TAILIEUCHUNG - 3D Game Programming All in One- P4

3D Game Programming All in One- P4: During the past several years while working on the Tubettiland “Online Campaign” software and more recently while working on the Tubettiworld game, I figure I’ve received more than a hundred queries from people of all ages about how to get started making games. There were queries from 40-year-olds and 13-year-olds and every age in between. Most e-mails were from guys I would estimate to be in their late teens or early 20s. | The Torque Game Engine 27 Water is dynamically rendered based on distance making nearby water more tessellated and detailed. Water coverage of an area can be set to seed fill from a point on the surface allowing the water to fill a depression to form a lake without leaking outside the corners. Interiors The interior library manages the rendering collision and disk-file services for interior objects such as buildings. An interior resource class manages the data associated with a single definition of an interior and multiple instances may exist at any one time. Interiors manage zones for the scene graph and may have subobjects that render a mirrored view. A light manager class generates lightmaps for all currently loaded interiors. Lightmaps are shared among instances whenever possible. Interior resources are built and lit by an interior importer utility. The source files are Quake-style .map files that are little more than lists of convex physical constructive solid geometry brushes that define the solid areas of the interior. Special brushes define zone portal boundaries and objects like lights. Shapes and Animation A library manages the display and animation of shape models in the world. This library s shape resource class can be shared between multiple shape instances. The shape class manages all the static data for a shape mesh data animation keyframes material lists decal information triggers and detail levels. An instance class manages animation rendering and detail selection for an instance of a shape. The instance class uses the thread class to manage one of the concurrently running animations on an instance. Each thread can be individually advanced in time or can be set on a time scale that is used when all threads are advanced. A thread can also manage transitions between sequences. Animation sequences can be composed of node bone animation for example joints in an explosion material animation a texture animation on an explosion and mesh animation a .

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