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Good links |
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Autor WebMaster |
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Última actualización 2003-05-07
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Interactive applet |
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Autor WebMaster |
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Última actualización 2003-02-26
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Autor WebMaster |
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Última actualización 2003-02-16
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This tutorial describes the method I have developed to calculate the Potentially Visible Set (PVS) of leaves of a BSP tree in real-time. Unlike other methods that pre-calculate the PVS as part of the world data, this method uses the view frustum and the current leaf node's portals to find which leaves are potentially in view. |
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Autor Alan Baylis |
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Última actualización 2003-02-11
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Animated |
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Autor WebMaster |
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Última actualización 2003-02-11
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Finding the portals |
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Autor Nathan Whitaker |
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Última actualización 2003-02-11
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Lightmapping is still the preferred method of lighting in most games, namely because it is fast regardless of how many lights are in the scene, if you've ever shot at a lightbulb that didn't break or it broke but the light around it remained then you have seen lightmaps in action. They are not suitable for dynamic lighting, though slight variations to the light mapping theme can be applied to produce fake dynamic lights such as either on/off or flickering lights (normally by using multiple lightmaps.) ... |
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Autor WebMaster |
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Última actualización 2003-01-28
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A 3D Game engine in development |
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Autor Manuel Lucas Viñas Livschitz |
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Última actualización 2003-01-23
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| A First Person Shooter (3D
game engine) developed step by step towards a great game. |
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ATI Art Gallery |
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Autor Alex@Vlachos.com |
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Última actualización 2003-01-06
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Quake 1-3, Halflife and Unreal Tournament levels and textures |
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Autor WebMaster |
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Última actualización 2003-01-06
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Links about Quake |
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Autor WebMaster |
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Última actualización 2003-01-06
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The game will be a 3D team-strategy First Person Shooter (FPS), First Person is the name used to describe the visual perspective in the game, it feels like you are inside the character, you are this character inside the game. The controls and perspective will be similar to what is seen in Quake 3, Unreal Tournament, Half-Life. |
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Autor WebMaster |
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Última actualización 2003-01-05
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Links |
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Autor WebMaster |
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Última actualización 2002-12-22
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Combined BSP and Portal Rendering |
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Autor WebMaster |
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Última actualización 2002-12-22
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Useful links |
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Autor WebMaster |
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Última actualización 2002-12-22
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Renderer and shader architecture |
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Autor WebMaster |
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Última actualización 2002-12-22
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water, smoke, fire, cloth,... |
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Autor WebMaster |
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Última actualización 2002-12-22
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BSP, PVS, Collision |
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Autor WebMaster |
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Última actualización 2002-12-22
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A goooood page |
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Autor WebMaster |
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Última actualización 2002-12-22
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El libro de programación de shaders de vértices y pixels (Con código fuente ATI) |
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Autor WebMaster |
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Última actualización 2002-12-20
Inglés, Español |
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OpenGL2.0, RenderMonkey (ATI), CG (NVIDIA) |
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Autor WebMaster |
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Última actualización 2002-12-20
Inglés, Español |
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RenderMonkey is a suite of open, extensible shader development tools for both current and future hardware that allows programmers and artists to collaborate on creating realtime shader effects. |
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Autor WebMaster |
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Última actualización 2002-12-20
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Autor WebMaster |
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Última actualización 2002-12-18
Inglés, Español |
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Search for a good algorithm |
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Autor Manuel Lucas Viñas Livschitz |
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Última actualización 2002-12-12
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Version 3.0 (beta)
Search for an algorithm that allows a changing 2.5D surface to be rendered
in real time in most fastest way, with polygon count reduction only.
To archive this, the input data is bidimensional matrix with height
values and no additional data.
