3D work 3D airplane games
Learn DirectX9.0 for a long time. Nothing can be done. I feel like I have never done it. After all, there is nothing to prove that I have learned it. In the future, employment will be promoted.
I remember playing with a 3D standalone plane when I was a freshman. So I want to try to write a simple one myself. You can also summarize the DirectX9.0 that you have learned. So I began to prepare materials. (Ah, it seems that 3D image resources are difficult to find ......, Only others can be used ).
......
Environment used: VS2005 + DirectX 9.0 (the sound engine uses Dietct X7.0)
Overall project structure:
The Mygame12 folder contains three subfolders: GameEngine, Resources, and Sound ..
GameEngine: a simple game engine. In fact, I don't know whether it is an engine. I know that the OGRE engine is huge. And I am like a small star in the vast sea, one of the vast stars, may still be unable to shine.
The files are as follows:
Particle System, illumination, material, sky box, camera, panel, terrain, etc. Most of them read the book DietctX 9.0 3D Game Development Programming basics and beat out the code. The awkward thing is that t3dlib. h. t3dlib. cpp controls the two voices from the Library of "window game programming and development master skills. Is DiretcX70 .. Because I don't know how DietctX 9.0 3D controls sound.
It's really awkward. Of course, there are several files that also directly copy others' code.
The second file is: Resources content is as follows:
Resource files mainly contain 3D image resources. There are high bitmaps, X files, and others.
The third is Sound:
It is actually a resource. However, I didn't share it with the above.
The next two important files are: Driver. cpp and Driver. h.
These two files call almost all other classes. The main function and message control of the program are also included.
But it seems like the most ugly file I have written. It feels messy. The generation of more than 600 rows is not organized. So that I should better understand the object-oriented design ideas and design patterns.
Hero. cpp and Hero. h are the protagonists of the game. The hero under your control. Other Enemy. cpp, Enemy. h, EnemyModel. cpp, and EnemyModel. h are your enemies. Explode. h and Explode. cpp are the explosion classes inherited from the particle class. The bullet class inherited from the particle class. Snow. h and Snow. cpp inherit the snowflake class from the particle class.
The last is the atomization effect: SceneFog. h and SceneFog. cpp.
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