⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 docs.html

📁 3D的Boids效果演示源程序
💻 HTML
📖 第 1 页 / 共 2 页
字号:


<html>


<head>


<title>3D Boids Documentation</title>


<meta content="Boids, 3D, OpenGL, C++, Direct3D, DirectX, Direct3DRM, Graphics,
               Artificial, Life, Landscapes, Virtual, Environments, Collision,
               Avoidance, Detection" name=keywords>
<meta content="Robert's 3D Boids Final Year Project" name=description>


<style type="text/css">
   a:link { text-decoration: underline; }
   a:visited { text-decoration: underline; }
   a:hover { text-decoration: underline;
             color: red; }
   a:active { text-decoration: underline; }
</style>


</head>




<body bgcolor="#FFFFCC">


<br>


<center>
  <img border="0" src="Docs_Files/docs_title.gif" width="575" height="50"><br><br>
  <font face="Arial" size="5" color="#FF0000"><b>Version 0.54 &nbsp; 15th May 2000</b></font>
</center>


<br><br>


<b><font face="Arial" size="6" color="#0000FF">Contents</font></b><br><br>


<font face="Arial" size="3"><b>
 &nbsp; &nbsp; &nbsp; <a href="#Requirements"> 1. Required Runtime Environment</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="#Introduction"> 2. Introduction to Boids</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="#StopStart"> 3. Stopping and Starting the Simulation</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="#Camera"> 4. Controlling the Camera View</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="#Objects"> 5. Manipulating the Scene's Objects</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="#Landscape"> 6. Landscape Options</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="#BoidBehaviour"> 7. Controlling the Boid's Behaviour</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="#Configurations"> 8. Saving and Restoring Boid Configurations to and from Disk</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="#Display"> 9. Display Mode Options</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="#KnownIssues"> 10. Known Issues or Problems</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="#Author"> 11. About the Author</a><br><br>
 &nbsp; &nbsp; &nbsp; <a href="Docs_Files/versions.txt"> 12. Version Information</a>
</b></font><br><br><br>


<hr>


<a name="Requirements"></a><br>


<b><font face="Arial" size="4">1. Required Runtime Environment</font></b><br><br>


<table border="0" width="590">
 <tr><td><font face="Arial" size="3">
  <b>Known to work properly in:</b><br>
  &nbsp; &nbsp;Windows 2000, Windows NT4 with Service Pack 3 or above installed<br>
  &nbsp; &nbsp;Windows 95, 98 &amp; 98 2nd Edition<br>
  &nbsp; &nbsp;(All known win32 environments with DirectX 3 or above)<br><br>

  <b>To run the simulation you will need:</b><br>
  &nbsp; &nbsp;Microsoft's DirectX version 3 or above installed.<br>
  &nbsp; &nbsp;16 bits or more colour depth display mode<br>
  &nbsp; &nbsp;(it does not use 256 colour mode palettes).<br><br>

  <b>To improve the frame rate, which is crucial to the simulation:</b><br>
  &nbsp; &nbsp; - Reduce the number of boids.<br>
  &nbsp; &nbsp; - Use the smaller boid meshes.<br>
  &nbsp; &nbsp; - Reduce the landscape features.<br>
  &nbsp; &nbsp; - Reduce the number of active boid behaviours.<br>
  &nbsp; &nbsp; - Use an accelerated graphics card.<br>
  &nbsp; &nbsp; &nbsp; &nbsp; I recommend the GeForce range, nearly triple the frame rate with hardware<br>
  &nbsp; &nbsp; &nbsp; &nbsp; transform and lighting.
  &nbsp;Visit <a href="http://www.nvidia.com/"> www.nvidia.com</a> for more details.<br>
  &nbsp; &nbsp; - The faster the CPU the better.<br>
  &nbsp; &nbsp; - Use a Windows NT Kernel operating system.<br>
  &nbsp; &nbsp; - Use NT with multiprocessing ( more than one CPU ).<br><br>

  <b>If you are using Windows 95 without DirectX drivers, visit:</b><br>
  &nbsp; &nbsp; <a href="http://www.microsoft.com/directx/homeuser/downloads/">www.microsoft.com/directx/homeuser/downloads/</a>
  &nbsp;to update your system.<br><br><br>
 </font></td></tr>
</table>


<hr>


<a name="Introduction"></a><br>


<b><font face="Arial" size="4">2. Introduction to Boids</font></b><br><br>

<table border="0" width="590">
 <tr><td><font face="Arial" size="3">
  Boids were originally invented by <a href="http://www.red3d.com/cwr/">Craig Reynolds</a>
  and are quite simply a model of the flocking, herding or schooling behaviours observed with
  intelligent lifeforms.&nbsp; The grouping behaviour for the boids is produced by the
  application of just three simple rules:<br><br>

  <table border="0" width="100%">
   <tr>
    <td width="6%"></td>
    <td width="6%" valign="top"><font color="#FF0000"> 1.</td>
    <td width="76%"><font color="#0000FF">The attraction of the boids to each other.</font></td>
    <td width="12%"></td>
   </tr>