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This article will explain in plain language how to implement the multitexture effects of Quake 3 in the OpenGL graphics language |
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Autor Bryan McNett |
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Última actualización 2002-12-12
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This article will attempt to explain one of Quake 3’s most important graphics technologies |
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Autor Bryan McNett |
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Última actualización 2002-12-12
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quake 3 arena maps, half-life maps, quake 2 maps, duke nuk'em 3d maps |
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Autor WebMaster |
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Última actualización 2002-12-12
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In July 1998, John Carmack announced further details regarding the Quake 3 : Arena (Q3A) graphics engine. This article attempts to explain recent changes to the Q3A graphics engine while exploring order-of-operations |
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Autor Bryan McNett |
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Última actualización 2002-12-12
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This tutorial is written for Quake II and to some extent Quake 3 Arena. However, all Quake engine games work on a similar principle (though not all have hint brushes or detail brushes). |
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Autor WebMaster |
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Última actualización 2002-12-03
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Simple, Fast Evaluation of Potentially Visible Sets |
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Autor WebMaster |
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Última actualización 2002-12-03
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Arrays compilados para Quake |
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Autor WebMaster |
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Última actualización 2002-12-03
Inglés, Español |
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Quake BSPs technology explained |
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Autor WebMaster |
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Última actualización 2002-12-03
Inglés |
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Basic Win32, FullScreen mode, etc. |
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Autor WebMaster |
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Última actualización 2002-12-03
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OpenGL commands for light-mapping, bump-mapping, texture-mapping and specular-mapping in Quake 3 |
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Autor Bryan McNett |
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Última actualización 2002-12-01
Inglés |
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Landscape-style engine that pretends to be an indoor first person shooter engine. Combines very high precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for dynamic LOD for configurable fps & graphic detail on most machines. Uses OpenGL & SDL. Includes source, demo and editor. |
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Autor WebMaster |
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Última actualización 2002-12-01
Inglés |
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Yes, ladies and gentlemen, GeForce FX is finally upon us and we are one step closer to rendering games and 3D scenes as you know them from animated movies like Toystory .. we heard and have seen many rumors regarding this new NVIDIA silicon |
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Autor WebMaster |
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Última actualización 2002-11-19
Inglés |
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Applet en Java y explicación |
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Autor Xavier Figueras Ausió |
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Última actualización 2002-11-03
Inglés, Español |
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Autor WebMaster |
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Última actualización 2002-11-01
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Maths for 3D |
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Autor WebMaster |
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Última actualización 2002-11-01
Inglés |
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FY será un juego FPS |
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Autor WebMaster |
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Última actualización 2002-10-26
Inglés, Español |
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Crystal Space is a free (LGPL) and portable 3D Game Development Kit
written in C++ |
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Autor WebMaster |
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Última actualización 2002-04-16
Inglés |
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Space is a free (LGPL) and portable 3D Game Development Kit written
in C++. It supports: true six degree's of freedom, colored lighting,
mipmapping, portals, mirrors, alpha transparency, reflective surfaces,
3D sprites (frame based or with skeletal animation), procedural textures,
radiosity, particle systems, halos, volumetric fog, scripting (using
Python or other languages), 8-bit, 16-bit, and 32-bit display support,
Direct3D, OpenGL, Glide, and software renderer, font support, hierarchical
transformations, ...
Crystal Space currently runs on GNU/Linux, general Unix, Windows, Windows
NT, OS/2, BeOS, NextStep, OpenStep, MacOS/X Server, DOS, and Macintosh.
It can optionally use OpenGL (Windows, GNU/Linux, Mac, OS/2, BeOS),
Allegro (GNU/Linux, DOS), X11 (Unix or GNU/Linux) and SVGALIB (GNU/Linux).
It can also optionally use assembler routines using NASM and MMX. A
Direct3D8 driver is currently in development.
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The 3D Engines List tries to provide an overview of software 3D engines
for realtime graphics and VR on various platforms |
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Autor WebMaster |
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Última actualización 2000-06-23
Inglés |
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| Each engine is reviewed with list of features,
contact information (email, link to homepage) and links to download
a demo or the source.
There are currenly 643 engines on the 3DEL.
The 3DEL pages were last modified on 23.6.2000.

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An internet-based multi-user VR system |
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Autor Swedish Institute of Computer Science |
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Última actualización 1999-07-01
Inglés |
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| The
Distributed Interactive Virtual Environment (DIVE) is an internet-based
multi-user VR system where participants navigate in 3D space and see,
meet and interact with other users and applications. The DIVE software
is a research prototype covered by licenses. Binaries for non-commercial
use, however, are freely available for a number of platforms. The first
DIVE version appeared in 1991.
DIVE supports the development of virtual environments, user interfaces
and applications based on shared 3D synthetic environments. DIVE is
especially tuned to multi-user applications, where several networked
participants interact over a network.
Dynamic behaviour of objects are described by interpretative Tcl scripts
evaluated on any node where the object is replicated. Script are triggered
by events in the system, such as user interaction signals, timers, collisions,
etc. DIVE reads and exports VRML and several other 3D formats. It is
integrated with the World-Wide-Web and is HTTP/FTP/HTML/MIME compliant.
DIVE applications and activities include virtual battlefields, spatial
models of interaction, virtual agents, real-world robot control and
multi-modal interaction.
Through its various versions, DIVE is currently available on the following
platforms: SGI Irix 5.3 and above, HP HPUX 9.0X and 10.X, SUN Solaris
2.4 and above and SunOS 4, Linux 2.X, Windows NT.
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