3D Game Environments by Luke Ahearn PDF

By Luke Ahearn

ISBN-10: 0240808959

ISBN-13: 9780240808956

The last word source that can assist you create triple-A caliber paintings for numerous online game worlds; 3D video game Environments deals precise tutorials on developing 3D types, employing 2nd paintings to 3D versions, and transparent concise recommendation on problems with potency and optimization for a 3D video game engine. utilizing Photoshop and 3ds Max as his fundamental instruments, Luke Ahearn explains tips to create reasonable textures from picture resource and makes use of various options to painting dynamic and plausible online game worlds.

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This is typically created using a blast decal and several systems, one for each effect: flash, debris, and smoke. Additionally, particle systems are usually associated with sound events. Sound adds a lot to the effect a particle system has. What would rain be without the rumble of thunder? How effective would a silent explosion be? When a fire crackles as you approach, it adds another level of realism and immersion to a game. In Figure 1-14 you can see some of the most common aspects of a particle system.

But we don’t want to check for every possible collision and result every time an object collides, as this would be a very big burden on the processor. We must check for different collision events for different entities and assign different responses. Take, for example, a game with players and AI bots in the same world space. If you are on a high narrow bridge with no rails spanning a lake of deadly molten lava, it is part of the game play challenge that you stay on the bridge and not fall in while fighting the enemy.

Have particles die or fade out quickly. • Use only the necessary number of particles. • Use the best asset for the particle (this is related to the previous point). A thousand little dots don’t look as cool as a hundred great particles. • Tweak! Take your time and you can make ten particles look better than a hundred. Ten particles that behave and display in an impressive fashion are generally much more pleasing than a hundred particles dropping in some slipshod default display. Orientation to Game World Optimizations 21 Figure 1-14 (a) A typical particle with an alpha channel; (b) a steam cloud using particles; (c) an emitter large and small with the same number of particles spawning from it; (d) a particle system used to create rain and snow.

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3D Game Environments by Luke Ahearn

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