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        Yet Another Pacman 3D Adventures
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1.     CHAPTER 1  INTRODUCTION 7    3  Basic Physics  Collision Detection  Rigid Body    e Controllers allow you to easily organize derived values between    objects    e Includes bindings for multiple 3rd party collision   physics sys   tems  ODE  Novodex  and Tokamak     4  Lighting  Per vertex  Per pixel  Lightmapping     e Can have an unlimited number of lights in the scene     e Supported through vertex and fragment programs   5  Shadows  Shadow Mapping  Shadow Volume    e Techniques supported  modulative and additive stencils  modu     lative projective   e Multiple stencil shadow optimizations     e Texture shadows fade out at far distance     6  Texturing  e Basic  Multi texturing  Bumpmapping  Mipmapping  Volumet   ric     e Supports PNG  JPEG  TGA  BMP and DDS image file formats     7  Supports High Level and Low Level Shaders  both Vertex and Pixel    e Supports vertex and fragment programs  shaders   both low level  programs written in assembler  and high level programs written  in Cg or DirectX9 HLSL  and provides automatic support for    many commonly bound constant parameters     e Supports GLSL    8  Scene Management  General  BSP  Octrees  Occlusion Culling  LOD    CHAPTER 1  INTRODUCTION 8    e Quite customizable  flexible scene management     e Hierarchical scene graph and scene querying features   9  Animation  amp  Meshes    e Inverse Kinematics  Skeletal Animation  Animation Blending    e Mesh Loading  Skinning  Progressive  10  Surfaces  amp  Curves   e Sp
2.   there are pellets  and their extension     power  pills  that are parallel in the hierarchy to the maze cells  The reason for this  is the use of static geometry for the stationary scene elements to improve  performance  static geometry is preprocessed once and then bunched up  to be fed to the GPU in batches efficiently   Animated pieces cannot be  grouped along with static geometry  so they require a separate hierarchy of  scene nodes  Next  there are ghosts and pacmen  There could be more than  one of each   even pacman  the way the game was redesigned  but the actual  multiplayer game play was not implemented at the time of this writing    The CGameEnv came from the original game  r0d06   which is primarily    responsible for loading and parsing the map files because we kept the same    12    CHAPTER 2  DESIGN AND IMPLEMENTATION          uvoyeaddya  duex3oe y     aua snauwelJ9 duiex3oe    juauo a   lt  lt apadA  gt  gt           ewean   Nia    Aquaaze Wo    Mana ajepdy  apo pepeded    Figure 2 1  YAP3DAD High Level Class Diagram     CHAPTER 2  DESIGN AND IMPLEMENTATION 13               Ghost Node    Figure 2 2  OGRE Scene Division Hierarchy    map file format  so any maps developed for the original game would work    in our variant     2 2 1 OGRE Tools    A typical OGRE program is structured using an SceneManager  Entity   and SceneNode basis system classes  Everything in the scene is control  by the SceneManager  it is possible to have multiple scene managers that  man
3.  projects pacmacro    mathyou  Multiplayer Pacman  SourceForge net  2003 2006    Pp    ttp   sourceforge net projects mpac    mbabuskov  Njam  SourceForge net  2003 2006     sourceforge net projects njam    r0dy  Pacman  based on Grid Crazy code  Lesson    21   http   nehe gamedev net  2006  http   nehe   amedev  net data downloads download asp letter P    http   nehe  gamedev net counter asp file data     09         downloads P pacman zip    sasax  Phoenix PacMan  SourceForge net  2001 2006     sourceforge net projects phoenixpacman    Richard Stallman  Roland McGrath  Paul Smith  and the  GNU Project  GNU Make  Free Software Foundation  Inc       online   1997 2006  http    www gnu org software make     subtil  Pacman Arena  SourceForge net  2003 2006     sourceforge net projects pacmanarena    BIBLIOGRAPHY 28     The07  The OGRE Team  Object oriented graphics rendering engine  OGRE   online   2000 2007  http   www ogre3d org    Vt05  Various Contributors and the GNU Project  GNU Compiler    Collection  GCC   Free Software Foundation  Inc   1988 2005     http   gcc gnu org onlinedocs gcc     
