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Posted 27 Aug 2011

Ten Things to Achieve When Starting 3D Programming

, 9 Sep 2011 CPOL
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Ten things to achieve when starting 3D programming
This is an old version of the currently published article.


Starting 3D programming is not an easy task to accomplish. There are a lot of new things that come into play, and they vary from choosing a programming language to selecting the correct 3D modeling software.

These are the things that when they are done, no matter in what language and with what rendering engine, you can consider yourself a semi-expert on this matter.

  1. Build your own custom graphic initialization function

    Today with the great variety of 3D engines and platforms, this task is always delegated to those. I still remember the times when you had to initialize openGL with all the windows functions, and how you had to manage windows handles and resource loading yourself. This is useful to understand how the things are managed internally and will give you more comprehension of what you are doing.

  2. Implement your own camera

    You can copy and paste a camera code from the internet, and use it without major problems, but it is not until you make your own camera from scratch that you will fully understand some concepts like vector handling, translation matrices, angle conversion, etc.

  3. Understand primary 3D concepts

    When I started, I began to hear a lot of new words like, Anti-aliasing, Anisotropic filtering, occlusion testing, Z-buffer, alpha testing, shader language, bump mapping, etc. Make sure you spent some time reading about this, because it will give an overview of what is 3D programming.

  4. Learn everything you can about vectors and matrices

    This is always underestimated, I strongly recommend that in order to correctly manage things like cameras, terrain following, ray tracing; you should know everything about this. You should also learn minimum trigonometry basis. Now I understand how easy my life would have been if I would had spent only a few hours studying this matter.

  5. Code yourself a 3D model loader

    I recommend to begin with a .OBJ file or a .STL file because they have an ASCII format representation. Later, you can move to other more complex formats like .3DS. With this, you not only will understand more how 3D models are saved, you will have to draw it in its raw manner: triangles, and then you will understand how everything is drawn in a graphics engine.

  6. Successfully make your own collision algorithm

    It is one thing to draw a world and another thing to manage its geometry. In a 3D world, there are no physics laws, you have to create them. If you want an object not to go through a wall, then you have to create an internal geometric representation of the wall and make all the calculations yourself. There are several approaches to handle collisions; I recommend starting with binary collisions with a labyrinth project.

  7. Implement a small particle engine

    The first particle engine I made was a rocket smoke and I did it without looking at a particle engine tutorial. Later I realized I had reinvented the wheel but I was really into this. By carrying this out, you will understand concepts like particle emitters, particle behavior and bill boarding techniques, among others.

  8. Learn the basics in a 3D modeling software

    In order to make changes to the 3D models you want to use in your application, you should at least know operations like translating, scaling, rotating, texturing, exporting to other formats and making simple models. If you don’t do that, you will suffer from depending on other people to do your first game. I’ve worked with a few modeling software and I strongly recommend 3D Max or Maya.

  9. Load and play an animation

    Loading and correctly playing an animation was the most difficult thing in 3D that I've ever did. I had to do reverse engineering to a 3D max .XAF file. I had to also learn stuff like bone hierarchy, matrix interpolation, among others. At the end, it was very gratifying to look at your own models to move by themselves. I recommend starting animating a robot since models like animals and people require another technique called skinning.

  10. Code a 2D custom Graphic User Interface (GUI)

    When I began programming in XNA; I was forced to build my own GUI because XNA does not have implemented any windows controls. This gave me two things, the first one was the ability to make my custom GUI controls and the other one was the understanding of concepts like event handling and event capturing. It is not easy, the most difficult control I have made is a listbox, but once it is made you can use it everywhere.

I am sure when you manage to achieve these ten things, you can say that you have the basic knowledge of 3D programming. I wrote this because I spent a lot of work to achieve them and because I would like everyone to have a small guideline when starting in this world. My advice is to start making a small game and to try to adapt them on the go. I think this is the best way because trying to learn all this without the possibility to see it in action is not very motivating.


This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


About the Author

Vasily Tserekh
Software Developer
United States United States
Born on 86, had my first computer at the age of 8, wrote my first code at the age of 15(pascal), began to study software engineering at 2005 and graduated in 2010. Now I am currently developing software for ERP systems in "Michell Consulting, LLC" . I have a dev blog My real passion is 3D game programming and playing guitar. I've programmed stuff in C#, python, Delphi, PHP, C++, JS, QT and others...

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QuestionNice Article Pin
Manikandan1017-May-14 17:22
memberManikandan1017-May-14 17:22 
AnswerRe: Nice Article Pin
Vasily Tserekh17-May-14 18:23
memberVasily Tserekh17-May-14 18:23 
GeneralMy vote of 1 Pin
Clifford Nelson15-Apr-13 12:20
memberClifford Nelson15-Apr-13 12:20 
GeneralRe: My vote of 1 Pin
Vasily Tserekh15-Apr-13 14:44
memberVasily Tserekh15-Apr-13 14:44 
AnswerRe: My vote of 1 Pin
Clifford Nelson16-Apr-13 12:55
memberClifford Nelson16-Apr-13 12:55 
GeneralRe: My vote of 1 Pin
Vasily Tserekh17-Apr-13 3:36
memberVasily Tserekh17-Apr-13 3:36 
GeneralMy vote of 3 Pin
kburman65-Apr-13 7:34
memberkburman65-Apr-13 7:34 
GeneralMy vote of 5 Pin
Espen Harlinn14-Jun-12 11:35
mvpEspen Harlinn14-Jun-12 11:35 
GeneralMy vote of 5 Pin
rickumali4-Oct-11 7:45
memberrickumali4-Oct-11 7:45 
GeneralRe: My vote of 5 Pin
Ravi Bhavnani15-Jun-12 15:11
memberRavi Bhavnani15-Jun-12 15:11 
QuestionWell done! Pin
Member 196926712-Sep-11 11:51
memberMember 196926712-Sep-11 11:51 
AnswerRe: Well done! Pin
GL_Terminator13-Sep-11 4:03
memberGL_Terminator13-Sep-11 4:03 
GeneralRe: Well done! Pin
Member 196926713-Sep-11 6:41
memberMember 196926713-Sep-11 6:41 
GeneralMy vote of 5 Pin
Marin Shalamanov10-Sep-11 12:09
memberMarin Shalamanov10-Sep-11 12:09 
SuggestionThis is a Tip/Trick Pin
AspDotNetDev9-Sep-11 6:58
mvpAspDotNetDev9-Sep-11 6:58 
QuestionAs a 3D programmer I concur Pin
hkon839-Sep-11 5:02
memberhkon839-Sep-11 5:02 
AnswerRe: As a 3D programmer I concur Pin
Member 196926713-Sep-11 6:52
memberMember 196926713-Sep-11 6:52 
GeneralRe: As a 3D programmer I concur Pin
GL_Terminator13-Sep-11 8:16
memberGL_Terminator13-Sep-11 8:16 
GeneralGood...needs references Pin
Member 33961409-Sep-11 3:51
memberMember 33961409-Sep-11 3:51 
SuggestionHmmm......... Pin
DaveAuld27-Aug-11 5:39
mentorDaveAuld27-Aug-11 5:39 
GeneralIn fairness, Pin
Member 809374327-Aug-11 11:14
memberMember 809374327-Aug-11 11:14 
GeneralRe: In fairness, Pin
CIDev28-Aug-11 14:15
memberCIDev28-Aug-11 14:15 

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