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3D Game Programming All in One

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

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3D Game Programming All in One

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  1. 3D Game Programming All in One • By Kenneth C. Finney

  2. Chapter 18Making the Game World Environment

  3. Making the Game World Environment • Sky • Clouds • Water

  4. 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

  5. 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

  6. 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

  7. 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

  8. 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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

  16. 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

  17. 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

  18. Making the Game World Environment • Lab 4: Terraforming • learn the Terrain Editor • practice creating various terrain shapes • learn how to use 'fly' mode

  19. 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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