4. arX1iv 0910 4854v1  cs GR  26 Oct 2009    Yet Another Pacman 3D  Adventures    Serguei A  Mokhov    mokhov cse concordia ca    Yingying She    yy_she cse concordia ca    Concordia University  Montreal  Quebec  Canada  December 11  2006    Contents    1 Introduction    TA PUT ieg a oie oe e Tes Hae ke A Sk woe i de a R    1 2 Beneficiaries  o o cu 0 000 200 000 eee  1 3    Challentes s  lt p e a e ee ek eR BE e    1 4 Tools and Techniques                            1 4 1  1 4 2  1 4 3  1 4 4  1 4 5  1 4 6    Subversion                            GNU Make                           DEP x he  e EA A eo WA    Microsoft Visual C   2003 NET              KDevelop s sap sa ros da eee Be eR eA    Design and Implementation    2 1 Approach    6 8254 saw nate cuias katea a ee  2 2 Methodology                                2 2 1  2 2 2  2 2 3    OGRE Tools ev  iia SE RR ER ROR eR eG  GameLogic                            Modular Design  wA Wa Ken    Mini User Manual    39 1  Pr  requisites   6  2 000 ee eee a eB h a a e    CONTENTS    3 2 Compilations s sacs as sa oa e     3 2 1 Windows XP                            B22  LX esanek esra a a eae OR A wee   3 3 UserManual                                4 Future Work  4i     TODO Mems zere ta Sek a Gok ela Bh Rh ee aK  AN WY  aa bea  eee poea eRe ee  AN 2 What  osea PAR ee YS ee a ww E    5 Conclusion    li    List of Figures    2 1  2 2  2 3    3 1  3 2  3 3  3 4  3 9    YAP3DAD High Level Class Diagram                 OGRE Scene Division Hie
5. ckwise  e Right Arrow  Rotate camera clockwise  e W or Up  Forward  e S or Down  Backward  e A  Step left  e D  Step right  e PgUp  Move upwards  e PgDown  Move downwards  e F  Toggle frame rate stats on off  e R  Render mode  e T  Cycle texture filtering as bilinear  trilinear  or anisotropic    e P  Toggle on off display of camera position   orientation    CHAPTER 3  MINI USER MANUAL 20    E OGRE Render Window       Figure 3 3  Help Overlay    e L  Fish swim turn on off    3  User Manual Panel  Pacman Control    The control over Pacman moving along the maze is using the  2    4       6    8  keys in number pad     e 2  Pacman goes south  e 4  Pacman goes west  e 6  Pacman goes east    e 8  Pacman goes North    4  FPS Info Panel    CHAPTER 3  MINI USER MANUAL 21    W OGRE Render Window       Figure 3 4  FPS  and other stats  Overlay    If you press F  the FPS panel will show on the down left side of the  rendering window  The FPS panel show information about Current  FPS  Average FPS  Worst FPS  Best FPS  Triangle Counts     CHAPTER 3  MINI USER MANUAL 22    OGRE Render Window          Figure 3 5  FPS  and other stats  Overlay in Game Action of Burning  Ghosts  Linux     Chapter 4    Future Work    This chapter summarizes the TODO Wishlist items for the nezt few itera     tions of the project     4 1 TODO Items    1  Visual  e Pixel and vertex shaders to achieve realistic lighting effects  other  than the Phong lighting      e Landscape rendering  Instead of drawing walls ba
6. cman Game  SourceForge net     2004 2006  http   sourceforge net projects mpacman    Brian Berliner  david d    zoo    zuhn  Jeff Polk  Larry Jones   Derek R  Price  Mark D  Baushke  and other authors  Con     current Versions System  CVS   Free Software Foundation     Inc   1989 2005  http    www nongnu org cvs   benrigas  Pacman game for the Sharp Zaurus  Source     Forge net  2003 2006  http   sourceforge net projects     zauruspacman    cbrianso and olerida  PANP   PANP is Not Pacman  is Net    Pacman  SourceForge net  2003 2006  http   sourceforge   net projects panp    CollabNet  Inc  Subversion  SVN    online   2006 2007     subversion tigris org     dannyxyz22  Winter PacMan  SourceForge net  2006     sourceforge net projects pacwinter    dforever and richy2k  Pacman Tag  SourceForge net  2006     http   sourceforge net projects pacman tag    26    BIBLIOGRAPHY 27     fm06      gp06      ise06     kar06     lum06        mat06       mba06      r0d06      sas06      SMSt06      sub06     firelord84 and mike_emery  PacMan X  SourceForge net  2002     2006  http    sourceforge net projects pacmanx    gubug and phneutre  Mango Quest  SourceForge net  2001     2006  http    sourceforge net projects mangoquest    iseeall  Smart Pacman  SourceForge net  2006  http       sourceforge net projects smartpacman    karlnapf_ger  Pacman  Arena  SourceForge net  2003 2006     ttp   sourceforge net projects pma    lumy  PacMacro  SourceForge net  2004 2006  http       sourceforge  net
