Volume 7 Number 2 (Feb. 2012)
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JCP 2012 Vol.7(2): 521-527 ISSN: 1796-203X
doi: 10.4304/jcp.7.2.521-527

MD3 Model Loading in Game

Xilong Qu1, Linfeng Bai2, Zhongxiao Hao3, Lei Xiao3
1College of Computer & Communication, Hunan Institute of Engineering, Xiangtan, China
2School of Information Engineering, Henan Institute of Science and Technology, Xinxiang, China
3College of Information Science & Electrical Engineering, Hebei University of Engineering, Handan, China


Abstract—Three-dimensional game requires a faster, simpler file format. In the article it introduces the definition and the format of the MD3 model file and the loading process is discussed in detail. It also describes the definitions and format of the MD3 model file that the Quake 3 engine uses. And through the development process of a virtual role in the movement controlling platform to demonstrates how to load MD3 file in the game and to achieve the animation control. For the sake of improving the third dimension of 3D scenes, we analyze the existent real-time shadow generating algorithms, and improve the Chan's smoothie soft shadow algorithm, make it based on shadow map, and treat with both the inner and outer penumbra. It not only effectively resolves the problems such as some algorithms can not cast shadow on itself and some are too complex, it also solves the aliasing problems of shadow mapping, and it meet the requirements of real-time in more complex scene. At last, the algorithm is emulated with DirectX, and the experimental results show the feasibility of the algorithm.

Index Terms—Game, MD3, load.

[PDF]

Cite: Xilong Qu, Linfeng Bai, Zhongxiao Hao, Lei Xiao, "MD3 Model Loading in Game," Journal of Computers vol. 7, no. 2, pp. 521-527, 2012.

General Information

ISSN: 1796-203X
Abbreviated Title: J.Comput.
Frequency: Bimonthly
Editor-in-Chief: Prof. Liansheng Tan
Executive Editor: Ms. Nina Lee
Abstracting/ Indexing: DBLP, EBSCO,  ProQuest, INSPEC, ULRICH's Periodicals Directory, WorldCat,etc
E-mail: jcp@iap.org
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