programming and realization of 3-dimensional Russia block
Abstract
With the development of 3-dimensional graphics technology, 3 D game can create a more real ,florid and spectacular world, bring the real, intense impingement to
players , computer games are developing to multidimensional, intellectualized, network-relation at present. Therefore many two-dimensional games seem eclipsed compare to the varied and graceful three-dimensional games , if we can change these two-dimensional games to three-dimensional and add more game element, these two-dimensional games maybe become vigorous.
The Russia block is one of most classical early game in the phylogeny of computer game , this game often can be seen on the palm game machine , mobile telephone and computer. However, in the past Russia block games are two-dimensional, and mostly just have two color, black and white。
the goal of this task is to study and research 3D graphics technologies and the knowledge of the DirectX, then to design and realize the game of three-dimensional Russia block, This program has realized the fundamental functions of Russia block, such as moving , transforming , disappearing lines and so on, and create a snowing sense that make the game no longer monotony with a 3D particle system , besides, it use the Vertex Shader technology in process of rendering objects in the game, with this technology, we can produce the vertexes and pixels in our own way, rather then transforming and lighting vertexes in fixed function pipeline which use the fixed method to produce vertexes and pixels and the effect is not what we want。
Keywords: Russia block; Vertex Shader; 3D particle system; Matrix transform
目 錄
1 緒論 5
1.1 課題背景及目的 5
1.2 國內外研究狀況 6
1.3 論文構成及研究內容 8
2 系統分析 9
2.1 應解決的問題 9
2.2 實現環境與技術 9
2.3 系統性能需求 10
2.4 系統功能需求 10
3 系統設計思想與總體設計 10
3.1 游戲控制設計 10
3.1.1 按鍵設定 11
3.1.2 視角控制 11
3.1.3 移動及形變控制 11
3.2 程序功能設計 12
3.2.1 方塊的構造 12
3.2.2 方塊的碰撞檢測 15
3.2.3 方塊的變形 15
4 圖像渲染技術簡介 17
4.1 頂點及像素著色器 17
4.1.1 頂點及像素著色器簡介 17
4.1.2 頂點及像素著色器的運用 18
4.2 3D粒子系統 20
4.2.1 3D粒子系統介紹 20
4.2.2 3D粒子系統應用 21
5 系統實現 28
5.1 系統基本功能實現 28
5.2 環境映射貼圖 30
5.3 飄雪場景實現 31
6 實驗結果 32
結論 35
致謝 35
參考文獻 36