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