Ogre 3D 1.7

Book description

With your knowledge of C++ and this guide, the gaming world awaits you. Starting with the basics of the OGRE 3D graphics rendering engine, it takes you from the essentials right through to advanced features and plugins.

  • Easy-to-follow introduction to OGRE 3D
  • Create exciting 3D applications using OGRE 3D
  • Create your own scenes and monsters, play with the lights and shadows, and learn to use plugins
  • Get challenged to be creative and make fun and addictive games on your own
  • A hands-on do-it-yourself approach with over 100 examples

In Detail

Want to make your own 3D applications, simulations, and games?

OGRE 3D, an open source Object-Oriented 3D Graphics Rendering Engine written in C++, which can be utilized to create a variety of 3D applications and is commonly used in game creation, can help you to do so!

OGRE 3D 1.7 Beginner's Guide, based on the latest version 1.7, makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more!

OGRE 3D 1.7 Beginner's Guide will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.

In this book you will start with how to download and configure OGRE 3D, then create your first example scene. With the help of this sample scene, you will be introduced to several related topics each of which will be explained through several other examples and by do-it-yourself tasks.

After each example there is a section that explains the theory behind the technique used for deeper understanding. You will also use what you learned in one example in another example and repeat each technique several times while learning new ones at the same time to strengthen the topics learned. Within no time you will master the art of game creation. Imagine how great you will feel when all your friends are playing the great-looking games you've created with OGRE 3D and this book.

A step-by-step guide for beginners, filled with examples and simple do-it-yourself exercises

