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转自OGRE的一些游戏编程的链接

2008-04-16 21:02 302 查看

C++ / STL

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Introduction / Help

C++ slides Optimisations, Templates and good use of heritage and polymorphisms (http://www.rz.rwth-aachen.de/computing/events/2002/hpc++/HPC++1.18-1.pdf) (MUST READ)

STL basics (http://www.sgi.com/tech/stl/stl_introduction.html)

Reference Card (http://www.digilife.be/quickreferences/QRC/STL%20Quick%20Reference%201.26.pdf)

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User Misconception of C++/STL

STL common errors (http://www.gyurchev.com/docs/stl_tips.txt)

VC2005 products Chief Guru of the Week Problems and Answer on C++/STL (http://www.gotw.ca/gotw/)

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Performance

A must-read C++ optimisations with benchmark for all optimizations listed (http://www.tantalon.com/pete/cppopt/main.htm)(MUST READ)

Common performances mistakes (http://www.tantalon.com/pete/gdc2001roundtablereport.htm)(MUST READ)

Common performances mistakes II (http://www.gdconf.com/archives/2004/isensee_pete.ppt)(MUST READ)

C++ Optimization Strategies and Techniques (http://www.tantalon.com/pete/cppopt/main.htm)(MUST READ)

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Design patterns

Dozens of 1-page examples in C++Before-and-After refactoring examples (http://home.earthlink.net/~huston2/dp/patterns.html)(MUST READ)

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Games

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Game Developper Sites

game programmer wiki (http://gpwiki.org/)

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Hardware

Ati (papers, tools, source) (http://www.ati.com/developer/) (MUST READ) Nvidia (papers, tools, source) (http://developer.nvidia.com) (MUST READ)

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Game/3d Conference

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Siggraph Conferrnce

siggraph (http://www.siggraph.org/)

all siggraph papers (http://www.cs.brown.edu/~tor/)

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Game developper Conference

gdc (http://www.gdconf.org)

nvdia slides and demos (http://developer.nvidia.com/object/gdc_2005_presentations.html)

Ati papers (http://www.ati.com/developer/techpapers.html)

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MainStream

Gamasutra (http://www.gamasutra.com/)(MUST REGISTER)

Gamedev (http://www.gamedev.net/)

Flipcode (http://www.flipcode.com/)

Game Developer Magazine (http://www.gdmag.com/)

International Game Developers Association (http://www.igda.org/)

Devmaster (http://www.devmaster.net)

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Blogs

Sinbad (http://www.stevestreeting.com/)

Carmack (http://www.armadilloaerospace.com/n.x/johnc/Recent%20Updates)

Brian Hook (http://www.bookofhook.com/)

Gaffer (http://www.gaffer.org/gaffer)

Gamegirl (http://www.gamegirladvance.com)

Gamedev (http://www.gamedevblog.com)

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Animation

Walk Cycle (http://www.idleworm.com/how/anm/02w/walks.shtml)

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Shaders

frustum Dx and GL source code shaders (http://frustum.org/3d/)

humus Dx and GL source code shaders (http://esprit.campus.luth.se/~humus/3D/)

Delphi shaders demo, bug shaders are language independant (http://www.delphi3d.net/index.php)

Huge list of Cg shaders (http://www.cgshaders.org/shaders/)

shaders competition source (http://www.beyond3d.com/forum/viewtopic.php?start=20&t=4386)

shaders competition source (http://shadertech.com/contest/)

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Terrain

All on terrains (http://www.vterrain.org)

Terrain rendering : basics (http://home.planet.nl/%7Emonstrous/terrain.html)

All about rendering landscape (http://gamemaker.webservis.ru/)

Hierarchical Image Caching for Accelerated Walkthroughs of Complex Environments (http://grail.cs.washington.edu/projects/hic/)

Terrain Texture Generator (http://www.delphigl.de/projects/terrtexgen.html)

shadow caster (http://gljakal.altervista.org/shadowcaster.html)

http://www.cambrianlabs.com/Mattias/Landscaper/

A Real-Time Procedural Universe (http://home.comcast.net/%7Es-p-oneil/downloads.htm)

Visibility.txt (http://www.cbloom.com/3d/techdocs/visibility.txt)

grid raycast (http://www.cbloom.com/3d/techdocs/grid_sort_raycasts.txt)

libnoise example: Complex planetary surface (http://libnoise.sourceforge.net/examples/complexplanet/index.html)

planetrendering (http://www.math.uni-bremen.de/%7Ejusten/Mich/planetrendering_e.html)

