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    |  | Principles of 3D with DirectX and Theory |  |    Frustum Culling (with DirectX3D)   Octree (with DirectX3D)   Collision Detection      o
Line with Plane      o
Shortest distance from a 
point to a plane      o 
Sphere with OBB   Tangents Binormals Normals   Collision Reaction   Misc 3D Principles and Maths   Matrices & Vectors   Rotation   Splines and Curves   Rotating objects to face the camera (i.e. Billboarding)     
  
    |  | Simple AI and PathFinding Code and Principles |  |  In the world of 3D...or even 2D...you have to have a little AI...even 
if its just the rand() function.  We will cover some of the simple theories 
and possibly some of the advanced one's.  Implementing working C/C++ code 
as we go. 
 A* PathFinder - Pacman has never had it so hard!       
  
    |  | Rasterization Principles for 3D |  |    Well you might think that DirectX is the solutions to all your 
problems....who needs to know how to draw a triangle...plot pixels etc....why 
should I bother?  Well if you really want to get into the games industry, 
or are in the games industry, you will realise that DirectX isn't the only tool 
in the box, and isn't the best tool in the box!  When you start writing 
software for PS2 or XBOX or even GameBoy Advanced, you'll soon see that 
implementing your own algorithms gives you a greater flexibilty and a power you 
didn't think possible.  Of course its not easy stuff...especially when you 
have to implement pixel by pixel triangle lighting and things like Gouraud shaded 
triangles.   Draw that line 'Pixel by Pixel'   Wireframe triangle, that was easy   Solid Triangle Fill   Gouraud Shaded Triangle (it looks so pretty)   Simple Textured Triangle   Perspective and 3D   Camera View   Z Buffer   Clipping (Near Z Plane)   .. more soon.   |