Game Development Reference
In-Depth Information
Summary
We have delved into some OpenGL code and taken a crash course in 3D rendering,
by exploring the basics of double-buffering, and camera initialization through the im-
portant view and projection matrices. We've used this knowledge to build a basic
scene using primitive shapes, vertices, normals, depth testing, lighting, shading types,
and finally, color. As confusing as they might seem, they all contribute to the building
blocks from which all modern graphical techniques are born.
Finally, we created a simple and colored box, complete with a moveable camera
and basic lighting effects. This will be our essential OpenGL application template go-
ing forward, and hopefully we learned a lot about the fundamentals of 3D graphics,
OpenGL, and FreeGLUT from building it.
In the next chapter, we will begin to integrate our physics engine by creating and ini-
tializing Bullet's core components, and turn our cube into a rigid body which will fall
under the effects of gravity!
Search WWH ::




Custom Search