7. developers to either aid us or pick up the development effort in var     ious areas     1 3 2 What approaches have others tried     Here we go over other existing open source projects that attempt several  approaches  but not necessarily complete the actual implementation  and  their main features  which we may use as a source of ideas or features for    our own implementation     e    Pacman Arena is a Pacman clone in full 3D with a few sur     prises  Rockets  bombs and explosions abound        e    PANP is a new generation of the known game Pacman offering  a 3D graphic interface  it provides 4 different views of game  The most  outstanding feature is the possibility of playing net games against other    players  It require OpenGL support        e    A multiplayer team based Pacman  bbc 06  game with exciting  fast     paced action        e    Smart Pacman  ise06   Take pacman s or ghosts    side in the challenge   Ghosts are controlled in the same way as units in an RTS game  You    can play with Al or with a friend on a single keyboard        e    Pacman Tag  dr06   The playground game of    t    or    tag    combined  with the arcade game    Pacman     One player is    it    and has to tag  another player to stop their counter from ticking up  Whoever has    been it for the least amount of time by the end of the game wins        e    PacMan X is a fully featured PacMan implementation        CHAPTER 1  INTRODUCTION 9    e    Pacman for Sharp Zaurus  ben06  is a multi boa
8. ipulate the scene nodes depending on some optimization techniques de   pending on what you are trying to render as a terrain  environment  etc  e g   BSPSceneManager   Every movable object in the scene is an Entity  Every  object in the scene is a SceneNode placed in the scene hierarchy  tree   Our  own class hierarchy presented above followed more or less similar structure  when wrapping around OGRE primitives    In addition  this YAP3DAD uses scripting based texture  particles  2D  menu rendering system from OGRE  For animation  the project uses mesh    based skeleton animation supported by OGRE     2 2 2 Game Logic    One of a particularly hard issues was to adapt the original game logic to    the new mindset of events and API  after learning it  A fun element is also    CHAPTER 2  DESIGN AND IMPLEMENTATION 14    72 TO    Tl  Figure 2 3  States of a Robot Ghost    important here when trying out new things  and so it   s not too boring while  playing or even testing    The game logic of original Pacman game is straightforward and simple   In order to make it more interesting  game logic design is another important  design part we concentrated on this project    YAP3DAD uses a Finite State Machine in here  For example  robot    ghosts have three states and three transitions in the game  as in Figure 2 2 2    e SO  Robot Ghost is walking randomly in Maze  e S1  Robot Ghost meets the Pacman   e S2  Robot Ghost dies   e TO  Robot Ghost transitions from SO to S1   e T1  Robot Gh
9. isting code and libraries into frameworks  so modules can be easily replaced if needed or new ones eas   ily added  This includes game logic engines  shading subsystem  net     working multiplayer subsystem  presentation subsystem  control    10    CHAPTER 2  DESIGN AND IMPLEMENTATION 11    subsystem     e Implementation integration of the new lighting models through vertex    and pixel shaders     e Porting all subsystems to the Linux Windows MacOS as re   quired  The implementation should never be one specific OS centric    to increase the user base     The YAP3DAD project followed the more or less traditional OO paradigm  to re engineer the original game  The summary of the classes produced as  a result is in Figure This also represents the architecture and model  hierarchy of the project    The classes like PacExampleFrameListener and PacExampleApplication  follow a typical application design that most of the OGRE applications do   They define initialization of the camera  response to the input events and  time events  which are further used in the key frame animation     CMazeEntity represents just about any entity in the maze map     walls   pellets  power pills  ghosts  and the pacmen  and other entities alike that  can be fit onto a typical grid  It has position  abstract API of draw     animate    and the like  which the derivatives override as the need  A  CMaze consists of a collection of cells  depicted by walls  CWall  zero to up  to 4   a floor tile CFloor  Then
