Thread View: rec.games.programmer
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Started by Conrad W Taylor
Sun, 09 Aug 1992 06:14
Graphics Packages For Game Design
Author: Conrad W Taylor
Date: Sun, 09 Aug 1992 06:14
Date: Sun, 09 Aug 1992 06:14
288 lines
13135 bytes
13135 bytes
From demented+@operations.cis.pitt.edu Thu Jul 16 12:35:22 1992
Subject: Re: Graphics packages for game design...?
Organization: University of Pittsburgh
you might be interested in fastgraph. It should be available for
ftp from any Simtel-20 mirror. try the msdos graphics directory for
3 files called something like fgraph1.zip fgraph2.zip fgraphdemo.
It is a shareware version called fastgraph light. In the light version
a TSR driver must be ran before the main program but registering for the
From young@eniac.seas.upenn.edu Fri Jul 17 12:04:01 1992
Subject: graphics for game designs
hi conrad,
i don't have any information except maybe a package that allows
you to save in *.bmp format. i've seen various games that used
them. i am also in search of a graphics package and so far,
haven't done enough research yet, i am looking at
Micrographix Windows Draw $100
AutoDesk AutoSketch 3.0 $140
AutoDesk 3D Studio $???
AutoDesk Animator $150
Mathematica Tempra Pro $350
well, that's the list so far. the prices may be incorrect because
i don't have the exact ones handy. i'm going to go to CompUsa this
weekend to check about the prices and read the boxes. i'll email
more information if it comes along.
i'd appreciate it if you could pass on any info you get from others.
you can send email to
young@eniac.seas.upenn.edu
thanks
you might consider posting a synopsis later as others are interested.
have you considered subscribing to the comp...games.programming or
something like that. they talk regularly about making games. any
games including board games, etc.
good luck
later
young
From WMK101@PSUVM.PSU.EDU Wed Jul 15 07:41:10 1992
Subject: Re: Book on Assembly...?
How about Tom Swan's 'Mastering Turbo Assembler'. It's a really good
start. It teaches you all the basics.
- Bill K.
-------------------------------------------------------------------------
Bill Kratzer
wkratzer@cs.psu.edu WMK101@PSUVM
kratzer@gauss.math.psu.edu WMK101@psuvm.psu.edu
From drm26912 Sat Jul 18 23:05:42 1992
Received: by uxa.cso.uiuc.edu id AA24397
(5.65c/IDA-1.4.4 for cwt26780); Sat, 18 Jul 1992 23:05:41 -0500
Date: Sat, 18 Jul 1992 23:05:41 -0500
From: Nyarlathotep <drm26912>
Message-Id: <199207190405.AA24397@uxa.cso.uiuc.edu>
To: cwt26780
Status: RO
Hi Conrad,
Check this shit out!
I found this on princeton.edu in
/pub/Graphics/GraphicsGems/Gems/src
it's an archive of c functions useful for graphics.
some look very interesting......at the end of this file is a
description of most of the functis there. There are more there,
but i haven't checked them out yet.
-Dan
[This archive last updated Wed Dec 12 20:45:32 EST 1990]
This directory contains the most up-to-date source to all of the Graphics
Gems. All known bugs fixes have been applied, and a number of formatting
problems have be fixed.
Many of the files have been renamed to accomodate those of you who work
on systems that require file names less than 15 characters in length.
In addition, those gems that consist of more than one source file have
been split off into their own subdirectories.
The files Part??.Z are compressed "shar" files that collectively contain
all of the gems. To unpack them, you will need "uncompress" and the UN*X
shell "sh".
Gems.zoo is a "zoo" archive containing all of the gems. To unpack,
you will need the "zoo" utility.
Makefiles are provided that create stand-alone programs, many object
files, and "gemlib.a". This Graphics Gem Library is created for
compilation-testing only, and is not intended to be a usable library
(although it may become so in the future). Indeed, many of the Gems
will not compile or run properly without additional source code.
See the Makefile for more details.
Craig Kolb
16 Aug 1990
----
Each Gem is made available on an as-is basis; although considerable effort
has been expended to check the programs as originally designed and their
release in electronic form, neither the authors nor the publisher make any
guarantee or warrantee as to the correctness of any of these programs or
algorithms.
The authors and the publisher hold no copyright on any of these files; this
source code is public domain, and is freely available to the entire
computer graphics community for study, use, and modification. We do
request that the comment at the top of each file, identifying the
original author and its original publication in the book Graphics
Gems, be retained in all programs that use these files.
Additional submissions (bug fixes, skeleton programs, auxiliary routines,
etc.) may be directed to the site administrator, Craig Kolb (kolb@yale.edu).
He will determine on a case-by-case basis if a particular submission should
be included in this archive. If accepted, these routines will be made
available in a companion directory.
The table below gives the correspondence between each source
file in this directory and the name of the Gem it implements.
Each implementation illustrates one way to realize the
techniques described by the accompanying Gem in the book.
The files here contain only the source code for that
realization. For a more complete description of the
algorithms and their applications see the Gems of the same
name in the first 11 Chapters of the book.
