Frame Buffer In Detail | C++ 3D Game Tutorial Series #29

Опубликовано: 13 Апрель 2021
на канале: PardCode
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DESCRIPTION:
When we play Videogames,
we are used to see many elements on the screen,
a game scene composed by 3D/2D objects,
a hud layer,
an in-game menu
and so on.
Usually all these elements are not rendered all together, but they are rendered in different frames.
At the end, all these frames are merged all together in a specific order, making in this way the final scene we are used to see on the screen.
But what are concretely these frames?
Technically this kind of frames are called Frame Buffers,
and today, in this 29th tutorial we will face them in detail.


CODE:   / 49984867  

TEMPLATES (Rect header file): https://github.com/PardCode/CPP-3D-Ga...

ENTIRE TUTORIAL SERIES:    • C++ 3D Game Tutorial Series From Scratch  

DIRECTX SDK JUN 2010 : https://www.microsoft.com/en-us/downl...

I hope you'll enjoy this tutorial!

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Chapters:

0:00 Intro - Info about series at www.pardcode.com
0:41 What is a Frame Buffer?
1:02 Frame Buffer Use-Cases
2:04 Frame Buffer Implementation Discussion
5:29 Implementation
47:09 WARNING: setWindowSize should be called in this way: m_mini_game.setWindowSize(Rect(rc.left, rc.top, rc.right - rc.left, rc.bottom - rc.top)); in this way left and top are considered.
47:19 Implementation

48:43 WARNING: setWindowSize should be called in this way: m_mini_game.setWindowSize(Rect(rc.left, rc.top, rc.right - rc.left, rc.bottom - rc.top)); in this way left and top are considered.
48:53 Implementation
51:54 Final Result
52:57 End