Table of contents

  1. Ogre 3D 1.7
    1. Table of Contents
    2. Ogre 3D 1.7
    3. Credits
    4. About the Author
    5. About the Reviewers
    6. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Reader feedback
      6. Customer support
        1. Errata
        2. Piracy
        3. Questions
    7. 1. Installing Ogre 3D
      1. Downloading and installing Ogre 3D
      2. Time for action — downloading and installing Ogre 3D
        1. What just happened?
        2. Different versions of the Ogre 3D SDK
        3. Exploring the SDK
      3. The Ogre 3D samples
      4. Time for action — building the Ogre 3D samples
        1. What just happened?
        2. Pop quiz — which post effects are shown in the samples
      5. The first application with Ogre 3D
      6. Time for action — starting the project and configuring the IDE
        1. What just happened?
        2. ExampleApplication
        3. Pop quiz — which libraries to link
      7. Loading the first model
      8. Time for action — loading a model
        1. What just happened?
        2. Pop quiz — ExampleApplication and how to display a model
      9. Summary
    8. 2. The Ogre Scene Graph
      1. Creating a scene node
      2. Time for action — creating a scene node with Ogre 3D
        1. What just happened?
        2. How to work with the RootSceneNode
        3. 3D space
        4. Scene graph
        5. Pop quiz — finding the position of scene nodes
      3. Setting the position of a scene node
      4. Time for action — setting the position of a scene node
        1. What just happened?
        2. Pop quiz — playing with scene nodes
        3. Have a go hero — adding a Sinbad
      5. Rotating a scene node
      6. Time for action — rotating a scene node
        1. What just happened?
        2. Pop quiz — rotating a scene node
        3. Have a go hero — using Ogre::Degree
      7. Scaling a scene node
      8. Time for action — scaling a scene node
        1. What just happened?
        2. Pop quiz — creating child scene nodes
        3. Have a go hero — using createChildSceneNode()
      9. Using a scene graph the clever way
      10. Time for action — building a tree using scene nodes
        1. What just happened?
        2. Pop quiz — even more about the scene graph
      11. Have a go hero — adding a following ninja
      12. Different spaces in a scene
      13. Time for action — translating in World space
        1. What just happened?
        2. Different spaces in a 3D scene
      14. Translating in local space
      15. Time for action — translating in local and parent space
        1. What just happened?
        2. Pop quiz — Ogre 3D and spaces
        3. Have a go hero — adding symmetry
      16. Rotating in different spaces
      17. Time for action — rotating in different spaces
        1. What just happened?
      18. Scaling in different spaces
      19. Summary
    9. 3. Camera, Light, and Shadow
      1. Creating a plane
      2. Time for action — creating a plane
        1. What just happened?
        2. Representing models in 3D
      3. Adding a point light
      4. Time for action — adding a point light
        1. What just happened?
        2. Have a go hero — adding a second point light
      5. Adding a spotlight
      6. Time for action — creating a spotlight
        1. What just happened?
        2. Spotlights
        3. Pop quiz — different light sources
        4. Have a go hero — mixing light colors
      7. Directional lights
      8. Time for action — creating a directional light
        1. What just happened?
        2. Pop quiz — different light types
      9. The missing thing
      10. Time for action — finding out what's missing
        1. What just happened?
      11. Adding shadows
      12. Time for action — adding shadows
        1. What just happened?
      13. Creating a camera
      14. Time for action — creating a camera
        1. What just happened?
        2. Have a go hero — doing more with the thing
      15. Creating a viewport
      16. Time for action — doing something that illustrates the thing "in action"
        1. What just happened?
        2. Have a go hero — playing with different aspect ratio
      17. Summary
    10. 4. Getting User Input and Using the Frame Listener
      1. Preparing a scene
      2. Time for action — preparing a scene
        1. What just happened?
      3. Adding movement to the scene
      4. Time for action — adding movement to the scene
        1. What just happened?
        2. FrameListener
        3. Pop quiz — design pattern of FrameListener
      5. Modifying the code to be time based rather than frame based
      6. Time for action — adding time-based movement
        1. What just happened?
        2. Pop quiz — the difference between time- and frame-based movement
        3. Have a go hero — adding a second model
      7. Adding input support
      8. Time for action — adding input support
        1. What just happened?
        2. Window handle
        3. Pop quiz — window questions
      9. Adding movement to the model
      10. Time for action — controlling Sinbad
        1. What just happened?
        2. Have a go hero — using a speed factor for movement
      11. Adding a camera
      12. Time for action — making the camera work again
        1. What just happened?
        2. Mouse state
        3. Pop quiz — capturing the input
        4. Have a go hero — playing with the example
      13. Adding wireframe and point render mode
      14. Time for action — adding wireframe and point render mode
        1. What just happened?
      15. Adding a timer
      16. Time for action — adding a timer
        1. What just happened?
        2. Have a go hero — changing the input mode
