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Text File | 1995-06-22 | 4.0 KB | 115 lines | [TEXT/ttxt] |
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- 3DGPL Version 1.0
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- GRAPHICS BASE LIBRARY AND TUTORIAL
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- FOR GAME PROGRAMMERS
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- Copyright (c) 1995 Sergei Savchenko (savs@cs.mcgill.ca)
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- Contents:
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- This package contains ascii files discussing following subjects:
- 1.txt: Hardware Interfaces: MS-DOS 16/32 bits; MS-WINDOWS 16/32 bits;
- X11; NeXTStep.
- 2.txt: 3D-transformations: rotations; perspective; fixed point math.
- 3.txt: Clipping: 2-D screen boundaries; 3-D volume.
- 4.txt: Rasterization: Lines; Ambient polygons; Shaded polygons;
- Textured polygons.
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- It also contains C sources of a portable basis 3-D library compilant under
- MS-DOS(WATCOM-C,DJGPP,BORLAND-C),MS-WINDOWS, X-WINDOWS and NeXTStep,
- with the following featured: BASIC HARDWARE INTERFACING; 3D-TRANSFORMATIONS;
- 2D AND VOLUME CLIPPING; RENDERING OF AMBIENT, SHADED AND TEXTURED POLYGONS.
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- Usage and distribution:
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- PROVIDED TEXT AND SOURCE CODE CAN NOT BE USED
- FOR ANY COMMERCIAL PURPOSES WITHOUT AUTHORIZATION.
- BOTH CAN BE FREELY DISTRIBUTED ON THE CONDITION
- THAT NO FEE IS CHARGED AND THAT THE ORIGINAL
- CONTENTS IS PRESERVED (NO ADDITIONS OR OMISSIONS).
- SINCE THIS TEXT AND SOURCE CODE ARE PROVIDED FREE
- OF CHARGE THERE IS ABSOLUTELY NO WARRANTY OR CLAIM
- AS TO THEIR QUALITY OR FITNESS FOR ANY PARTICULAR
- PURPOSE.
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- History...
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- So, why did I do it? partly out of frustration with some 3-D books
- especially those for game programmers, partly guided by my own
- beliefs and experiences how software and educational texts are
- supposed to be written.
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- The library's C code is made pretty much based on the conviction
- that things still may and should be made simple yet short and
- understandable, so hopefully is this text.
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- There were few objectives I had when writing later: To avoid having
- unanswered questions including those of an as-an-exercise-to-the-reader
- kind; To try separate everything into preferably independent topics; and
- to, once again, keep things simple to the maximum possible extent.
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- But in no way, what I finished with, is a complete description of
- all method available in 3D graphics, but it is to big extend an
- explanation of how the library's code is written, and a guide
- to, sometimes, pretty particular solutions, which I believe are
- valuable and suitable for programming of 3-D games.
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- How to use the library?
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- The library's code is organized in several directories:
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- /CLIPPER /HARDWARE /TRANS /ENGINE /GRAPHICS /DEMO
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- there's just one example source provided in the /DEMO directory
- together with few scripts which you might want to modify depending
- on the system and compiler you are using. You would also have to
- make sure particular hardware interface source is moved up into
- /HARDWARE directory from one of it's sub directories which are
- named after each supported system.
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- Future...
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- By looking at the contents you have already noticed that covered is but
- a fraction of what is supposed to be covered. I may be tempted to continue
- only if there's sufficient enthusiasm and response to the present text. So
- if you are appreciative enough of my time and efforts please feel free
- proposing me co-authorship of a book, OR buying me new 20" monitor,
- OR red sports car, OR electing me to your company's board, OR SENDING
- ME FAT CHEQUE OR MONEY ORDER, OR just a post card. In any case, for
- any comments or inquires you may find me at:
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- Sergei Savchenko
- 4750 Dupuis #302
- Montreal PQ H3W-1N3 Canada
- (514)-284-4908
- (514)-344-0061
- savs@cs.mcgill.ca
- http:://www.cs.mcgill.ca/~savs
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