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Vegetation

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Articles

Image-Based Rendering of Vegetation in Real-Time (http://ai.fri.uni-lj.si/~aleks/slicing-and-blending/)

Lighting Flat Objects (tree impostors) (http://www.drone.org/tutorials/lighting_flat_objects.html)

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Sdk

speedtree (http://www.idvinc.com/)

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Artificial Intelligence

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AI Links repositories

Generation5 - Articles (http://www.generation5.org/articles.asp)

GameDev.net -- AI (http://www.gamedev.net/reference/list.asp?categoryid=18)

AI on the Web (http://www.cs.berkeley.edu/%7Erussell/ai.html)

AngelCode.com - reference database (http://www.angelcode.com/refdb/default.asp?url=%2Frefdb%2Flist%2Easp%3Flist%3Dallrsrc%26description%3Dno)

Game Research and Technology (http://www.red3d.com/cwr/games/)

IGDA - AI SIG (http://www.igda.org/ai/)

The Game AI Page (http://www.gameai.com/)

aboutAI.net (http://www.aboutai.net/DesktopDefault.aspx?tabindex=1&tabid=2&hotpages=coolpages.aspx)

aboutAI.net (http://www.aboutai.net/DesktopDefault.aspx?aspxerrorpath=/MobileDefault.aspx)

Generation5 - Competition (http://www.generation5.org/competition.asp)

AI Center - Site Map (http://www.ai-center.com/sitemap.html)

gameAI_news (http://five.pairlist.net/mailman/subscribe/gameai_news)

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Sdk

FEAR :: Foundations for Genuine Game AI (http://fear.sourceforge.net/modules.php?op=modload&name=FAQ&file=index&myfaq=yes&id_cat=2&categories=FEAR+Framework&parent_id=0)

MetaAgent, A Steering Behavior Template Library - Compiling Meta Agent (http://metaagent.sourceforge.net/index.php/CompilingMetaAgent)

OpenSteer (http://opensteer.sourceforge.net/)

OpenAI (http://openai.sourceforge.net/screenshots.html)

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General Architectures Articles

Half-life AI (http://ai.eecs.umich.edu/people/laird/game-seminar/Liden.ppt) (MUST READ)

AI Horizon: Essays on Artificial Intelligence, from the Basics to the Advanced (http://www.aihorizon.com/essays/generalai/index.htm)

AI Halo (http://stuffo.howstuffworks.com/halo2-ai.htm/printable)

Gamasutra - Features - Handling Complexity in the Halo 2 AI (http://www.gamasutra.com/gdc2005/features/20050311/isla_pfv.htm)

Gamasutra -"Decision-based Gameplay Design" (http://www.gamasutra.com/features/20050321/sylvester_pfv.htm)

Complete Game AI: Volume I (http://www.gamedev.net/reference/articles/article784.asp)

Item Management Systems (http://www.gamedev.net/reference/articles/article2163.asp)

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PathFinding

Terrain analysis on age of empire (http://www.gdconf.com/archives/2000/pottinger.doc) (MUST READ)

AI terrain (http://www.cgf-ai.com/)

Amit's A* Pages (http://theory.stanford.edu/%7Eamitp/GameProgramming/)

An optimal pathfinder for vehicles in real-world digital terrain maps (http://www.student.nada.kth.se/%7Ef93-maj/pathfinder/5.html)

Smart Moves: Intelligent Path Finding (http://www.gamasutra.com/features/19990212/sm_01.htm)

Toward More Realistic Pathfinding (http://www.gamasutra.com/features/20010314/pinter_01.htm)

All FPS pathing problems in a presentation (http://www.cs.virginia.edu/~gfx/courses/2003/Animation.fall.03/Lectures/uyPathPlanning.ppt)

3d path (http://www.gamasutra.com/features/20020405/smith_pfv.htm)

C++ Group Pathfinding Basic Library and Test Tool (http://pathlib.hildebrand.cz/pathlib.html)

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Group AI

Boids (Flocks, Herds, and Schools: a Distributed Behavioral Model) (http://www.red3d.com/cwr/boids/)

Coordinated Unit Movement - Introduction (http://www.gamasutra.com/features/19990122/movement_01.htm)

Implementing Coordinated Movement (http://www.gamasutra.com/features/19990129/implementing_01.htm)