      17. Summary
    11. 5. Animating models with Ogre 3D
      1. Adding animations
      2. Time for action — adding animations
        1. What just happened?
        2. Pop quiz — the importance of time
        3. Have a go hero — adding a second model
      3. Playing two animations at the same time
      4. Time for action — adding a second animation
        1. What just happened?
        2. Have a go hero — adding a factor to the animation speed
      5. Let's walk a bit
      6. Time for action — combining user control and animation
        1. What just happened?
      7. Adding swords
      8. Time for action — adding swords
        1. What just happened?
        2. Animations
      9. Printing all the animations a model has
      10. Time for action — printing all animations
        1. What just happened?
      11. Summary
    12. 6. Scene Managers
      1. Starting with a blank sheet
      2. Time for action — creating a blank sheet
        1. What just happened?
      3. Getting the scene manager's type
      4. Time for action — printing the scene manager's type
        1. What just happened?
        2. What does a scene manger do?
        3. Octree
      5. Another scene manager type
      6. Time for action — using another scene manager
        1. What just happened?
        2. ResourceManager
        3. setWorldGeometry
      7. Creating our own model
      8. Time for action — creating a model for displaying blades of grass
        1. What just happened?
        2. Manual object
        3. Texture mapping
        4. Have a go hero — playing with the manual object
      9. Adding volume to the blades of grass
      10. Time for action — using more triangles for volume
        1. What just happened?
      11. Creating a field of grass
      12. Time for action — building a field of grass
        1. What just happened?
      13. Exploring the name scheme
      14. Time for action — printing the names
        1. What just happened?
      15. Static geometry
      16. Time for action — using static geometry
        1. What just happened?
        2. Rendering pipeline
        3. Indices
      17. Summary
    13. 7. Materials with Ogre 3D
      1. Creating a white quad
      2. Time for action — creating the quad
        1. What just happened?
      3. Creating our own material
      4. Time for action — creating a material
        1. What just happened?
        2. Materials
        3. Have a go hero — creating another material
      5. Texture coordinates take two
      6. Time for action — preparing our quad
        1. What just happened?
      7. Using the wrapping mode with another texture
      8. Time for action — adding a rock texture
        1. What just happened?
      9. Using another texture mode
      10. Time for action — adding a rock texture
        1. What just happened?
      11. Using the mirror mode
      12. Time for action — using the mirror mode
        1. What just happened?
      13. Using the border mode
      14. Time for action — using the border mode
        1. What just happened?
      15. Changing the border color
      16. Time for action — changing the border color
        1. What just happened?
        2. Pop quiz — texture modes
        3. Have a go hero — Using texture modes
      17. Scrolling a texture
      18. Time for action — preparing to scroll a texture
        1. What just happened?
      19. Time for action — scrolling a texture
        1. What just happened?
      20. Animated scrolling
      21. Time for action — adding animated scrolling
        1. What just happened?
      22. Inheriting materials
      23. Time for action — inheriting from a material
        1. What just happened?
      24. Fixed Function Pipeline and shaders
        1. Render Pipeline
      25. Time for action — our first shader application
        1. What just happened?
        2. Writing a shader
      26. Texturing with shaders
      27. Time for action — using textures in shaders
        1. What just happened?
        2. What happens in the render pipeline?
        3. Have a go hero — combining color and texture coordinates
      28. Interpolating color values
      29. Time for action — using colors to see interpolation
        1. What just happened?
      30. Replacing the quad with a model
      31. Time for action — replacing the quad with a model
        1. What just happened?
      32. Making the model pulse on the x-axis
      33. Time for action — adding a pulse
        1. What just happened?
      34. Summary
    14. 8. The Compositor Framework
      1. Preparing a scene
      2. Time for action — preparing the scene
        1. What just happened?
      3. Adding the first compositor
      4. Time for action — adding a compositor
        1. What just happened?
        2. How the compositor works
      5. Modifying the texture
      6. Time for action — modifying the texture
        1. What just happened?
      7. Inverting the image
      8. Time for action — inverting the image
        1. What just happened?
      9. Combining compositors
      10. Time for action — combining two compositor effects
        1. What just happened?
      11. Decreasing the texture count
      12. Time for action — decreasing the texture count
        1. What just happened?
      13. Combining compositors in code
      14. Time for action — combing two compositors in code
        1. What just happened?
        2. Have a go hero — swapping the green and blue color channels
      15. Something more complex
      16. Time for action — complex compositor
        1. What just happened?
      17. Changing the number of pixels
      18. Time for action — putting the number of pixels in the material
