课程概述
本课程旨在教授开发者如何从头开始构建一个用于 3D 游戏的射线投射引擎。课程将涵盖射线投射算法的基础知识,并指导学员通过动手实践来实现自己的引擎。
课程目标
了解射线投射算法在 3D 游戏中的应用
掌握射线投射算法的数学和几何原理
学习如何实现射线-多边形、射线-平面和射线-球体的碰撞检测
能够构建一个用于 3D 游戏的可定制射线投射引擎
课程大纲
模块 1:射线投射基础
射线和射线投射的概念
透视投影和正交投影
视锥体裁剪
模块 2:射线-多边形碰撞
苏therland-Hodgman 算法
凸多边形和平面多边形的碰撞检测
多边形纹理贴图
模块 3:射线-平面碰撞
平面方程和法线向量
射线与平面的相交点计算
地板和天花板纹理贴图
模块 4:射线-球体碰撞
球体方程和半径
射线与球体的相交点计算
球体纹理贴图
模块 5:构建射线投射引擎
视锥体裁剪实现
数据结构和算法设计
碰撞检测优化
模块 6:高级主题
二叉空间分割 (BSP) 树
光线追踪
阴影投射
课程适合人群
对 3D 游戏开发感兴趣的开发者
具有 C++ 或类似编程语言经验者
希望从头开始构建自己射线投射引擎的任何人
课程时长
大约 15-20 小时,根据个人的学习进度而异。
课程形式
视频讲座
代码演示
练习和项目
课程完成后
完成本课程后,您将:
对射线投射算法在 3D 游戏中的应用有一个深入的理解
能够构建一个适用于您自己的 3D 游戏的自定义射线投射引擎
了解射线投射引擎优化和故障排除的技术
为进一步探索 3D 游戏图形学奠定坚实的基础
课程目录
/15-026-游戏开发中的射线投射引擎编程/
│├─01. Introduction and Learning Outcomes.mp4 92MB
│├─01. Introduction and Learning Outcomes.srt 15.3KB
│├─01. Introduction and Learning Outcomes.vtt 16.7KB
│├─02. How to Take this Course.srt 3.9KB
│├─02. How to Take this Course.vtt 4.1KB
│├─02. How to Take this Course.mp4 4.3MB
│├─03. An Overview of the Raycasting Algorithm.mp4 40.7MB
│├─03. An Overview of the Raycasting Algorithm.srt 9KB
│├─03. An Overview of the Raycasting Algorithm.vtt 9.6KB
│├─04. Raycasting or Raytracing.srt 9.9KB
│├─04. Raycasting or Raytracing.vtt 10.2KB
│├─04. Raycasting or Raytracing.mp4 53.6MB
│├─05. Raycasting Limitations.srt 5.3KB
│├─05. Raycasting Limitations.vtt 5.6KB
│├─05. Raycasting Limitations.mp4 23MB
│├─06. A Review of Degrees and Radians.mp4 74MB
│├─06. A Review of Degrees and Radians.srt 13.6KB
│├─06. A Review of Degrees and Radians.vtt 14.4KB
│├─07. A Review of Sine Cosine and Tangent.mp4 112.2MB
│├─07. A Review of Sine Cosine and Tangent.srt 22.5KB
│├─07. A Review of Sine Cosine and Tangent.vtt 24.3KB
│├─08. Defining the 2D Map Grid.mp4 46.1MB
│├─08. Defining the 2D Map Grid.srt 11.2KB
│├─08. Defining the 2D Map Grid.vtt 11.8KB
│├─09. Coding the Map Class.mp4 59.2MB
│├─09. Coding the Map Class.srt 21.1KB
│├─09. Coding the Map Class.vtt 21.8KB
│├─10. Player Movement.srt 8.2KB
│├─10. Player Movement.vtt 8.9KB
│├─10. Player Movement.mp4 41.6MB
│├─11. Coding the Player Movement.srt 27KB
│├─11. Coding the Player Movement.vtt 28.4KB
│├─11. Coding the Player Movement.mp4 59MB
│├─12. Coding the Map Collision.mp4 42MB
│├─12. Coding the Map Collision.srt 11.6KB
│├─12. Coding the Map Collision.vtt 11.9KB
│├─13. Defining the Field of View.mp4 75.6MB
│├─13. Defining the Field of View.srt 11.4KB
│├─13. Defining the Field of View.vtt 12.1KB
│├─14. Coding the Field of View Ray Increments.mp4 67.6MB
│├─14. Coding the Field of View Ray Increments.srt 21.2KB
