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However, if you understand the code in the earlier program named StringArt03 and you understand the code in the program named GM01test08 that I explained earlier in this module, you should have no difficultyunderstanding the code in the program named StringArt04 . Therefore, I won't explain the code in this program. A screen shot of the program in actionis shown in Figure 4 . A complete listing of the program is provided in Listing 34 .

Visual output

When viewing the output, remember that the program executes the rotations around the axes sequentially in the following order:

  • z-axis
  • x-axis
  • y-axis

Homework assignment

The homework assignment for this module was to study the Kjell tutorial through Chapter6 - Scaling and Unit Vectors .

The homework assignment for the next module is to study the Kjell tutorial through Chapter 10, Angle between 3D Vectors .

In addition to studying the Kjell material, you should read at least the next two modules in this collection and bring your questions about that material tothe next classroom session.

Finally, you should have begun studying the physics material at the beginning of the semester and you should continue studying one physics moduleper week thereafter. You should also feel free to bring your questions about that material to the classroom for discussion.

Run the programs

I encourage you to copy the code from Listing 30 through Listing 34 . Compile the code and execute it in conjunction with the game-math library named GM01 provided in Listing 30 . Experiment with the code, making changes, and observing the results of your changes. Make certain that youcan explain why your changes behave as they do.

Summary

In this module, you learned how to write your first interactive 3D game using the game-math library named GM01 . You also learned how to write a Java program that simulates flocking behavior such as that exhibited by birds andfish and you learned how to incorporate that behavior into the game. Finally, you examined three other programs that illustrate various aspects of both 2D and3D animation using the game-math library.

What's next?

In the next module, you will learn the fundamentals of the vector dot product in both 2D and 3D. You will learn how to update the game-math library to supportvarious aspects of the vector dot product, and you will learn how to write 2D and 3D programs that use the vector dot product methods in the game-mathlibrary.

Miscellaneous

This section contains a variety of miscellaneous information.

Housekeeping material
  • Module name: GAME 2302-0140: Our First 3D Game Program
  • File: Game0140.htm
  • Published: 10/20/12
  • Revised: 02/01/16
Disclaimers:

Financial : Although the Connexions site makes it possible for you to download a PDF file for thismodule at no charge, and also makes it possible for you to purchase a pre-printed version of the PDF file, you should beaware that some of the HTML elements in this module may not translate well into PDF.

I also want you to know that, I receive no financial compensation from the Connexions website even if you purchase the PDF version of the module.

In the past, unknown individuals have copied my modules from cnx.org, converted them to Kindle books, and placed them for sale on Amazon.com showing me as the author. Ineither receive compensation for those sales nor do I know who does receive compensation. If you purchase such a book, please beaware that it is a copy of a module that is freely available on cnx.org and that it was made and published withoutmy prior knowledge.

Affiliation : I am a professor of Computer Information Technology at Austin Community College in Austin, TX.

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Source:  OpenStax, Game 2302 - mathematical applications for game development. OpenStax CNX. Jan 09, 2016 Download for free at https://legacy.cnx.org/content/col11450/1.33
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