        1. What just happened?
        2. Have a go hero — trying different numbers of pixels
      19. Setting the variable in code
      20. Time for action — setting the variable from the application
        1. What just happened?
      21. Changing the number of pixels while running the application
      22. Time for action — modifying the number of pixels with user input
        1. What just happened?
        2. Have a go hero — reducing parameter changes
      23. Adding a split screen
      24. Time for action — adding a split screen
        1. What just happened?
        2. Have a go hero — doing more with viewports
      25. Putting it all together
      26. Time for action — selecting a color channel
        1. What just happened?
      27. Summary
    15. 9. The Ogre 3D Startup Sequence
      1. Starting Ogre 3D
      2. Time for action — starting Ogre 3D
        1. What just happened?
      3. Adding resources
      4. Time for action — loading the Sinbad mesh
        1. What just happened?
      5. Using resources.cfg
      6. Time for action — using resources.cfg to load our models
        1. What just happened?
        2. Structure of a configuration file
      7. Creating an application class
      8. Time for action — creating a class
        1. What just happened?
      9. Adding a FrameListener
      10. Time for action — adding a FrameListener
        1. What just happened?
      11. Investigating the FrameListener functionality
      12. Time for action — experimenting with the FrameListener implementation
        1. What just happened?
      13. Time for action — returning true in the frameStarted function
        1. What just happened?
        2. Double buffering
      14. Time for action — returning true in the frameRenderingQueued function
        1. What just happened?
      15. Time for action — returning true in the frameEnded function
        1. What just happened?
      16. Adding input
      17. Time for action — adding input
        1. What just happened?
        2. Pop quiz — the three event handlers
      18. Our own main loop
      19. Time for action — using our own rendering loop
        1. What just happened?
      20. Adding a camera (again)
      21. Time for action — adding a frame listener
        1. What just happened?
      22. Adding compositors
      23. Time for action — adding compositors
        1. What just happened?
      24. Adding a plane
      25. Time for action — adding a plane and a light
        1. What just happened?
      26. Adding user control
      27. Time for action — controlling the model with the arrow keys
        1. What just happened?
      28. Adding animation
      29. Time for action — adding animation
        1. What just happened?
        2. Have a go hero — looking up what we used
      30. Summary
    16. 10. Particle Systems and Extending Ogre 3D
      1. Adding a particle system
      2. Time for action — adding a particle system
        1. What just happened?
        2. What is a particle system?
      3. Creating a simple particle system
      4. Time for action — creating a particle system
        1. What just happened?
      5. Some more parameters
      6. Time for action — some new parameters
        1. What just happened?
        2. Pop quiz — what makes a particle system
      7. Other parameters
      8. Time for action — time to live and color range
        1. What just happened?
        2. Pop quiz — time to live
      9. Turning it on and off again
      10. Time for action — adding intervals to a particle system
        1. What just happened?
        2. Pop quiz — emitter parameters
      11. Adding affectors
      12. Time for action — adding a scaler affector
        1. What just happened?
      13. Changing colors
      14. Time for action — changing the color
        1. What just happened?
        2. Have a go hero — change the color to red
      15. Two-way changing
      16. Time for action — change depending on the lifetime of a particle
        1. What just happened?
      17. Even more complex color manipulations
      18. Time for action — using complex color manipulation
        1. What just happened?
      19. Adding randomness
      20. Time for action — adding randomness
        1. What just happened?
      21. Deflector
      22. Time for action — using the deflector plane
        1. What just happened?
        2. Have a go hero — doing more with the thing
      23. Other emitter types
      24. Time for action — using a box emitter
        1. What just happened?
      25. Emitting with a ring
      26. Time for action — using a ring to emit particles
        1. What just happened?
      27. At the end, we would like some fireworks
      28. Time for action — adding fireworks
        1. What just happened?
        2. Pop quiz — different types of emitter
      29. Extending Ogre 3D
        1. Speedtree
        2. Hydrax
        3. Caelum
        4. Particle Universe
        5. GUIs
        6. CEGUI
        7. BetaGUI
        8. QuickGUI
        9. Berkelium
      30. Summary
      31. The end
    17. 11. Pop quiz — Answers
      1. Chapter 1
        1. Installing Ogre 3D
      2. Chapter 2
        1. Setting up the Environment
      3. Chapter 3
        1. Felix Gogo
      4. Chapter 4
        1. Felix Gogo
      5. Chapter 5
        1. The Book Inventory Bundle
      6. Chapter 7
        1. The Bookshelf: First Stab
      7. Chapter 9
        1. The Ogre 3D Startup Sequence
      8. Chapter 10
        1. How About a Graphical Interface?
    18. Index

Product information

  • Title: Ogre 3D 1.7
  • Author(s): Felix Kerger
  • Release date: November 2010
  • Publisher(s): Packt Publishing
  • ISBN: 9781849512480