10. lines  Biquadric Bezier patches for curved surfaces  11  Special Effects    e Environment Mapping  Lens Flares  Billboarding  Particle Sys   tem  Motion Blur  Sky  Water  Fog    12  Rendering  Fixed function  Render to Texture  Fonts  GUI    e Scriptable multipass rendering  Material LOD   e Supports the complete range of fixed function operations  e Support for multiple material techniques   e Transparent objects automatically managed    e Font system  TrueType fonts and precreated textures    2D GUI System with Buttons  Lists  Edit boxes  Scrollbars  etc     The website of OGRE is  http   www  ogre3d org     1 4 2 Subversion    Subversion  Col07  is a version control tool for the source code and docu   mentation repository  Similarly  to CVS  BddzzP  05   it keeps revisions of  files and directories in the tree directory structure saving only modifications    from the previous revision of a given file  It allows revert to any previous    CHAPTER 1  INTRODUCTION 9    revision at any time and monitor the development  Our actual repository    is hosted at SourceForge net  specifically here  where one can browse it  freely   nttp   yap3dad svn sourceforge net  In Linux we used subver     sion command line client svn to access the repository and in Windows we    used TortoiseSVN     1 4 3 GNU Make    GNU Make  SMSt06   or gmake  was a primarily used to manage the compi   lation of the project structure under Linux environment  with or without an  IDE   A series of Makefiles are 
11. ll feature Bots  A Lev     eleditor  more game types        CHAPTER 1  INTRODUCTION 6    1 4 Tools and Techniques    We employed a variety of tools to design  develop  and maintain our project  in Windows and Linux  The most prominent tool was a graphics render   ing engine  OGRE  that presented a rather rich API to its implemented    techniques for rendering and animation     1 4 1 OGRE    OGRE  Object Oriented Graphics Rendering Engine  is a scene   oriented  generally flexible 3D engine written in C   designed to make  it easier and more intuitive for developers to produce games and demos  utilizing 3D hardware  The class library abstracts all the details of using  the underlying system libraries like Direct3D and OpenGL and provides an  interface based on world objects and other intuitive classes    The features of OGRE include     1  Object Oriented Design  Plug in Architecture  Save Load System     e Simple  easy to use OO interface designed to minimize the ef   fort required to render 3D scenes  and to be independent of 3D    implementation i e  Direct3D OpenGL     e Flexible plugin architecture allows engine to be extended without    recompilation     e Flexible plugin architecture allows engine to be extended without  recompilation  Support for ZIP PK3 for archiving of the media  files     2  Scripting    e Scripted material language allows you to maintain material assets    outside of your code  avoids unnecessary recompilation      e Scriptable multipass rendering 
12. lusion    Most modern computer games can be split into three parts  the game engine   the game logic  and the game art  In this game project  we develop a game  based on 3D rendering engine OGRE  OGRE is an open source game engine   It has its own programming structure which is different and abstracted from  OpenGL and DirectX  We got the feel of OGRE and believe the game has a  high potential to move forward using OGRE   s features for quick prototyping  to the release quality game    The game is an open ended project  We only know when we are done is  when we reach a certain milestone  which would be followed by the next one   and the next one  Thus  we will try to accomplish goals that we mentioned  in the Future Work in the subsequent builds  Having it as an open source  project publicly available increases chances of a longer lifespan and future  work to be done  Therefore  we will simply continue this project as open  source project and keep adding new features in our free time    We are very excited to work in further  and should you have any interest    in  you are welcome to join the project  Just drop us a line       Serguei  mokhov encs  Concordia  ca    Ying Ying  y she encs  concordia ca   e Project Mailing List     Project Page  ittp   sourceforge net projects yapidad    25    Bibliography     bbe 06      BddzzP   05      ben06      co06      Col07      dan06      dr06     blapierre  bryagh  cravikiran  daesuk83  jemmyc  mkopelciw   and vgdcatuci  Multiplayer Pa
13. ode  If you already have the executable  please refer to the  Section    Windows XP    1  Your system should have Visual C    NET 2003  7 1     2  Install OGRE 1 2 4 SDK for Visual C    NET 2003  7 1  in your    computer     e For example  you can install the OGRE SDK in C  OgreSDK  e You can download it from OGRE website  http     www  ogre3d     org  index  php  option com_remository amp Itemid 57 amp func fileinfo amp filecatid     41 amp parent category       16    CHAPTER 3  MINI USER MANUAL 17    Linux  Fedora Core 4  but others should also work     1  Your system should have g   installed  a part of GCC     2  Install OGRE 1 2 4 SDK for Linux by compiling it through the typical  procedure of   configure  make  make install  You would need the  Cg and DevIL libraries installed     You can download it from OGRE website  http   www  ogre3d     org  index  php  option com_remository amp Itemid 57 amp func fileinfo amp filecatid     41 amp parent category       3 2 Compilation    3 2 1 Windows XP  1  Before build solution for the project in VC   2003  please copy  Pac Pacman overlay and Pac PacPoint overlay from     projectfolder  media  overlay    O    c   OgreSDK  medial overlay    2  Before build solution for the project in VC   2003  please copy the  whole folder     projectfolder  map    O    C   OgreSDK  bin    3  Build the solution for the project Visual C    Net 2003  7 1   located    in src scripts win32      4  After build the solution  the project will create a e
14. orm independence  Linux and Windows  as even of  the current version the games compiles and runs under both op   erating system flavors  tested on Fedora Core 4 and Windows XP  Professional   It may work on other Operating Systems as well    where g   or some similar compliant C   compiler is available     1 2 Beneficiaries    Open Source  Educational  Gaming communities who are enthusiastic about  Pacman like games  We are trying to keep the development as a transparent  process hoping it is useful for the folk like us  and we are considering releasing  the game once it is more mature and stable to the OGRE community as a  tutorial  while maintaining it as an entertaining tool and graphics features    investigation platform    to try things out    and publish the results     1 3 Challenges    e Different computer graphics techniques are tended to use in this project   e Cross platform design   e Multiplayer and network aspects     e Game logic design     1 3 1 Why is the problem hard     The game is overly beaten and old and exists in too many variants to enu     merate here  One of the challenges of making it playable and distinct  The    CHAPTER 1  INTRODUCTION 4    technical challenges lay in the re design and re engineering of the code base  and libraries  frameworks  networking  and multiplayer aspects  Each of  them are hard on their own  and we cannot promise having them all done  for this project  but having it open source on    SourceForge  net  will allow  further 
