文件名称:FirstPersonShooter
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失败请重下,重下不扣分。
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第一人称设计游戏
I used radiosity to render the lightmaps for this demo, and I used multitexturing to apply the lightmaps to the affected surfaces.
All collision detection in this demo is hardcoded. The main flaw in this demo is that there is no map loading. I had to hardcode the map that you see with a couple of boxes.
There is a relatively complicated particle engine used for the M16 ricochet, and there is some dynamic lightmapping used for the shock rifle.-The design of first-person game I used radiosity to render the lightmaps for this demo, and I used multitexturing to apply the lightmaps to the affected surfaces. All collision detection in this demo is hardcoded. The main flaw in this demo is that there is no map loading . I had to hardcode the map that you see with a couple of boxes. There is a relatively complicated particle engine used for the M16 ricochet, and there is some dynamic lightmapping used for the shock rifle.
I used radiosity to render the lightmaps for this demo, and I used multitexturing to apply the lightmaps to the affected surfaces.
All collision detection in this demo is hardcoded. The main flaw in this demo is that there is no map loading. I had to hardcode the map that you see with a couple of boxes.
There is a relatively complicated particle engine used for the M16 ricochet, and there is some dynamic lightmapping used for the shock rifle.-The design of first-person game I used radiosity to render the lightmaps for this demo, and I used multitexturing to apply the lightmaps to the affected surfaces. All collision detection in this demo is hardcoded. The main flaw in this demo is that there is no map loading . I had to hardcode the map that you see with a couple of boxes. There is a relatively complicated particle engine used for the M16 ricochet, and there is some dynamic lightmapping used for the shock rifle.
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下载文件列表
FirstPersonShooter
..................\bitmap.cpp
..................\bitmap.h
..................\FirstPersonShooter.cpp
..................\FirstPersonShooter.dsp
..................\FirstPersonShooter.dsw
..................\FirstPersonShooter.exe
..................\Glext.h
..................\GNU License.txt
..................\laser.wav
..................\Readme.txt
..................\rifle.wav
..................\Sound.cpp
..................\Sound.h
..................\StdAfx.cpp
..................\StdAfx.h
..................\Texture
..................\.......\Font.tga
..................\.......\LightMapBackWall.bmp
..................\.......\LightMapCeiling.bmp
..................\.......\LightMapFloor.bmp
..................\.......\LightMapFrontWall.bmp
..................\.......\LightMapLeftWall.bmp
..................\.......\LightMapRightWall.bmp
..................\.......\m16.bmp
..................\.......\shock_rifle.bmp
..................\.......\shock_rifle_blast.bmp
..................\.......\shock_rifle_blast2.bmp
..................\.......\smoke.bmp
..................\.......\wall.bmp
..................\Wave.cpp
..................\Wave.h
..................\bitmap.cpp
..................\bitmap.h
..................\FirstPersonShooter.cpp
..................\FirstPersonShooter.dsp
..................\FirstPersonShooter.dsw
..................\FirstPersonShooter.exe
..................\Glext.h
..................\GNU License.txt
..................\laser.wav
..................\Readme.txt
..................\rifle.wav
..................\Sound.cpp
..................\Sound.h
..................\StdAfx.cpp
..................\StdAfx.h
..................\Texture
..................\.......\Font.tga
..................\.......\LightMapBackWall.bmp
..................\.......\LightMapCeiling.bmp
..................\.......\LightMapFloor.bmp
..................\.......\LightMapFrontWall.bmp
..................\.......\LightMapLeftWall.bmp
..................\.......\LightMapRightWall.bmp
..................\.......\m16.bmp
..................\.......\shock_rifle.bmp
..................\.......\shock_rifle_blast.bmp
..................\.......\shock_rifle_blast2.bmp
..................\.......\smoke.bmp
..................\.......\wall.bmp
..................\Wave.cpp
..................\Wave.h