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3D Game Programming All in One(2)

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3D Game Programming All in One(2)
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posted:
10/27/2011
language:
English
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19
3D Game Programming All

in One



By Kenneth C. Finney

Chapter 18



Making the Game World

Environment

Making the Game World

Environment

• Sky

• Clouds

• Water

Making the Game World

Environment

Skyboxes

• cube that surrounds the player

character

• each inside face depicts a view in

all cardinal directions, plus up

and down

• Skybox is never reachable by

player character

Making the Game World

Environment

Skyboxes

• perspective correction of skybox

images is necessary

• skybox images need to be tilable

• all images should be the same

resolution

• skybox image resolution can be

mathematically optimized

Making the Game World

Environment

Lab 1: Making Skybox Image

• Use paint program to create a

skybox

• Practice making images tilable

• Practice adjusting for perspective

error

• Introduction to material (DML) file

• Test in game world

Making the Game World

Environment

Cloud Layers

• Create cloud textures with alpha

channel

• Multiple layers can be created

• Layers move at different speeds

• Layers are unreachable

• Layers can be set to varying

'virtual' separations

Making the Game World

Environment

Lab 2: Creating clouds

• Practice making cloud images

with alpha channel

• Practice adjusting cloud layer

properties

• More practice with DML file

• Test in game world

Making the Game World

Environment

Fog

• limited volumetric fog

• adjustable vertical height &

thickness, but not horizontal

depth

• adjustable color

• fog is enterable by player

character

Making the Game World

Environment

Storms

• Torque has built-in storm

generation capability

• A storm is precipitation, fog,

thunder, and lightning

• Storm parameters are adjustable

• Timing, gradual onset and ending

Making the Game World

Environment

Storm Materials

• precipitation particle images

defined in a single PNG file with

alpha channel

• Precipitation particle image has

16 'drop' images in a 4x4 grid

Making the Game World

Environment

Storm Materials

• Lightning images defined in

separate PNG files without alpha

channel

• Black color is used to define

transparent areas of images

Making the Game World

Environment

Lightning

• Need a LightningData datablock

• LightningData datablock points to

lightning images with a DML file

• Need a Lightning object definition

• Lighting object points to the

desired LightningData datablock

Making the Game World

Environment

Rain

• PrecipitationData datablock

points to a DML file

• A Precipitation object definition

points to a PrecipitationData

datablock

• Rain only falls in an area around

the player character

Making the Game World

Environment

Lab 3: A Perfect Storm

• use console to invoke a storm

• combine use of Sky.stormCloud

method and

Precipitation.stormPrecipitation

method

Making the Game World

Environment

Waterblocks

• Special objects inserted as part

of a mission

• tiled like terrain tiles

• textures can be used, same as

clouds

Making the Game World

Environment

Terraforming

• Torque Terrain Editor allows you

to 'paint' terrain

• Adjustable brush can be used to

add or remove dirt

• Ideal method for quick terrain

creation

Making the Game World

Environment

Lab 4: Terraforming

• learn the Terrain Editor

• practice creating various terrain

shapes

• learn how to use 'fly' mode

Summary

• Skyboxes, clouds, and water define a

game world environment

• Use Skyboxes to simulate distant

horizons and sky

• Use Cloud layers in the Sky object to

define overhead cloud movement

• Storms are the integration of cloud

layers, fog, precipitation, and lightning

• Use WaterBlocks to define bodies of

water


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