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Irrlicht 1.7 Realtime 3D Engine
Beginner's Guide
Create complete 2D and 3D applicaons with this
cross-plaorm, high performance engine
Aung Sithu Kyaw
Johannes Stein
BIRMINGHAM - MUMBAI
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Irrlicht 1.7 Realtime 3D Engine
Beginner's Guide
Copyright © 2011 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system,
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Every eort has been made in the preparaon of this book to ensure the accuracy of the
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Packt Publishing cannot guarantee the accuracy of this informaon.
First published: October 2011
Producon Reference: 1181011
Published by Packt Publishing Ltd.
Livery Place
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Birmingham B3 2PB, UK.
ISBN 978-1-84951-398-2
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Cover Image by Asher Wishkerman (a.wishkerman@mpic.de)
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Credits
Authors
Aung Sithu Kyaw
Johannes Stein
Reviewers
Chrisan Stehno
Nikolaus Gebhardt
Acquision Editor
Usha Iyer
Development Editor
Maitreya Bhakal
Technical Editors
Joyslita D'Souza
Snehal Gawde
Project Coordinator
Michelle Quadros
Proofreader
Linda Morris
Indexer
Hemangini Bari
Graphics
Geetanjali Sawant
Producon Coordinator
Alwin Roy
Cover Work
Alwin Roy
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About the Authors
Aung Sithu Kyaw is originally from Myanmar (Burma). He has been a developer in the
soware development industry for over seven years and has a great passion for graphics
programming, creang video games, wring, and sharing knowledge with others. He holds
a M.Sc (Digital Media Technology) from Nanyang Technological University (NTU), Singapore.
Aung is currently the CEO of a digital media company, Rival Edge Pte Ltd, Singapore, which
he cofounded in 2011 with two other engineers. Visit http://rivaledge.sg for more
informaon.
He can be followed on twier
@aungsithu and his LinkedIn prole http://www.
linkedin.com/in/aungsithu
.
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Acknowledgement
It took me over eight months to reach this point wring an acknowledgment secon. It was
really an excing journey. I owe these people in my endeavour to write this book and I'd like
to take this opportunity to express my gratude.
Thanks to Nikolaus 'niko' Gebhardt and Ambiera e.U. for iniang this wonderful Irrlicht
engine project and making it open-source, sharing with the community, Chrisan Stenho
for reviewing the book and giving lots of useful feedback and all the folks from the Irrlicht
forum. And the following people from Packt Publishing; Newton Sequeira (Author Relaon)
for contacng me about this opportunity to write a book on Irrlicht, Usha (Acquision
Editor), Maitreya Bhakal (Development Editor), and Ashwin Shey (Project Manager) for
taking this project into reality, Michelle Quadros (Project Coordinator) for working and
coordinang with me along the way, chapter-by-chapter, and Snehal Gawde (Technical
Editor) for making sure everything ts together.
I'd like to thank my big brother and my parents, who've been supporng me all these years.
Without all of your support I wouldn't have been here today.
And nally a big thank to my wife, Muriel. If she hadn't let me sit in front of my computer for
hours, late nights, and weekends, wring this book, it wouldn't have been possible. Thank
you for all your support. I love you.
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Johannes Stein is an independent game developer and former student of the university of
Augsburg, Germany. He started showing an interest in computer science at the early age of
twelve and has expanded his knowledge ever since. Aer learning Visual Basic and Delphi,
he got into C/C++ and C#, while he learned Objecve-C and JavaScript, in the last few years.
He specializes on cross-plaorm development, which means soware that runs on Windows,
Linux, and Mac OS X for example. Apart from cross-plaorm development, he has developed
mobile games and web applicaons using the latest technologies such as HTML5 and CSS3.
On several occasions, he worked as a freelance journalist and reported from yearly events
such as the gamescom in Cologne.
Working on a book was a completely new and excing experience for
me and rst of all I would like to thank everyone who had the paence
to put up with me and helped me during the process. I would like to
thank my parents who helped trying to movate me when I was feeling
overwhelmed and frustrated. A special thanks goes to my father.
I would also like to thank Nikolaus Gebhardt and Chrisan Stehno, who
have not only been technical reviewers of this book, but shaped the Irrlicht
engine into what it is now.
And last, but not least I would like to thank everyone at Packt Publishing,
who made this book possible and a simple "Thank you" does not cover
how grateful I am.
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About the Reviewer
Chrisan Stehno has been in touch with Irrlicht since 2004. Being a researcher at that
me, he led a group of students to develop a 3D visualizaon tool. Since 2006, he has been
part of the development team. Today he is responsible for the general coordinaon of the
project and its development. When it comes down to coding, he likes working on the video
drivers, but does the bug hunng in all parts of the engine. In real life, Chrisan is married
(longer with his wife than with Irrlicht) and has two children. He is the founder and general
manager of a small company, developing embedded systems and soware for industrial use.