│├─14. Coding the Field of View Ray Increments.vtt 22KB
│├─15. Finding Wall Hit.srt 10.7KB
│├─15. Finding Wall Hit.vtt 11.2KB
│├─15. Finding Wall Hit.mp4 55MB
│├─16. Finding Horizontal Intersections.srt 29.9KB
│├─16. Finding Horizontal Intersections.vtt 31.8KB
│├─16. Finding Horizontal Intersections.mp4 143.7MB
│├─17. Finding Vertical Intersections.srt 10.3KB
│├─17. Finding Vertical Intersections.vtt 10.9KB
│├─17. Finding Vertical Intersections.mp4 55.7MB
│├─18. Coding X-intercept and Y-intercept.mp4 87.6MB
│├─18. Coding X-intercept and Y-intercept.srt 32.1KB
│├─18. Coding X-intercept and Y-intercept.vtt 33.2KB
│├─19. Coding the Horizontal Wall Intersection.mp4 39.2MB
│├─19. Coding the Horizontal Wall Intersection.srt 13.9KB
│├─19. Coding the Horizontal Wall Intersection.vtt 14.4KB
│├─20. Coding the Vertical Intersection.mp4 74.3MB
│├─20. Coding the Vertical Intersection.srt 27.5KB
│├─20. Coding the Vertical Intersection.vtt 28.7KB
│├─21. Fixing the Intersection Offset Error.mp4 31.4MB
│├─21. Fixing the Intersection Offset Error.srt 9.3KB
│├─21. Fixing the Intersection Offset Error.vtt 9.7KB
│├─22. Orientation as Angles or Vectors.srt 4.9KB
│├─22. Orientation as Angles or Vectors.vtt 5.1KB
│├─22. Orientation as Angles or Vectors.mp4 31.5MB
│├─23. Wall Projection.srt 10.7KB
│├─23. Wall Projection.vtt 11.2KB
│├─23. Wall Projection.mp4 47MB
│├─24. Finding the Wall Strip Height.mp4 73.9MB
│├─24. Finding the Wall Strip Height.srt 15.1KB
│├─24. Finding the Wall Strip Height.vtt 16.6KB
│├─25. Visualizing the Minimap.srt 6.2KB
│├─25. Visualizing the Minimap.vtt 6.3KB
│├─25. Visualizing the Minimap.mp4 24.3MB
│├─26. Coding the Wall Rendering.srt 19.9KB
│├─26. Coding the Wall Rendering.vtt 20.6KB
│├─26. Coding the Wall Rendering.mp4 65.4MB
│├─27. Fixing the Fishbowl Distortion.mp4 77.7MB
│├─27. Fixing the Fishbowl Distortion.srt 13.8KB
│├─27. Fixing the Fishbowl Distortion.vtt 15.4KB
│├─28. Implementing Wall Shading by Depth.srt 6.4KB
│├─28. Implementing Wall Shading by Depth.vtt 6.7KB
│├─28. Implementing Wall Shading by Depth.mp4 23.3MB
│├─29. BrightDark Wall Sides.srt 15.8KB
│├─29. BrightDark Wall Sides.vtt 16KB
│├─29. BrightDark Wall Sides.mp4 27.8MB
│├─30. First Steps in C.mp4 43.5MB
│├─30. First Steps in C.srt 14KB
│├─30. First Steps in C.vtt 14.8KB
│├─31. Working with Makefile.mp4 19.2MB
│├─31. Working with Makefile.srt 19.9KB
│├─31. Working with Makefile.vtt 20KB
│├─32. Installing Visual Studio and SDL on Windows.mp4 30.2MB
│├─32. Installing Visual Studio and SDL on Windows.srt 20KB
│├─32. Installing Visual Studio and SDL on Windows.vtt 20.4KB
