Game Coding Complete, Fourth Edition by David Graham, Mike McShaffry

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CHAPTER 163D SCENES

by Mike McShaffry

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In the previous pages, you learned something about how to draw 3D geometry, but there’s much more to a 3D game than drawing a few triangles. Even a relatively boring 3D game has characters, interesting environments, dynamic objects, and a few special effects here and there. Your first attempt at a 3D engine might be to just draw everything. You might think that your blazing-fast Nvidia video card can handle anything you throw at it, but you’d be wrong. It turns out to be pretty tricky to get 3D scenes to look right and draw quickly.

This chapter exposes you to one solution for architecting a 3D engine—something ...

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