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Table of Contents
Preface 1
Chapter 1: Installing Irrlicht 7
Irrlicht license 7
System requirements 8
Time for acon – downloading Irrlicht 9
Contents of the Irrlicht package 10
bin folder 10
doc folder 10
examples folder 11
lib folder 11
include folder 11
media folder 11
source folder 11
tools folder 11
Text les 11
Irrlicht on Windows with Visual Studio 12
Time for acon – adding le references 12
Project-specic conguraon 14
Compiling Irrlicht as a dynamic library using Visual Studio 15
For 6t4-bit Windows 15
Installing Microso's DirectX SDK 15
Time for acon – compiling Irrlicht as a dynamic library 16
Time for acon – compiling the Irrlicht dynamic library with modicaons 16
Addional conguraons 18
Building an example with Visual Studio 18
Time for acon – building an Irrlicht example 18
Using Irrlicht with CodeBlocks 20
Time for acon – creang an applicaon using the CodeBlocks wizard 20
CodeBlocks under Linux 24
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[...]... Using Nodes—The Basic Objects of the Irrlicht 3D Engine Chapter 12, Using Shaders in Irrlicht [ vi ] www.it-ebooks.info 222 224 224 225 225 226 228 229 233 234 236 237 238 239 239 240 241 242 242 242 243 245 245 245 246 246 246 Preface Irrlicht 1.7 Realtime 3D Engine Beginner's Guide will teach you to master all that is required to create 2D and 3D applications using Irrlicht, beginning right from installation,... Installing Irrlicht This chapter will explain what we need to consider when we take our first step with the Irrlicht 3D graphics engine In this chapter, we will: Learn about how the Irrlicht library is structured Set up Irrlicht on Windows using either Visual Studio or CodeBlocks Set up Irrlicht on Linux using the command-line Set up Irrlicht on Mac OS X using XCode Compile the Irrlicht. .. should also have a graphic card with 3D capabilities with supports for DirectX and OpenGL We'll start with setting up Irrlicht on different platforms, so you don't need to have installed Irrlicht on your computer Who this book is for If you have C++ skills and are interested in learning Irrlicht to create 2D /3D applications, this book is for you Absolutely no knowledge of Irrlicht is necessary for you to... recommended to give credit to the Irrlicht development team in your released application, although this is not necessary with an exception of JPEG support Irrlicht uses libjpeg for JPEG support and you must credit JPEG group in your release application, according to their license requirement www.it-ebooks.info Installing Irrlicht System requirements While the Irrlicht 3D graphics engine should work on pretty... when you actually try to set up Irrlicht on different platforms and development environments Time for action – downloading Irrlicht The first step is to download Irrlicht from their official homepage As of the release of this book the latest version of Irrlicht was 1.7. 2 The examples in this book should work fine for that version and above Now, we are going to download Irrlicht and take a look at what... folder The directory lib contains the Irrlicht library and the files that are needed to work with the Irrlicht library Precompiled Irrlicht library files are stored in this directory so that the application linking to Irrlicht doesn't need to recompile the whole engine every time include folder This folder contains all header files that are necessary to connect with the Irrlicht library itself media folder... other data needed to run the examples of the Irrlicht engine Take a note that some of these assets are copyrighted, you should seek further permissions if you plan to use it in commercial applications source folder The folder source contains the complete source code of the Irrlicht engine I will elaborate on that part when I explain how to build the Irrlicht engine from source tools folder As the name... to use DirectX to compile Irrlicht [ 15 ] www.it-ebooks.info Installing Irrlicht Time for action – compiling Irrlicht as a dynamic library Let's get started with compiling Irrlicht as a dynamic library: 1 Open the source folder and open the sub-folder Irrlicht 2 Open the solution file corresponding to your Visual Studio version: If you are using Visual Studio 2003 then open Irrlicht7 .1.sln, if you... DirectX 8 in the Irrlicht, follow these instructions to rebuild the library: Time for action – compiling the Irrlicht dynamic library with modifications Let's recompile the Irrlicht library without DirectX 8: 1 Open the source folder and open the sub-folder Irrlicht 2 Open the solution file corresponding to your Visual Studio version: If you are using Visual Studio 2003 then open Irrlicht7 .1.sln,... load game-related data files such as player save files Chapter 12, Using Shaders in Irrlicht, introduces how the graphics rendering pipeline works and practical usage of shaders in Irrlicht The Appendix, Deploying an Irrlicht Application, explains the procedures and essential dependencies to be included while packaging an Irrlicht application for different platforms such as Windows, Mac, or Linux What . 10
bin folder 10
doc folder 10
examples folder 11
lib folder 11
include folder 11
media folder 11
source folder 11
tools folder 11
Text les 11
Irrlicht on. nodes 13 5
Fly circle 13 6
Fly straight 13 7
Follow spline 13 7
Rotaon 13 7
Delete 13 7
Texture 13 7
Collision response 13 7
Adding a custom scene node 13 8
Time
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