《游戏设计与实现》电子课件 07 2D Game Technology on Advanced DirectDraw.pptVIP

《游戏设计与实现》电子课件 07 2D Game Technology on Advanced DirectDraw.ppt

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2D Game Technology based on Advanced DirectDraw;Agenda;Double Buffering ;Performing animation with double buffering ;Primary display surfaces may have extra memory per line, causing addressing problems. ;Copying the double buffer line by line ;We can do it by ourselves, although its slow;Surface Dynamics ;The primary surface and back buffer(s). ;;A true complex surface ;Page Flipping;A page flipped animation system ;Using the Blitter ;What is blitter?;Do it by software process!;Considerate transparency ;Transparency Consideration needs more time;Hardware processing provided by DirectDraw;Demo_7_6;这里就涉及到另外2个内容:裁剪和透明处理;clipping ;Why we need clipping?;Similarly we can do it by ourself;Or do it using hardware with help from DirectDraw ;The relationship between the clip list and the blitter ;;Working with Bitmaps ;图像表示;The structure of a .BMP file on disk ;BMP结构;BMP文件头;位图信息;The image data in a .BMP file is sometimes inverted on the y-axis ;RGB四元组;BMP图像显示;Working with Bitmaps ;Offscreen Surfaces;Creating Offscreen Surfaces ;;Blitting offscreen surfaces to the back buffer ;Color Keys ;Transparent blit vs. nontransparent blit ;DirectDraw use color key to represent transparent color;Way 1: before the surface created;Way2 : after the surface created;Destination color keying ;OK, we have done! ;2D map technology;Page Scrolling Engines-页面卷轴引擎 ;Homogeneous Tile Engines-均匀平铺显示引擎 ;Sparse Bitmap Tile Engines -稀疏位图平铺显示引擎 ;Fake 3D Isometric Engines;3D Isometric Engines;There are three ways to approach ISO 3D: ;Order of drawing is important in isometric 3D rendering ;Method 2: Full-Screen-Based, with 2D or 3D Collision Networks ;A fake rendered isometric 3D scene ;A polygon collision geometry overlaid on a fake rendered image ;Method 3: Using Full 3D Math, with a Fixed Camera View ;For more info, please read:;The end

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