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List of Figures

Chapter 1: Overview

Figure 1–1: A scene from Age of Mythology

Chapter 3: Hanging Ten—A Ride Through the Rendering Pipeline

Figure 3–1: Quadtree example
Figure 3–2: Reference world transform matrix
Figure 3–3: World transform matrix formulas
Figure 3–4: Triangle strip
Figure 3–5: Triangle fan

Chapter 4: Basic 3D Objects

Figure 4–1: Skybox faces
Figure 4–2: Skybox only
Figure 4–3: Skybox and terrain
Figure 4–4: Scene with billboards

Chapter 5: Complex 3D Objects

Figure 5–1: Models in our scene

Chapter 6: Camera—The Player’s View of the World

Figure 6–1: Viewing frustum

Chapter 7: Adding Some Atmosphere—Lighting and Fog

Figure 7–1: Low ambient light
Figure 7–2: Directional light
Figure 7–3: Point lights
Figure 7–4: Spot lights
Figure 7–5: The scene with fog

Chapter 8: Artificial Intelligence—Adding the Competition

Figure 8–1: State diagram

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