15. ost transitions from  1 to S2    e T2  Reset Robot Ghost to SO    At the same time  we display the game art as appropriate  YAP3DAD  imported Ninja  Robot  and Fish meshes as Pacman  Power Pills and  Ghosts  and Pellets due to their readily availability in OGRE  It would    CHAPTER 2  DESIGN AND IMPLEMENTATION 15    be easy enough to load other models  and the only changes reguired would  be to point to the class which meshes and states to use as the defaults  In  addition  we use different named animations  e g     Walk        Run        Jump         Shoot     etc   encoded with the supplied model and its skeleton to represent  different statuses of the Pacman and Pellets  Theses features increase the    attraction of the game     2 2 3 Modular Design    Due to the modular design of the proposed frameworks  the missing imple   mentations can be replaced by stubs or local versions until they are replaced  by the real version when time permits  The design will is done in such a  way that the crucial steps will not affect the overall project status  and will    be    rolled in    in the subsequent builds     Chapter 3    Mini User Manual    This chapter details some aspects of running and compiling YAP3DAD from    sources     3 1 Prerequisites    If you want to compile YAP3DAD you need to have some tools  If you    download this project from http    sourceforge net projects yap3dad   Please follow the steps in Section  3 1Jand Section  3 2 if you want to compile    the source c
16. present throughout the code and documen     tation repository to compile the executable and even this ATX manual     1 4 4 g      g   is a C   compiler from the GNU Compiler Collection used as  a primary compiler to compile the source code under Linux from within  Makefiles     1 4 5 Microsoft Visual C   2003  NET  This IDE was used in the lab on the Windows side to interface the develop   ment effort  Its project files are located in src scripts win32     1 4 6 KDevelop    This tool is an IDE in Linux to manage the project files  autoconf  and    other settings on the Linux side  Most of its project files are located in    src scripts linux   other Makefiles are spread out through the actual    source code  one per directory     Chapter 2  Design and Implementation    This chapter debriefs on the approaches and methodology of the game     re design and implementation     2 1 Approach    As previously mentioned  we took the as a basis the original game from the  assignments  r0d06   and then began adopting it to the OGRE semantics  so  the features of the original game are not only preserved  but also enhanced   including compatibility of the map files  After rewriting the basics in OGRE     we managed to add a couple of things not present in the original     2 2 Methodology    The original proposal included the steps below to re design the game  Due  to the time constrains of a course projects  only items in bold got looked    into to some extends     e Re engineering the ex
17. rarchy                   States of a Robot Ghost                          Config panel in Windows                         Config panel in Linux                           Help Overlay    FPS  and other stats  Overlay                    FPS  and other stats  Overlay in Game Action of Burning    Ghosts  Linux     Chapter 1    Introduction    This game is meant to be extension of the overly beaten pacman style game   code named    Yet Another Pacman 3D Adventures     or YAP3DAD  from  the assignments and other projects with advance visual and gaming features     including game in a game approach  The project is an open source project    published on SourceForge net  specifically at http   sf net projects   yap3dad  for possible future development and extension     1 1 Purpose    We attempted to study and employ a popular rendering engine  OGRE  The07   and re implement the original game we had for the assignments  of Pacman from the assignments and its original  r0d06   That is quite an  undertaking when learning the particularities of the new API  but the end    result looks very promising  A few of our exploited targets of the engine are     1  Visual    e Illumination and fog     e Camera control  Provide different view point for Pacman and  Ghosts     e Animate landscape rendering     CHAPTER 1  INTRODUCTION 3    e Modularize model import with different meshes to be Ghosts and    Pacman  etc     e Animation  Applying keyframe with the OGRE API   2  Backend    e Relative platf
