight in to building even a simple engine is a bit like trying to write a novel without having ever read one. (And actually, novels are pretty simple compared to game engines.)

这本书中,我会选择游戏引擎架构,去的权利,通过它,而不是不同的书籍之间翻转。使用别人只是看附加分,至少现在是这样。

Of those books, I'd pick Game Engine Architecture and go right through it, rather than flip between different books. Use the others just for additional points of view, at least for now.

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