OGRE 3D 1.7 Application Development Cookbook


OGRE 3D 1.7 Application Development Cookbook
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Overview
Table of Contents
Author
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Sample Chapters
  • Dive into the advanced features of OGRE 3D such as scene querying and visibility analysis
  • Give stunning effects to your application through suitable use of lights, special effects, and views
  • Surf through the full spectrum of OGRE 3D animation methods and insert flashy multimedia
  • Ample amount of sample code accompanied by relevant screenshots for easier and quicker learning

Book Details

Language : English
Paperback : 306 pages [ 235mm x 191mm ]
Release Date : May 2012
ISBN : 1849514569
ISBN 13 : 9781849514569
Author(s) : Ilya Grinblat, Alex Peterson
Topics and Technologies : All Books, Game Development, Cookbooks, Games, Open Source, Web Graphics & Video

Table of Contents

Preface
Chapter 1: Delving Deep into Application Design
Chapter 2: Let Us Be Multimodal
Chapter 3: Managing Objects and Scenes
Chapter 4: Let There Be Light
Chapter 5: Playing with Materials
Chapter 6: Learning to Move
Chapter 7: Implementing Animations
Chapter 8: Flashy Multimedia
Chapter 9: Queries and Views
Index
  • Chapter 1: Delving Deep into Application Design
    • Introduction
    • Creating a Win32 Ogre application
    • Creating an MFC Ogre application
    • Creating an MFC Ogre application with a ribbon
    • Creating a Windows Forms Ogre application
    • Creating an Ogre plugin
    • Creating a custom resource manager
    • Chapter 2: Let Us Be Multimodal
      • Introduction
      • Using the keyboard input to navigate an Ogre scene
      • Using the mouse input to navigate an Ogre scene
      • Using voice input with static grammar
      • Using voice input with dynamic grammar
      • Using text-to-speech to make the application speak
      • Chapter 3: Managing Objects and Scenes
        • Introduction
        • Creating terrain from a LandXML file
        • Creating Delaunay triangulation
        • Creating manual objects
        • Creating parametric superellipsoids
        • Adding meshes on terrain
        • Adding trees as billboards
        • Creating and editing a scene
        • Saving a scene to an XML file
        • Loading a scene from an XML file
        • Chapter 4: Let There Be Light
          • Introduction
          • Creating weather controls
          • Creating lights
          • Creating dynamic effects
          • Managing particle system
          • Managing shadows
          • Chapter 5: Playing with Materials
            • Introduction
            • Using geoimages as terrain textures
            • Creating transparent materials
            • Creating dynamic textures
            • Creating movable text
            • 2D image manipulation
            • Chapter 6: Learning to Move
              • Introduction
              • Walking between points
              • Walking along a path
              • Collision detection
              • Converting a 2D path into a 3D path
              • Walking on terrain
              • Linked movement
              • Chapter 7: Implementing Animations
                • Introduction
                • Creating skeletal animations
                • Creating morph animations
                • Creating pose animations
                • Creating SceneNode animations
                • Creating numeric value animations
                • Creating linked animation
                • Animation using controllers
                • Creating linked controllers
                • Blending animations
                • Creating animated light
                  • Chapter 9: Queries and Views
                    • Introduction
                    • Predefined views
                    • Zoom management
                    • Zooming to a selected object
                    • Orbiting an object
                    • Selecting objects
                    • Object visibility

                    Ilya Grinblat

                    Ilya Grinblat started to work 35 years ago as developer of control systems, and some years later, he moved to the development of Computer Aided Design software. He was a development manager of the architectural software ARC+, and was working in the development of the 3D city software—a software for 3D editing and management of a 3D printer. Last year, he was working in the development of simulators and the 3D GIS software. He was using Ogre to develop Civil Simulate—a software for 3D modeling of roads and driving simulation.

                    Alex Peterson

                    Alex Peterson is a graphics enthusiast with a background in game programming. His work with the Ogre engine is primarily due to programming a universe size game engine, a space skybox creator called Spacescape, and most recently, mobile games. Though his current life is filled with his family and running a business, he makes it a point be active musically and spiritually. He aims to promote his faith in God through his work to serve others whether it is by fueling their creativity, entertaining them, or sharpening them like iron.

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                    Sample chapters

                    You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

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                    What you will learn from this book

                    • Delve deep into application design through creating Win32, MFC, and Windows Forms OGRE 3D applications
                    • Build a simple OGRE 3D plugin to add customized effects to your application
                    • Learn to use keyboard, mouse, and voice inputs
                    • Implement Delaunay triangulation for terrain
                    • Create a parametric superellipsoid
                    • Add trees as bill boards and create and edit scenes
                    • Implement weather control and shadow effects for a professional look
                    • Use geoimages as texture for terrain and create dynamic textures for that special effect
                    • Create different types of animation such as skeletal, morph, and pose animation
                    • Manage views and zoom and create orbit views

                    In Detail

                    OGRE (Object-oriented Graphics Rendering Engine) 3D is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce applications utilizing hardware-accelerated 3D graphics.

                    Graphics application development with OGRE 3D may start small, but may soon balloon into monstrously complex beasts, which just can't be all understood at once. This book will help you to easily develop applications using OGRE 3D.

                    OGRE 3D 1.7 Application Development Cookbook will help solve common problems you may face while developing 3D graphics applications using OGRE 3D. You will learn to create various types of Windows applications, scene querying, and visibility analysis among other things from this book.

                    This book includes some advanced recipes involved in developing applications with OGRE 3D. Each recipe deals with adding some specific feature to your application.

                    The book first covers creating various types of Windows applications available for the OGRE developer, creating plugins for customization, and OGRE resources management. You will then learn to efficiently implement various input methods for OGRE applications followed by managing scenes and objects impressively. Lights, special effects, and materials that provide enhancing effects are covered next. Further, character motion and collision detection are included followed by animations and multimedia, which help in producing a thorough professional look. Finally, we wrap it up with scene queries and views.

                    OGRE 3D 1.7 Application Development Cookbook provides a great reference for your OGRE 3D application development needs and helps you to deliver impressive results more quickly and with greater ease.

                    Get quick solutions to problems that may occur while using the OGRE 3D graphics rendering engine

                    Approach

                    This is a cookbook with over 50 recipes offering solutions to common application development problems while creating graphics using OGRE 3D, with explained sample code and screenshots added in. Each recipe teaches you about a particular feature of OGRE 3D.

                    Who this book is for

                    If you are a C++ programmer with basic knowledge of OGRE 3D and want to enhance your knowledge about OGRE 3D further, then this book is for you. Basic knowledge of 3D graphics application development is required.

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