Category: 3D💎

3D, CG, Graphics

  • 2006 Terrain, Water, forks 🌅

    2006 Terrain, Water, forks 🌅

    ⏱️Overview

    This is a collection of programs written in C++ and using Direct3D9. Only the first one left (with green terrain) was mostly mine. It was also a project on college, for subject: 3D Graphics (I think). I did way above requirements as nobody even knew shaders.

    📜History

    The first small terrain had a shader for blending (mixing) terrain textures together smoothly. Already found somewhere on internet. This I knew is needed for good looking terrain for start.

    After achieving just a small terrain and a cloth looking, pseudo water I started searching on internet for open source examples (it was likely the first time for me). I managed to build all of them and customize the demo applications. I didn’t put anything together as a game yet (I was missing physics).

    The water in middle was great but very demanding for CPU, which was computing the animated noise and its normals. This is done nowadays on GPU only. Still, it had the best look IMO for years.

    White terrain with water on left, had a great animated noise but was always flat. Originally it also featured reflection and refraction. This always flat water, was still good and we had a similar one in our game years later.

    On right there is a terrain with level of detail (LOD) Geomorphing (also described here) if I remember it was CPU generated though, but had 5 levels. That was a great and complicated implementation. Terrain nowadays can also be done completely on GPU and faster.

    The car screenshot was someone’s 3D model, with a 2D driving code I found. I made it 3D, but only on flat ground.

    ➡️Conclusions

    Then I started thinking and realized, I don’t want to write all 3D equations, surely not a physics system. This is when I got interested in available physics engines.
    Today I would definitely recommend bullet for collision detection and simulation.

    Next, I had the same thought for rendering. Writing everything using calls to Direct3D was tedious and not very practical.
    By using a 3D engine, all becomes much easier and one can achieve much more with it. But I knew a guy at college, who liked the first approach, read books for it, and wrote his own engine.
    Later I found OGRE 3D and started learning it.

    📷Gallery

  • 2006 Shader effects 💫

    2006 Shader effects 💫

    ⏱️Overview

    This is a result of me learning bump shaders with also implemented reflection and refraction (just from cube skybox).
    There wasn’t really a goal here, just to learn and show what could be achieved with my GPU (ATI Radeon 9800 I think) at the time.

    🔍Implementation

    My code was using WinAPI for window creation and messages. Then Direct3D9 calls for rendering and HLSL 2.0 for vertex and pixel shaders. Also D3DX for anything else like 3D matrix and vector operations, compiling shaders, and loading 3D models (meshes) from X files. Lastly a sprite font, for screen texts (with parameters to adjust by keys) using my bitmap fonts.

    To get mouse and keyboard events I was using DirectInput. I made a camera system to move around the scene, rotate and zoom. There was also 1 point light here.
    I wrote a Timer (based on precise QueryPerformanceCounter) for checking intervals and computing current frame rate (Fps).

    I think I made most of the basic models. I would use Blender for this now. The skull model and all textures were gathered from other demos and games.

    ⏳Conclusions

    Professional made textures made the demos look quite good, already with simple 3D objects.
    But those were just demos. In a bad looking, low level written code.

    I continued using just C++ and Direct3D9 for a while in next project’s forks with terrain and water. And after that moved to using OGRE 3D engine.
    All that was too tied to DirectX and would need major rewrites every time I wanted to use new DirectX interface. Another good reason for using an engine, it can have different rendering systems also OpenGL based.

    Still, this experience was good learning for future, as I was developing shaders in Stunt Rally too, years later.

    📷Gallery