programming and realization of 3-dimensional Russia block
Abstract
With the development of 3-dimensional graphics technology, 3 D game can create a more real ,florid and spectacular world, bring the real, intense impingement to
players , computer games are developing to multidimensional, intellectualized, network-relation at present. Therefore many two-dimensional games seem eclipsed compare to the varied and graceful three-dimensional games , if we can change these two-dimensional games to three-dimensional and add more game element, these two-dimensional games maybe become vigorous.
The Russia block is one of most classical early game in the phylogeny of computer game , this game often can be seen on the palm game machine , mobile telephone and computer. However, in the past Russia block games are two-dimensional, and mostly just have two color, black and white。
the goal of this task is to study and research 3D graphics technologies and the knowledge of the DirectX, then to design and realize the game of three-dimensional Russia block, This program has realized the fundamental functions of Russia block, such as moving , transforming , disappearing lines and so on, and create a snowing sense that make the game no longer monotony with a 3D particle system , besides, it use the Vertex Shader technology in process of rendering objects in the game, with this technology, we can produce the vertexes and pixels in our own way, rather then transforming and lighting vertexes in fixed function pipeline which use the fixed method to produce vertexes and pixels and the effect is not what we want。
Keywords: Russia block; Vertex Shader; 3D particle system; Matrix transform
目 录
1 绪论 5
1.1 课题背景及目的 5
1.2 国内外研究状况 6
1.3 论文构成及研究内容 8
2 系统分析 9
2.1 应解决的问题 9
2.2 实现环境与技术 9
2.3 系统性能需求 10
2.4 系统功能需求 10
3 系统设计思想与总体设计 10
3.1 游戏控制设计 10
3.1.1 按键设定 11
3.1.2 视角控制 11
3.1.3 移动及形变控制 11
3.2 程序功能设计 12
3.2.1 方块的构造 12
3.2.2 方块的碰撞检测 15
3.2.3 方块的变形 15
4 图像渲染技术简介 17
4.1 顶点及像素着色器 17
4.1.1 顶点及像素着色器简介 17
4.1.2 顶点及像素着色器的运用 18
4.2 3D粒子系统 20
4.2.1 3D粒子系统介绍 20
4.2.2 3D粒子系统应用 21
5 系统实现 28
5.1 系统基本功能实现 28
5.2 环境映射贴图 30
5.3 飘雪场景实现 31
6 实验结果 32
结论 35
致谢 35
参考文献 36