Book Image

OGRE 3D 1.7 Beginner's Guide

Book Image

OGRE 3D 1.7 Beginner's Guide

Overview of this book

Want to make your own 3D applications, simulations, and games? OGRE 3D, an open source Object-Oriented 3D Graphics Rendering Engine written in C++, which can be utilized to create a variety of 3D applications and is commonly used in game creation, can help you to do so! OGRE 3D 1.7 Beginner's Guide, based on the latest version 1.7, makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more!OGRE 3D 1.7 Beginner's Guide will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.In this book you will start with how to download and configure OGRE 3D, then create your first example scene. With the help of this sample scene, you will be introduced to several related topics each of which will be explained through several other examples and by do-it-yourself tasks. After each example there is a section that explains the theory behind the technique used for deeper understanding. You will also use what you learned in one example in another example and repeat each technique several times while learning new ones at the same time to strengthen the topics learned. Within no time you will master the art of game creation. Imagine how great you will feel when all your friends are playing the great-looking games you've created with OGRE 3D and this book.
Table of Contents (17 chapters)
Ogre 3D 1.7
Credits
About the Author
About the Reviewers
Preface
Index

Preface

Creating 3D scenes and worlds is an interesting and challenging problem, but the results are hugely rewarding and the process to get there can be a lot of fun. This book is going to show you how you can create your own scenes and worlds with the help of Ogre 3D. Ogre 3D is one of the biggest open source 3D render engines and enables its users to create and interact freely with their scenes.

This book can't show all the details about Ogre 3D but rather provide a solid introduction with which you, as a reader, can start using Ogre 3D by yourself. After finishing the book, you will be able to use the documentation and the wiki to look up for the needed information and complex techniques, which aren't covered in this book.

What this book covers

Chapter 1, Installing Ogre 3D, shows how to get and configure Ogre 3D. We also create our first scene and start learning the internals of Ogre 3D

Chapter 2, The Ogre Scene Graph, introduces us to the concept of a scene graph and how it is used for describing 3D scenes

Chapter 3, Camera, Light, and Shadow, adds lights and shadows to our scene and also experiments with different camera settings

Chapter 4, Getting User Input and using the Frame Listener, adds interactivity to our application using user input

Chapter 5, Animating Models with Ogre 3D, will enhance our scene using animations to add more interactivity and realism

Chapter 6, Scene Managers, will introduce us to different concepts for organizing 3D scenes and what implication these choices will have

Chapter 7, Materials with Ogre 3D, will show us how to add a new level of detail and flexibility to our application using materials and shaders.

Chapter 8, The Compositor Framework, will show us how to add post processing effects to change the look of our complete scene with the knowledge about materials

Chapter 9, The Ogre 3D Startup Sequence, shows us how we can use Ogre 3D without the help of an ExampleApplication we had used previously

Chapter 10, Particle Systems and Extending Ogre 3D, gives an introduction to some more advanced techniques and perspectives that can be done with Ogre 3D

What you need for this book

You need a solid understanding of C++ and how to create applications using C++ for this book. Of course, you need a compiler to compile the example applications. This book uses Visual Studio as a reference, but any other compiler will also do. Your computer should have a graphic card with 3D capabilities. It would be best if the graphic card supports DirectX 9.0 because Ogre 3D is an open source software and we will download it in Chapter 1. So there is no need for you to have Ogre 3D already installed on your computer.

Who this book is for

If you ever wanted to develop 3D application with Ogre 3D, this example-driven book will enable you to do so. Understanding of C++ is needed to follow the examples in the book.

This book is an example-driven introduction to Ogre 3D. Each example shows some new features and you learn step-by-step to create complex scenes with different effects using Ogre 3D. After several examples discussing one topic, there is a do-it-yourself part where you will be challenged to solve problems on your own.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text are shown as follows: "Delete all the old code in createScene(), except for the plane-related code."

A block of code is set as follows:

void MyFragmentShader2(float2 uv : TEXCOORD0,
out float4 color : COLOR,
uniform sampler2D texture)

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "Press Ok and start the Application. "

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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Downloading the example code for this book

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Note

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