│├─33. Creating a SDL Window.mp4 37MB
│├─33. Creating a SDL Window.srt 25KB
│├─33. Creating a SDL Window.vtt 26.4KB
│├─34. SDL Rendering and Event Polling.srt 13.8KB
│├─34. SDL Rendering and Event Polling.vtt 14.6KB
│├─34. SDL Rendering and Event Polling.mp4 23.8MB
│├─35. Rendering SDL Rectangles.srt 8.9KB
│├─35. Rendering SDL Rectangles.vtt 9.2KB
│├─35. Rendering SDL Rectangles.mp4 18.7MB
│├─36. Game Loop Overview.srt 8.8KB
│├─36. Game Loop Overview.vtt 9.3KB
│├─36. Game Loop Overview.mp4 26.6MB
│├─37. Coding a Fixed Time Step Game Loop.mp4 18.7MB
│├─37. Coding a Fixed Time Step Game Loop.srt 11.6KB
│├─37. Coding a Fixed Time Step Game Loop.vtt 12.1KB
│├─38. SDL Delay.mp4 43MB
│├─38. SDL Delay.srt 13.1KB
│├─38. SDL Delay.vtt 13.6KB
│├─39. Drawing the Map with SDL.mp4 31.8MB
│├─39. Drawing the Map with SDL.srt 20KB
│├─39. Drawing the Map with SDL.vtt 20.5KB
│├─40. Player Movement and SDL Events.srt 18.1KB
│├─40. Player Movement and SDL Events.vtt 18.2KB
│├─40. Player Movement and SDL Events.mp4 28.4MB
│├─41. Implementing Wall Collision in C.mp4 6.1MB
│├─41. Implementing Wall Collision in C.srt 4.4KB
│├─41. Implementing Wall Collision in C.vtt 4.3KB
│├─42. Ray Struct and FOV.mp4 24.2MB
│├─42. Ray Struct and FOV.srt 13.7KB
│├─42. Ray Struct and FOV.vtt 14.1KB
│├─43. Translating the Horizontal Intersection to C.mp4 28.4MB
│├─43. Translating the Horizontal Intersection to C.srt 19.7KB
│├─43. Translating the Horizontal Intersection to C.vtt 20.4KB
│├─44. Translating the Vertical Intersection to C.mp4 35.6MB
│├─44. Translating the Vertical Intersection to C.srt 17.5KB
│├─44. Translating the Vertical Intersection to C.vtt 17.8KB
│├─45. Rendering Rays.srt 11.9KB
│├─45. Rendering Rays.vtt 11.9KB
│├─45. Rendering Rays.mp4 17.3MB
│├─46. The Color Buffer.mp4 113.4MB
│├─46. The Color Buffer.srt 38.4KB
│├─46. The Color Buffer.vtt 39.8KB
│├─47. Color Buffer Implementation.srt 21.9KB
│├─47. Color Buffer Implementation.vtt 22.6KB
│├─47. Color Buffer Implementation.mp4 26.4MB
│├─48. Freeing Allocated Resources.srt 7.1KB
│├─48. Freeing Allocated Resources.vtt 7.4KB
│├─48. Freeing Allocated Resources.mp4 8.6MB
│├─49. Creating the Wall Projection.mp4 39.7MB
│├─49. Creating the Wall Projection.srt 20.7KB
│├─49. Creating the Wall Projection.vtt 21.8KB
│├─50. Exercise Ceiling & Floor Solid Colors.mp4 4.5MB
│├─50. Exercise Ceiling & Floor Solid Colors.srt 1.7KB
│├─50. Exercise Ceiling & Floor Solid Colors.vtt 1.7KB
│├─51. Ceiling & Floor Solid Color Implementation.srt 2.3KB
│├─51. Ceiling & Floor Solid Color Implementation.vtt 2.4KB
