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The mini framework provides basic and overrides common framework functionality, and provides simple means to import geometry for skinned mesh including animation, bump mapping , gravity (terrain following), collision response (wall slide),XInput response.
The mini framework performs a similar function as Microsoft’s DXUT framework, or library, as it allows to easily load and render geometry, as well as occlusion checking using draw predicate by automatically creating bounding geometry for instanced meshes, and using that as the predicate for the occlusion check, also the automatic checking of geometry against the viewing frustum, to exclude geometry from the rendering pipeline if not in partial or full view. It will also handle clip checking for meshes that are further from the camera than a specified radius to be excluded from the rendering pipeline. The controller mouse and keyboard input is also handled and automatically processed as FPS type input, so the camera translates on an X-Z plane, and the pitch and yaw is determined by the mouse or right analogue stick (free look).
The mini framework source code is freely available from GitHub and all future demonstration will use and build on this mini framework.
Previous Demonstration: [http://alwyndippenaar.blogspot.com/2011/11/mouselook-controller-and-keyboard-input.html]
Related Demonstrations
Source Code: CollisionDetectionGravity+other
The mini framework is implemented and used from the CollisionDetectionGravity project demonstration and onwards.
In this document the functions will be explained as they are encountered in the header and implementation.
The main window initialisation (alFrmTest.cpp) has not changed since previous deomonstrations so will not be discussed for this and future demonstrations.
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