Difference between revisions of "3D Fundamentals Series"
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| style="border:1px solid grey;padding:8px;" colspan="4" | {{#lsth:3D Fundamentals Tutorial 1}} | | style="border:1px solid grey;padding:8px;" colspan="4" | {{#lsth:3D Fundamentals Tutorial 1}} | ||
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+ | | style="border:1px solid grey;"|2 | ||
+ | | style="border:1px solid grey;text-align:left;"|[[3D Fundamentals Tutorial 2|3D Fundamentals [3D Space/Indexed Vertices]]] | ||
+ | | style="border:1px solid grey;"|November 5, 2016 | ||
+ | | style="border:1px solid grey;"|28:22 | ||
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+ | | style="border:1px solid grey;padding:8px;" colspan="4" | {{#lsth:3D Fundamentals Tutorial 2}} | ||
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Revision as of 22:14, 5 November 2016
The 3D Fundamentals series teaches the math, algorithms, and physics (optics) theories and methods that underpin all modern realtime 3D graphics. The way we accomplish this is by creating a complete software 3D engine from scratch. The goal of this series is to provide a foundation of knowledge that will make it much easier to learn a hardware API like Direct3D or OpenGL or a pre-made engine like Unity or Unreal Engine.
List of Tutorials
Tutorial Number | Title | Release Date | Runtime |
0 | 3D Fundamentals [Introduction] | September 30, 2016 | 7:43 |
This video serves as an introduction to the 3D fundamentals series, stating the goals and methods of the series as well as the prerequisites needed to follow along. | |||
1 | 3D Fundamentals [Framework Tour] | October 26, 2016 | 28:45 |
This video gives a quick tour of the framework we're going to be using to explore the concepts of realtime 3D graphics. The intended audience is mainly people coming to the 3D Fundamentals series without experience in my other tutorials. | |||
2 | 3D Fundamentals [3D Space/Indexed Vertices] | November 5, 2016 | 28:22 |
In this video we lay the groundwork needed to represent and transform positions and 3D space, we define the relationship between our 3D space and the screen coordinates, and we setup a data structure to hold our test cube geometry. |