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Tactic

Game AI and Tactical AI (http://www.cgf-ai.com/links.html)

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Steering

List : steering Behaviors For Autonomous Characters (http://www.red3d.com/cwr/steer/)

Steering Behaviors For Autonomous Characters (http://www.red3d.com/cwr/papers/1999/gdc99steer.html)

The Code Project - MetaAgent, a Steering Behavior Template Library - Libraries & Projects (http://www.codeproject.com/useritems/metaagent.asp?df=100&forumid=15462&exp=0&select=496031)

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Rule-Based System (RBS)

Rule-Based AI (http://www.gamasutra.com/features/20041122/bourg_01.shtml)

Rule-Based Systems and Identification Trees (http://ai-depot.com/Tutorial/RuleBased.html)

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Neural Networks (NN)

tensor (small NN) (http://www.oroboro.com/rafael/docserv.php?index=project&article=tensor)

tensor neurals net (http://www.oroboro.com/rafael/project/tensor.html)

Untrained Neural Net Class (http://www.flipcode.com/cgi-bin/msg.cgi?showThread=COTD-UntrainedNeuralNet&forum=cotd&id=-1)

NN sample (http://www.kuenzle-family.ch/philippe/gl/SeniorProject.htm)

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Fuzzy logic (FL)

aiGuru.com (http://www.aiguru.com/fl.htm)

bayesian systems... somewhere on generation 5 site.

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Finite State Machine (FSM)

FSM small (http://www.oroboro.com/rafael/docserv.php?entry_point=fsmlang)

Visual Finite State Machine AI Systems (http://www.gamasutra.com/features/20041118/gill_01.shtml)

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Decision Tree (DT)

generation5 - Binary Decision Tree implementation in C++ (http://www.generation5.org/content/2004/bdt-implementation.asp)

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Emotion

generation5 - VPI: Virtual Personality Interaction (http://www.generation5.org/content/2004/VPI.asp)

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Lag

Defeating Lag With Cubic Splines Or AI path moves Cells (http://www.gamedev.net/reference/articles/article914.asp)

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Expert Systems

Expert Systems (http://www.aaai.org/AITopics/html/expert.html)

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Learning Systems

AI character learning (http://web.media.mit.edu/%7Ebruce/whatsnew.html)

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Network

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Articles

Design and Implementation of Networked Games (http://www.hut.fi/%7Ejmunkki/netgames/)

Network Programming in Age of Empires and Beyond (http://www.gamasutra.com/features/20010322/terrano_pfv.htm)

NetCode q3Arena (http://www.planetquake.com/code3arena/tutorials/tutorial35.shtml)

Unreal NetCode (http://unreal.epicgames.com/Network.htm)

Introduction to Multiplayer Game Programming (http://www.bookofhook.com/Article/GameDevelopment/MultiplayerProgramming.html)

Dead reckoning (http://www.arches.uga.edu/%7Eagm/6760/)

Gamasutra - Designing Secure, Flexible, and High Performance Game Network Architectures (http://www.gamasutra.com/features/20041206/jenkins_pfv.htm)

NAT and game servers (http://www.mindcontrol.org/%7Ehplus/nat.html)

Simple NAT punch-through (http://www.mindcontrol.org/%7Ehplus/nat-punch.html)

NAT and Peer-to-Peer Networking (http://www.alumni.caltech.edu/%7Edank/peer-nat.html)

Why internet sucks (http://www.gamasutra.com/features/19990903/lincroft_01.htm)

Defeating Lag with Cubic Splines (http://www.gamedev.net/reference/programming/features/cubicsplines/)

GameSurge on netCode (http://www.gamesurge.com/)

Editorial (http://www.gamesurge.com/features/editorials/netcode.shtml),

Rebuttal (http://www.gamesurge.com/features/editorials/netcode_rebuttal.shtml)

Interview (http://www.gamesurge.com/pc/interviews/netcode.shtml)

Using Groupings for Networked Gaming (http://www.gamasutra.com/features/20000621/aronson_01.htm)

Using Groupings for Networked Gaming (http://www.gamasutra.com/features/20000621/aronson_01.htm)

Closing the Loop on Scalable Network Gaming Backend Services (http://www.gamasutra.com/features/20000511/bernier_01.htm)

It's the Latency, Stupid (http://rescomp.stanford.edu/%7Echeshire/rants/Latency.html)