---------- header files ----------
GraphicsGems.h / Graphics Gems C Header File
---------- C code ----------
2DClip / Two-Dimensional Clipping:
A Vector-Based Approach
AALines / Rendering Anti-Aliased Lines
AAPolyScan.c / Fast Anti-Aliasing Polygon
Scan Conversion
Albers.c / Albers Equal-Area Conic Map
Projection
BinRec.c / Recording Animation in Binary Order
For Progressive Temporal Refinement
BoundSphere.c / An Efficient Bounding Sphere
BoxSphere.c / A Simple Method for Box-Sphere
Intersection Checking
CircleRect.c / Fast Circle-Rectangle Intersection
Checking
ConcaveScan.c / Concave Polygon Scan Conversion
DigitalLine.c / Digital Line Drawing
Dissolve.c / A Digital "Dissolve" Effect
DoubleLine.c / Symmetric Double Step Line Algorithm
FastJitter.c / Efficient Generation of Sampling
Jitter Using Look-up Tables
FitCurves.c / An Algorithm for Automatically
Fitting Digitized Curves
FixedTrig.c / Fixed-Point Trigonometry with
CORDIC Iterations
Forms.c / Forms, Vectors, and Transforms
GGVecLib.c / 2D And 3D Vector C Library
HSLtoRGB.c / A Fast HSL-to-RGB Transform
Hash3D.c / 3D Grid Hashing Function
HypotApprox.c / A Fast Approximation to
the Hypotenuse
Interleave.c / Bit Interleaving for Quad-
or Octrees
Label.c / Nice Numbers for Graph Labels
LineEdge.c / Fast Line-Edge Intersections On
A Uniform Grid
MatrixInvert.c / Matrix Inversion
MatrixOrtho.c / Matrix Orthogonalization
MatrixPost.c / Efficient Post-Concatenation of
Transformation Matrices
Median.c / Median Finding on a 3x3 Grid
NearestPoint.c / Solving the
Nearest-Point-On-Curve Problem
and
A Bezier Curve-Based Root-Finder
OrderDither.c / Ordered Dithering
PixelInteger.c / Proper Treatment of Pixels
As Integers
PntOnLine.c / A Fast 2D Point-On-Line Test
PolyScan / Generic Convex Polygon
Scan Conversion and Clipping
Quaternions.c / Using Quaternions for Coding
3D Transformations
RGBTo4Bits.c / Mapping RGB Triples Onto Four Bits
RayBox.c / Fast Ray-Box Intersection
RayPolygon.c / An Efficient Ray-Polygon
Intersection
Roots3And4.c / Cubic and Quartic Roots
SeedFill.c / A Seed Fill Algorithm
SquareRoot.c / A High-Speed, Low-Precision
Square Root
Sturm / Using Sturm Sequences to Bracket
Real Roots of Polynomial Equations
TransBox.c / Transforming Axis-Aligned
Bounding Boxes
TriPoints.c / Generating Random Points
In Triangles
ViewTrans.c / 3D Viewing and Rotation Using
Orthonormal Bases
From mrmach@mtu.edu Wed Jul 29 17:26:35 1992
Subject: DPaint II
> I was wondering, has anyone used a graphics package called DPaint II?
>If so, could you please critique this graphics package in regards to designing
>a game. For example, was it easy to link this graphics package to C++ and
>assembler code?, was the 3D graphics capabilities of this package good enough
>to use in the design of a game?, and etc.
I used Deluxe Paint III on my Amiga when I was playing around with writing
a game, but I don't know what you mean by linking with it from C++. I assume
you want to use a graphics package to design the game graphics. If I remember
correctly, the only difference between DPaint II and III is that III has the
animation routines, which I didn't even use. I don't think that you really
need to worry about what the graphics package that you design with is, but
rather finding a tool that will generate the file format that your graphics
images are saved in to C code. There are a number of utilities that do this
for the 'IFF' files saved by Dpaint on the Amiga, but since I'm unsure of
what platform you're working on, I don't know what you may find available.
In terms of how nice the program is to work with, I would strongly
recommend the DPaint packages.
--
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mark R. Mach <mrmach@mtu.edu>,
Technical Consultant,
Center for Computer-assisted Language Instruction
Work: Home:
Michigan Technological University, 1005 E 6TH AVE,
Houghton, MI 49931 Houghton, MI 49931
(906)487-2447 (906)482-6243
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
From: antone@toadflax.cs.ucdavis.edu (George Antone)
Subject: Re: Game Programmer Library
In article <3047@bcstec.ca.boeing.com> hall@bcstec.ca.boeing.com (Robert J. Hall) writes:
>Something I'd like to see is a portable software library just for
>writing games. All the fast graphics routines needed for game
>programming could be written in assembly on each platform, then
>given a common set of calls. It could include a sound library,
>intelligent parser, graphics converter, etc. If it was done well,
>I would think this would greatly speed up cross-platform porting,
>as well as lowering the cost of software development. What do
>you think?
>--
>
> Bob Hall - Systems Analyst, Boeing Computer Services
This sounds similar to a product called rufos put out by Rokroot
software/hardware in Seattle, WA. Rufos is essentially a set of
object libraries for a given computer type. The code is pure
assembly, and can be accessed through standard assembly labels
and/or C procedures. The functions include custom systems for
everything from menu, parser, full screen editor, to graphics/
animation, and music. The product is currently sold for the
Amiga, and is under development for the PC (DOS) platform.
For more info, call (206) 722-6258.
------------------------------ EOF --------------------------------------------
Well, I would like to thank everyone who have posted to rec.games.programmer an
e-mailed me in regards to my earlier post concerning graphics packages and any-
thing that would be useful for game prgrammer in general.
Thanks again,
Conrad
ps: My e-mail is ctaylor@ncsa.uiuc.edu or
ctaylor@silver.lcs.mit.edu.
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