18. rd pacman game  developed for the Qtopia environment  It was developed at Auburn  University for a Senior Design project  The game is quite playable     with most features from the classic pacman game in place already        e    Phoenix PacMan  sas06   It is an advanced PacMan Game with four  types of monsters  openable walls and lot of items  it written in Java   and requires JDK 1 3       e    This project intends to build a Winter version of Pac Man   which will be programmed under OpenGL GTK environment        e    Njam is a pacman like game with single multiplayer duel  modes  networking support and integrated level editor  It runs on  Linux  Windows  BeOS  OpenBSD  FreeBSD  MacOS X and Mor     phOS  It features great graphics  music  sound fx and a lot of levels to    play        e    Mango Quest  gp06  is a 3D arcade game using OpenGL and SDL   which aims to extend the pacman gameplay using a Ist person view    and tons of special items  It runs on both Linux and Win32 platforms        e    The game is PacMacro  lum06   the live action version of PacMan   We select a 5x6 block area of a major metropolitan area and play  PacMan on a large scale  On the street we have the ghosts  Inky     Blinky  Pinky  and Clyde all chasing down the ever elusive PacMan        e    A network multiplayer Pacman clone  mat06   tweaked for fast and    exciting gameplay        e    A Multiplayer version of Pacman  kar06  with the focus on Death   match  programmed in the SDL  Later on it wi
19. sed on maps     drawing buidings  trees etc   e More sophisticated collision detection   e Vertical movement   e First person action     e Slow motion ghost busting   2  Backend    e Frameworked inner games  easy to add inner games   i e   games in a game aspect  Games in a game makes this game    have more entertaining attractions  If designed in a pluggable    23    CHAPTER 4  FUTURE WORK 24    framewored way  the mini games can be interchanged  swapped     in  or swapped out at any point in time in the development     e Multiplayer concept over network  Multiplayer online games  are the most popular video games in game industry  Human to   huamn model makes video game more attractive than human to     computer model     4 1 1 Why    To our knowledge no one has tried advanced GPU programming with custom  lighting models through vector and pixel shaders in a similar style pacman   like game    Additionally  for this game people didn   t seem to try the game in a game  approach is for entering special rooms or in between the levels there can be    other related mini arcade or strategy  or logic games embedded in     4 1 2 What    e Implementation integration of the new lighting models through vertex    and pixel shaders     e Implementation integration of the multiplayer concept over the net     work     e Implementation integration games in a game levels     Some of the aspects  e g  networking  can be ported from a similar    project  previously listed     Chapter 5    Conc
20. xecutable file yap3dad exe  in  C   OgreSDK  bin debug  Double click this file  you can run it in    your computer     et    er    CHAPTER 3  MINI USER MANUAL 18    OGRE Engine Rendering Setup    Rendering Subsystem   OpenGL Rendering Subsystem Y             Rendering System Options       Colour Depth  32  iency  N A       Full Scre o   RTT Preferred Mode  FBO  NSync  No  Video Mode  640 x 480           Click On An Option           Carosi       Figure 3 1  Config panel in Windows    3 2 2 Linux    1  First  copy all      cfg  files from src scripts linuz to just    2  then  to compile YAP3DAD  cd to the directory and type make   f Makefile in     3  then to run it  just type   yap3dad    3 3 User Manual    1  After you run yap3dad  there will be a OGRE configuration window  pop up     e If you have the zip version of YAP3DAD  after unzip the project     you will find this file in projectfolder bin debug  e If you follow the step in 3 1 and 3 2  this file is in C   OgreSDK     The configuration window is as below  first as in Windows and then    as in Linux      CHAPTER 3  MINI USER MANUAL 19       Figure 3 2  Config panel in Linuz    You can choose Rendering Subsystem and Rendering System  Options in this window  under Linux only OpenGL would be avail   able   And click OK to start the project     2  User Manual Panel     Scene Control    e If you press H  the User Manual Panel will show on the top left    side of the rendering window   e Left Arrow  Rotate camera counter Clo
    
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