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文件名称: Adobe Flash 11 Stage3D (Molehill) Game Programming Beginner
  所属分类: Actionscript
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  文件大小: 4mb
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  上传时间: 2012-07-23
  提 供 者: zzz26******
 详细说明: What this book covers Chapter 1, Let's Make a Game Using Molehill! In this chapter, we talk about what Stage3D (Molehill) is, what it can do, and the basic terminology you need to know when dealing with 3D games. Chapter 2, Blueprint of a Molehill. In this chapter, we compare the differences between old-fashioned Flash games and the new way of doing things, along with a description of the major classes we will be working with and the structure of a typical Stage3D game. Chapter 3, Fire up the Engines. In this chapter, we take th e first step by setting up our tools and programming the initializations for our game. The result is a demo that gets Stage3D to animate a simple 3D mesh. Chapter 4, Basic Shaders: I can see Something! In this chapter, we learn about programming shaders using AGAL and adding text to the display. The result is an upgraded demo with four different animated shaders. Chapter 5, Building a 3D World. In this chapter, we create a way to fill the game world with complex 3D models by programming a mesh data file parser. The result is a game demo complete with high-poly spaceships and terrain instead of simple textured squares. Chapter 6, Textures: Making Things Look Pretty. In this chapter, we upgrade our game demo to include a keyboard input and special render modes that allow us to draw special effects such as transparent meshes, explosions, and more. The result is a demo that highlights these many new effects. Chapter 7, Timers, Inputs, and Entities: Gameplay Goodness! In this chapter, we program a timer and generic game entity class. In addition, we upgrade the GUI with a heads-up-display overlay and add a chase camera. The result is a demo with a spaceship that can fly around in an asteroid field that looks more like a real video game. Chapter 8, Eye-Candy Aplenty! In this chapter, we program a highly optimized GPU particle system for use in special effects. All geometry is rendered in large, reusable batches. The result is a game demo that is able to render hundreds of thousands of particles at 60fps. Chapter 9, A World Filled with Action. In this chapter, we upgrade our game engine to include simple game actor artificial intelligence, collision detection, and a map parsing mechanism to allow for easy world creation. The result is a fully functional engine ready for use in a real game. This material is copyright and is licensed for the sole use by REKHA NADENDLA on 2nd December 2011 375 N STEPHANIE ST SUITE 1411, HENDERSON, 89014 Preface [ 3 ] Chapter 10, 3... 2... 1... ACTION! In this chapter, we add the final touches to our game project such as a title screen, dealing with the score, damage and game over events, music and sound, and much more. The final result of our efforts is a fully playable 3D shooter game filled with action! Appendix A, AGAL Operand Reference. This appendix provides operand references that have been used in this book. Appendix B, Pop Quiz Answers. In this section, we provide answers to the pop quiz. ...展开收缩
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