Proceedings of the 2015 International Conference on Management, Education, Information and Control

Design of 3D Shooting Game

Authors
Ping Wang
Corresponding Author
Ping Wang
Available Online June 2015.
DOI
https://doi.org/10.2991/meici-15.2015.324How to use a DOI?
Keywords
Engine; Cutting; DirectX.
Abstract
In recent years, due to the breakthrough in 3D hardware graphics technology, the real-time depicted pictures have been increasingly sophisticated, and 3D games have been more diversified and closer to the real world. In this paper, the author used primarily Visual C ++6.0 as a development tool to understand and master the knowledge about Windows programming technique, DirectX programming technique and physical modeling. The author develops a DirectX graphics engine and produces a 16-bit game on this basis. In the engine, the author uses double buffering and page switching technologies to maintain a smooth running of the game at a 30FPS refresh rate; prepares the cutting function to draw the game on the screen from the internal storage in one piece rather than points one by one, so the game runs faster. At the end of the game, the author also prepares the resource release program to rationally use the system resources.
Open Access
This is an open access article distributed under the CC BY-NC license.

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Proceedings
2015 International Conference on Management, Education, Information and Control
Part of series
Advances in Intelligent Systems Research
Publication Date
June 2015
ISBN
978-94-62520-85-1
ISSN
1951-6851
DOI
https://doi.org/10.2991/meici-15.2015.324How to use a DOI?
Open Access
This is an open access article distributed under the CC BY-NC license.

Cite this article

TY  - CONF
AU  - Ping Wang
PY  - 2015/06
DA  - 2015/06
TI  - Design of 3D Shooting Game
BT  - 2015 International Conference on Management, Education, Information and Control
PB  - Atlantis Press
SN  - 1951-6851
UR  - https://doi.org/10.2991/meici-15.2015.324
DO  - https://doi.org/10.2991/meici-15.2015.324
ID  - Wang2015/06
ER  -