Tech/LxEngine/Tutorials

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Tutorial 0: Hello, World!

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Tutorial 0

A brief "Hello, World!" tutorial introducing the LxEngine Document Object Model. Load up an XML document, read some data out of it, and print!

Tutorial 1: Setting up a Rendering Window

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Tutorial 1

The obligatory, unexciting "Here's the basic SDK setup" tutorial. Sets up an OpenGL window with LxEngine and clears the window using glClear. The subsequent tutorials will build upon this tutorial, therefore it's worth a quick skim through to introduce some of the major concepts.

Tutorial 2: Spinning Cube

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Tutorial 2

This tutorial sets up a simple spinning cube. This demonstrates the use of the LxEngine Rasterizer subsystem.

Tutorial 3: Materials, Lighting, & Shaders

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Tutorial 3

This tutorial adds to the simple spinning cube setup. Keyboard controls can be used to toggle between various materials on various loaded Blender models. This moves beyond the mere introduction of the Rasterizer subsystem and towards some more intermediate-level usage of the engine.

Tutorial 4: Scripts & Plug-ins

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Tutorial 4

This tutorial rewrites and expands upon Tutorial 3 as a combination of Javascript scripts and a native C++ DLL plug-in. While using LxEngine purely as a C++ library is possible, the scripting approach leads to a simpler and faster-to-develop process. This introduces the scripting API, the notion of plug-ins, as well as various new rendering effects.

Tutorial 5: Spinning Planet

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Tutorial 5

Builds on the previous tutorial to build a dyanmically generated, procedural planet. Renders multi-layered, multi-textured, procedural globes with animated clouds and lighting. Demonstrates auto-reload of resources where changes to data files are updated in real-time without an application restart. Demonstrates various fade-in / fade-out and other screen effects.

Tutorial 6: Planet Zoom

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Tutorial 6

Building on the previous tutorial, this tutorial adds a splashscreen, a camera path flying to the planet surface, and then switches to a FPS-style camera control on the ground with some buildings, a sky, and natural elements around. This introduces 2D graphics (the splashscreen), fixed animations (the camera path), procedural geometry and level-of-detail (zooming in on the planet), as well as basic FPS controls and collision detection.

Tutorial 7: TBC

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Tutorial 7

Tutorial 8: TBC

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Tutorial 8 Demonstrates how to add multiple varieties of lights and toggle between lighting modes

Tutorial 9: TBC

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Tutorial 9 TBC

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