│├─51. Ceiling & Floor Solid Color Implementation.mp4 6.1MB
│├─52. Representing Textures.srt 15.1KB
│├─52. Representing Textures.vtt 15.5KB
│├─52. Representing Textures.mp4 46.5MB
│├─53. Creating a Texture Programmatically.mp4 14MB
│├─53. Creating a Texture Programmatically.srt 7.8KB
│├─53. Creating a Texture Programmatically.vtt 8.6KB
│├─54. Mapping Textures to Wall.mp4 67.4MB
│├─54. Mapping Textures to Wall.srt 9.4KB
│├─54. Mapping Textures to Wall.vtt 9.8KB
│├─55. Implementing Wall Texturing.srt 23.8KB
│├─55. Implementing Wall Texturing.vtt 24.8KB
│├─55. Implementing Wall Texturing.mp4 51.6MB
│├─56. Multiple Textures.srt 8.4KB
│├─56. Multiple Textures.vtt 9.2KB
│├─56. Multiple Textures.mp4 34MB
│├─57. Multiple Texture Code.mp4 34.3MB
│├─57. Multiple Texture Code.srt 15.7KB
│├─57. Multiple Texture Code.vtt 17KB
│├─58. Fixed Size Data Types.mp4 23.8MB
│├─58. Fixed Size Data Types.srt 8.2KB
│├─58. Fixed Size Data Types.vtt 8.6KB
│├─59. Using Fixed Size Integer Types.srt 2.5KB
│├─59. Using Fixed Size Integer Types.vtt 2.6KB
│├─59. Using Fixed Size Integer Types.mp4 5.1MB
│├─60. Libraries to Decode PNG Files.srt 14.8KB
│├─60. Libraries to Decode PNG Files.vtt 15.1KB
│├─60. Libraries to Decode PNG Files.mp4 23.1MB
│├─61. Loading External PNG Files.mp4 59MB
│├─61. Loading External PNG Files.srt 46.9KB
│├─61. Loading External PNG Files.vtt 48.4KB
│├─62. Activity Field of View Distortion.mp4 10.8MB
│├─62. Activity Field of View Distortion.srt 6.7KB
│├─62. Activity Field of View Distortion.vtt 7KB
│├─63. Understanding the Angle Increment Distortion.mp4 49.9MB
│├─63. Understanding the Angle Increment Distortion.srt 16.4KB
│├─63. Understanding the Angle Increment Distortion.vtt 17.8KB
│├─64. Coding the Angle Increment Distortion Fix.mp4 15.8MB
│├─64. Coding the Angle Increment Distortion Fix.srt 11.7KB
│├─64. Coding the Angle Increment Distortion Fix.vtt 12.3KB
│├─65. Full Screen Window.mp4 55.2MB
│├─65. Full Screen Window.srt 28.5KB
│├─65. Full Screen Window.vtt 29.6KB
│├─66. Refactoring the Graphics File.mp4 72.7MB
│├─66. Refactoring the Graphics File.srt 50.2KB
│├─66. Refactoring the Graphics File.vtt 51.4KB
│├─67. Drawing Filled Rectangles.srt 3.2KB
│├─67. Drawing Filled Rectangles.vtt 3.3KB
│├─67. Drawing Filled Rectangles.mp4 4.5MB
│├─68. Refactoring the Map File.mp4 38.5MB
│├─68. Refactoring the Map File.srt 23.6KB
│├─68. Refactoring the Map File.vtt 24.3KB
│├─69. Refactoring the Ray and Player File.mp4 35.7MB
│├─69. Refactoring the Ray and Player File.srt 24KB
│├─69. Refactoring the Ray and Player File.vtt 24.6KB
│├─70. The Line Equation.srt 22.5KB