Latency and the Quest for Interactivity (http://www.bolo.net/cheshire/papers/LatencyQuest.html)

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Sdk

enet (http://enet.cubik.org/)

Hawk Software - HawkNL (Hawk Network Library) (http://www.hawksoft.com/hawknl/)

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Physics

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Articles

Simulation Theory Links (http://homepages.borland.com/efg2lab/Library/SimulationAndModeling.htm)

Verlet Integration Source + code (http://www.members.lycos.co.uk/olivierrenault/)

How to handle Timestep, Integration, Networks sync, etc. (http://69.55.229.29/articles/)

Canonical Game Loop (http://www.mindcontrol.org/%7Ehplus/graphics/game_loop.html)

Moving Beyond Ragdolls + demo. (http://www.mmandel.com/gdc)

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Sdk

OgreOde and ... (http://www.green-eyed-monster.com/)

Open Dynamics Engine (http://opende.sourceforge.net/)

Newton (http://physicsengine.com/)

JigLib - rigid body physics engine (http://www.rowlhouse.co.uk/jiglib/index.html)

CaleDyn (http://www.caledyn.com/)

novodex (http://www.novodex.com/)

mequon (http://www.mequon.com/)

havok (http://www.havok.com/)

Physic Processor Unit (hardware) (http://www.ageia.com/)

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Sound

Thief paper on sound and AI.

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Visibility

Harmless Algorithms :

I - Fine Occlusion Culling Algorithms (http://www.flipcode.com/articles/harmless_issue01.shtml)

II - Scene Traversal Algorithms (http://www.flipcode.com/articles/harmless_issue02.shtml)

III - Design Patterns And 3D Gaming (http://www.flipcode.com/articles/harmless_issue03.shtml)

IV - A Hybrid Approach to Visibility (http://www.flipcode.com/articles/harmless_issue04.shtml)

portals and mirrors (http://www.cs.virginia.edu/~luebke/publications/portals.html)

Hierarchical Techniques for Visibility Computations (http://www.cgg.cvut.cz/~bittner/publications/diss_talk.pdf)

Half-life realt-time visibility (http://collective.valve-erc.com/index.php?doc=1038660504-05211700)

Virtuals occluders (http://www.cs.ucy.ac.cy/~yiorgos/publications/virtual_occluders00.pdf)

Unified Occlusion Culling: Portals, Visibility Umbra, and HZB (http://www.andyc.org/articles/viewarticle.php?id=7)

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Game Design Patterns

gamepatterns (http://civ.idc.cs.chalmers.se/projects/gamepatterns/)

The Case For Game Design Patterns (http://www.gamasutra.com/features/20020313/kreimeier_01.htm)

gamedesign wiki (http://www.ludism.org/gamedesign/)

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Game Developpment

Unit testing and game developpment (http://www.gamasutra.com/features/20050329/roken_pfv.htm)

Retrieved from "http://www.ogre3d.org/wiki/index.php/ArticlesAndSources"

官方网站:www.ogre3d.org.官方网站上有最新的SDK,源代码的下载,有精心编制的manual,tutorial和API conference,相关的project,最权威的讨论组,这可能是我们能够获得终极资料了。

http://gd.91.com/zt/ogre/index.asp.游戏制作联盟的Ogre引擎研究站,上边有一系列相关的教程文章,是国内很不错的教程,大多为燕尘所写,在他的网站上也可以看到。

盛崇山的一套分析文章,可以在这里下载到,也可以到他的blog上去参观。

maga小组有整理的《Ogre使用指南》,发布在gameres上,可以在这里下载。

mythma的个人blog上有他对于Ogre的系列分析文章,可以通过rss订阅

antking也在gameres上翻译了两篇入门级的ogre文章,对于开始阶段很有帮助。链接如下:http://dev.gameres.com/Program/Visual/3D/OGREchuxue.htmhttp://dev.gameres.com/Program/Visual/3D/ogre/Ogre1_SceneNode.htmhttp://dev.gameres.com/Program/Visual/3D/ogre/Ogre2_Cameras.htm

一些QQ群,个人觉得这个是学习最快最直接的一种方式,我加入的两个群里就汇聚了几个顶级高手,且乐于给我们这些初学者一些指导,对于顶级高手有时不在的情况也可以跟群里的兄弟们共同研究切磋,我在这里就不提供了,大家有的是方法去获得群号码。
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