   <tr>
    <td width="6%"></td>
    <td width="6%" valign="top"><font color="#FF0000"> 2.</td>
    <td width="76%"><font color="#0000FF">The adjustment of each individual boid's velocity to
        match up with the rest of the flock's velocity.</td>
    <td width="12%"></td>
   </tr>

   <tr>
    <td width="6%"></td>
    <td width="6%" valign="top"><font color="#FF0000"> 3.</td>
    <td width="76%"><font color="#0000FF">The avoidance of any direct collisions with any other
        boids, objects or landscape.</font></td>
    <td width="12%"></td>
   </tr>
  </table><br>


  All the behaviour produced from each boid is a resultant combination of these three individual
  boid behaviours, within it's local environment.&nbsp; Boid behaviour therefore is a good model
  of a cellular automaton, where there can be an emergence of group behaviour.&nbsp; The
  implementation of the boid behaviours can be varied using very basic or advanced programming
  techniques.&nbsp; Basic boids would just inhabit a blank two dimensional plane and follow simple
  averaging algorithms.&nbsp; Advanced boids could live in a complex three dimensional environment
  with obstacles ect.&nbsp; Their behaviour could be influenced by much finer details, like their
  field of vision and movement characteristics, which could even be particular to each boid.<br><br>

  Elaboration of boid details can go on and on indefinitely.&nbsp; But the essence and underlying
  framework for all boid simulations, is just the deployment of the three simple rules to produce
  the complex and fascinating emergent behaviour.<br><br><br>

 </font></td></tr>
</table>


<hr>


<a name="StopStart"></a><br>


<b><font face="Arial" size="4">3. Stopping and Starting the Simulation</font></b><br><br>


<table border="0" width="590">
 <tr><td><font face="Arial" size="3">

  There are three ways in which to stop or restart the simulation:<br><br>

  &nbsp; &nbsp;1. Pressing the Start/Stop button at the bottom of the control panel.<br>
  &nbsp; &nbsp;2. Selecting the Start/Stop option from the 'Main' drop down menu.<br>
  &nbsp; &nbsp;3. Pressing the space bar.<br><br>

  When the simulation is stopped, only the boids motion is affected.<br>
  Therefore most of the other features still remain active.<br><br><br>

 </font></td></tr>
</table>


<hr>


<a name="Camera"></a><br>


<b><font face="Arial" size="4">4. Controlling the Camera View</font></b><br><br>


<font face="Arial" size="3">


<table border="0" width="590">
 <tr><td>
  There are four ways to manipulate or change the camera view:<br><br>

  &nbsp; &nbsp; 1. Using the sliders on the right hand side control panel.<br>
  &nbsp; &nbsp; 2. Pressing the 'Centre Angle' button on the control panel.<br>
  &nbsp; &nbsp; 3. Using the menu items from the 'Camera View' drop down menu.<br>
  &nbsp; &nbsp; 4. Directly pressing the menu's accelerator keys.<br><br>

  When there are no boids present in the scene, the view 'To Boid' becomes unavailable.<br><br><br>

 </td></tr>
</table>


<b>The Camera Menu Accelerator Keys:</b>


<table border="0" width="406">
 <tr>
  <td width="224" valign="top" align="left">
   From Above<br>
   To Boid<br>
   Looking North<br>
   Looking East<br>
   Looking South<br>
   Looking West<br>
   + Camera Position<br>
   - Camera Position<br>
   + Camera Rotation<br>
   - Camera Rotation<br>
   Centre Rotation<br>
  </td>

  <td width="168" valign="top" align="left">
   NumPad5<br>
   NumPad*<br>
   NumPad8<br>
   NumPad6<br>
   NumPad2<br>
   NumPad4<br>
   Up Arrow<br>
   Down Arrow<br>
   Right Arrow<br>
   Left Arrow<br>
   Home<br>
  </td>
 </tr>
</table><br><br>


</font>


<hr>


<a name="Objects"></a><br>


<b><font face="Arial" size="4">5. Manipulating the Scene's Objects</font></b><br><br>


<font face="Arial" size="3">


<table border="0" width="590">
 <tr><td>

  There are three ways to manipulate or change the objects in the active scene:<br><br>

  &nbsp; &nbsp; 1. Using the two sliders on the control panel that control the boid<br>
  &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;numbers and sizes.<br>

  &nbsp; &nbsp; 2. The 'Objects' drop down menu contains many commands including:<br>
  &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; - Setting the style of the rendering.<br>
  &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; - Setting the number and sizes of the boids.<br>
  &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; - Setting the colours of the boids.<br>
  &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; - Setting the mesh shapes of the boids.<br>

  &nbsp;&nbsp;&nbsp; 3. There are accelerator keys for all the menu options.<br>

 </td></tr>
</table><br>


<b>The Object Menu Accelerator Keys:</b><br>


<table border="0" width="404">
 <tr><td width="66%" valign="top" align="left">

  Wireframe<br>
  Unlit Flat<br>
  Flat<br>
  Gouraud<br>
  Add Flyer<br>
  Remove Flyer<br>

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -