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1995-06-22
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115 lines
3DGPL Version 1.0
--------------------
GRAPHICS BASE LIBRARY AND TUTORIAL
------------------------------------
FOR GAME PROGRAMMERS
----------------------
Copyright (c) 1995 Sergei Savchenko (savs@cs.mcgill.ca)
Contents:
---------
This package contains ascii files discussing following subjects:
1.txt: Hardware Interfaces: MS-DOS 16/32 bits; MS-WINDOWS 16/32 bits;
X11; NeXTStep.
2.txt: 3D-transformations: rotations; perspective; fixed point math.
3.txt: Clipping: 2-D screen boundaries; 3-D volume.
4.txt: Rasterization: Lines; Ambient polygons; Shaded polygons;
Textured polygons.
It also contains C sources of a portable basis 3-D library compilant under
MS-DOS(WATCOM-C,DJGPP,BORLAND-C),MS-WINDOWS, X-WINDOWS and NeXTStep,
with the following featured: BASIC HARDWARE INTERFACING; 3D-TRANSFORMATIONS;
2D AND VOLUME CLIPPING; RENDERING OF AMBIENT, SHADED AND TEXTURED POLYGONS.
Usage and distribution:
-----------------------
PROVIDED TEXT AND SOURCE CODE CAN NOT BE USED
FOR ANY COMMERCIAL PURPOSES WITHOUT AUTHORIZATION.
BOTH CAN BE FREELY DISTRIBUTED ON THE CONDITION
THAT NO FEE IS CHARGED AND THAT THE ORIGINAL
CONTENTS IS PRESERVED (NO ADDITIONS OR OMISSIONS).
SINCE THIS TEXT AND SOURCE CODE ARE PROVIDED FREE
OF CHARGE THERE IS ABSOLUTELY NO WARRANTY OR CLAIM
AS TO THEIR QUALITY OR FITNESS FOR ANY PARTICULAR
PURPOSE.
History...
----------
So, why did I do it? partly out of frustration with some 3-D books
especially those for game programmers, partly guided by my own
beliefs and experiences how software and educational texts are
supposed to be written.
The library's C code is made pretty much based on the conviction
that things still may and should be made simple yet short and
understandable, so hopefully is this text.
There were few objectives I had when writing later: To avoid having
unanswered questions including those of an as-an-exercise-to-the-reader
kind; To try separate everything into preferably independent topics; and
to, once again, keep things simple to the maximum possible extent.
But in no way, what I finished with, is a complete description of
all method available in 3D graphics, but it is to big extend an
explanation of how the library's code is written, and a guide
to, sometimes, pretty particular solutions, which I believe are
valuable and suitable for programming of 3-D games.
How to use the library?
-----------------------
The library's code is organized in several directories:
/CLIPPER /HARDWARE /TRANS /ENGINE /GRAPHICS /DEMO
there's just one example source provided in the /DEMO directory
together with few scripts which you might want to modify depending
on the system and compiler you are using. You would also have to
make sure particular hardware interface source is moved up into
/HARDWARE directory from one of it's sub directories which are
named after each supported system.
Future...
---------
By looking at the contents you have already noticed that covered is but
a fraction of what is supposed to be covered. I may be tempted to continue
only if there's sufficient enthusiasm and response to the present text. So
if you are appreciative enough of my time and efforts please feel free
proposing me co-authorship of a book, OR buying me new 20" monitor,
OR red sports car, OR electing me to your company's board, OR SENDING
ME FAT CHEQUE OR MONEY ORDER, OR just a post card. In any case, for
any comments or inquires you may find me at:
Sergei Savchenko
4750 Dupuis #302
Montreal PQ H3W-1N3 Canada
(514)-284-4908
(514)-344-0061
savs@cs.mcgill.ca
http:://www.cs.mcgill.ca/~savs
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