│├─70. The Line Equation.vtt 23.6KB
│├─70. The Line Equation.mp4 52.5MB
│├─71. Rasterizing Lines.srt 28.9KB
│├─71. Rasterizing Lines.vtt 30.4KB
│├─71. Rasterizing Lines.mp4 80.4MB
│├─72. Coding the DDA Line Algorithm.mp4 10MB
│├─72. Coding the DDA Line Algorithm.srt 5.5KB
│├─72. Coding the DDA Line Algorithm.vtt 5.9KB
│├─73. Refactoring the Wall Projection File.mp4 20.4MB
│├─73. Refactoring the Wall Projection File.srt 12.5KB
│├─73. Refactoring the Wall Projection File.vtt 13KB
│├─74. Creating a Type Definition for Color Values.mp4 10.3MB
│├─74. Creating a Type Definition for Color Values.srt 9KB
│├─74. Creating a Type Definition for Color Values.vtt 9.1KB
│├─75. Sending Parameters by Reference.mp4 7.2MB
│├─75. Sending Parameters by Reference.srt 6.5KB
│├─75. Sending Parameters by Reference.vtt 6.7KB
│├─76. Refactoring the Ray-Facing Code.srt 7.3KB
│├─76. Refactoring the Ray-Facing Code.vtt 7.5KB
│├─76. Refactoring the Ray-Facing Code.mp4 15.6MB
│├─77. Wall Texture Color Intensity.mp4 28.2MB
│├─77. Wall Texture Color Intensity.srt 12.4KB
│├─77. Wall Texture Color Intensity.vtt 12.8KB
│├─78. Coding the Texture Color Intensity.mp4 15MB
│├─78. Coding the Texture Color Intensity.srt 8.1KB
│├─78. Coding the Texture Color Intensity.vtt 8.5KB
│├─79. Raycasting Sprites.srt 8.6KB
│├─79. Raycasting Sprites.vtt 9.1KB
│├─79. Raycasting Sprites.mp4 42.8MB
│├─80. Sprite Type Definition.srt 6.4KB
│├─80. Sprite Type Definition.vtt 6.7KB
│├─80. Sprite Type Definition.mp4 26.2MB
│├─81. Coding the Sprite Typedef.mp4 63MB
│├─81. Coding the Sprite Typedef.srt 30KB
│├─81. Coding the Sprite Typedef.vtt 31.2KB
│├─82. Rendering Sprites in the Minimap.mp4 13MB
│├─82. Rendering Sprites in the Minimap.srt 6.8KB
│├─82. Rendering Sprites in the Minimap.vtt 6.9KB
│├─83. Identifying Visible Sprites.mp4 25.8MB
│├─83. Identifying Visible Sprites.srt 7.5KB
│├─83. Identifying Visible Sprites.vtt 8.1KB
│├─84. Coding the Visible Sprites.mp4 27.6MB
│├─84. Coding the Visible Sprites.srt 9.7KB
│├─84. Coding the Visible Sprites.vtt 9.8KB
│├─85. Finding the Sprite Distance.mp4 17.3MB
│├─85. Finding the Sprite Distance.srt 6.9KB
│├─85. Finding the Sprite Distance.vtt 7.3KB
│├─86. Normalizing Player Rotation Angle.mp4 20MB
│├─86. Normalizing Player Rotation Angle.srt 6.4KB
│├─86. Normalizing Player Rotation Angle.vtt 6.5KB
│├─87. Calculating the Sprite Projection Height.mp4 50.1MB
│├─87. Calculating the Sprite Projection Height.srt 18.3KB
│├─87. Calculating the Sprite Projection Height.vtt 19.4KB
│├─88. Calculating the Sprite X Position.mp4 23.5MB
│├─88. Calculating the Sprite X Position.srt 6.6KB
│├─88. Calculating the Sprite X Position.vtt 6.8KB
│├─89. Sprite Rectangle Position in the Screen.mp4 32.5MB
│├─89. Sprite Rectangle Position in the Screen.srt 10.1KB
│├─89. Sprite Rectangle Position in the Screen.vtt 10.8KB
│├─90. Displaying Textured Sprites.srt 19.2KB
│├─90. Displaying Textured Sprites.vtt 19.8KB
│├─90. Displaying Textured Sprites.mp4 57.6MB
│├─91. Activity Sorting Sprites.srt 2.9KB
│├─91. Activity Sorting Sprites.vtt 3.1KB
│├─91. Activity Sorting Sprites.mp4 6.4MB
│├─92. Sorting Sprites by Distance.mp4 22.4MB
│├─92. Sorting Sprites by Distance.srt 6.6KB
│├─92. Sorting Sprites by Distance.vtt 6.9KB
│├─93. Sprites Behind Walls.mp4 35.7MB
│├─93. Sprites Behind Walls.srt 8.5KB
│├─93. Sprites Behind Walls.vtt 8.8KB
│├─94. Fixing the Sprite Fishbowl Distortion.mp4 14.5MB
│├─94. Fixing the Sprite Fishbowl Distortion.srt 4KB
│├─94. Fixing the Sprite Fishbowl Distortion.vtt 4.3KB
│├─95. Concluding our Raycasting Implementation.mp4 24.1MB
│├─95. Concluding our Raycasting Implementation.srt 7.4KB
│├─95. Concluding our Raycasting Implementation.vtt 7.9KB
│├─96. Notes on Look-up Tables.mp4 68.6MB
│├─96. Notes on Look-up Tables.srt 13.3KB
│├─96. Notes on Look-up Tables.vtt 14.3KB
│├─Raycasting Programming with C.txt 2.8KB
│├─code.zip 8.7MB
│├─获取更多精品课程资源.url 120byte
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摘要:随着游戏产业的快速发展,射线投射引擎在游戏开发中的应用越来越广泛。本文从射线投射引擎的基本原理、实现方法、优化策略以及在实际游戏开发中的应用等方面进行详细阐述,旨在为游戏开发者提供有益的参考。
1、基本原理
射线投射引擎是游戏开发中常用的一种技术,其基本原理是通过模拟光线在虚拟世界中的传播,实现对场景的渲染和交互。射线投射引擎的核心是射线,它从摄像机出发,沿着一定的方向传播,与场景中的物体进行碰撞检测,从而实现场景的渲染和交互。
射线投射引擎的基本流程包括:计算射线、射线与场景中的物体进行碰撞检测、根据碰撞结果进行渲染。其中,射线计算是射线投射引擎的基础,它涉及到射线的起始点、方向以及长度等参数的计算。
射线投射引擎的基本原理决定了其在游戏开发中的应用范围,如场景渲染、物理交互、光线追踪等。
2、实现方法
射线投射引擎的实现方法主要包括几何射线投射和光线追踪两种。几何射线投射是通过射线与场景中的几何体进行碰撞检测,从而实现场景的渲染。光线追踪则是通过模拟光线在虚拟世界中的传播,实现对场景的渲染和交互。
几何射线投射的实现方法相对简单,但渲染效果有限。光线追踪可以实现更真实的渲染效果,但计算量较大,对硬件性能要求较高。
在实际应用中,可以根据游戏的需求和硬件性能选择合适的实现方法。例如,在手机游戏中,通常采用几何射线投射;而在PC游戏中,则可以采用光线追踪技术。
3、优化策略
射线投射引擎在游戏开发中应用广泛,但计算量较大,对性能有一定影响。为了提高性能,可以采取以下优化策略:
1)空间分割:将场景中的物体进行空间分割,减少射线与物体的碰撞检测次数。
2)层次细节(LOD):根据物体的距离和重要性,对物体进行层次细节处理,降低渲染复杂度。
3)光线剔除:在光线投射过程中,剔除与摄像机视线无关的光线,减少计算量。
通过以上优化策略,可以有效提高射线投射引擎的性能,满足游戏开发的需求。
4、实际应用
射线投射引擎在游戏开发中的应用非常广泛,以下列举几个典型应用场景:
1)场景渲染:通过射线投射引擎实现场景的渲染,为玩家提供沉浸式的游戏体验。
2)物理交互:利用射线投射引擎实现玩家与场景中物体的交互,如射击、拾取等。
3)光线追踪:通过射线投射引擎实现光线追踪效果,提高游戏画面质量。
4)AI导航:利用射线投射引擎实现AI角色的导航,提高游戏的可玩性。
总结:
射线投射引擎在游戏开发中具有广泛的应用前景。通过对射线投射引擎的基本原理、实现方法、优化策略以及实际应用等方面的阐述,本文为游戏开发者提供了有益的参考。随着技术的不断发展,射线投射引擎在游戏开发中的应用将更加广泛,为玩家带来更加丰富的游戏体验。
本文由nayona.cn整理
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