TAILIEUCHUNG - 3D Game Programming All in One- P7

3D Game Programming All in One- P7: 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. | Moving Right Along 87 Organize your code into separate modules and make sure the module file name is appropriate for the content and vice versa. Restrict the number of lines of code you put in a module. Pick a size that suits you about 1 000 lines should be near your upper limit. Use descriptive and meaningful variable names. While keeping your variable names descriptive don t let the names get too long. Never embed tabs in code use spaces instead. When you view your code later you may have different tab settings and therefore find the code hard to read. Using spaces guarantees that the visual appearance is consistent. Three spaces for an indent is a good number. Be consistent in your programming style decisions. Be alert to what programming decisions you make that work well for you and try to consistently employ those techniques. Keep a change log of your work so you can keep track of the evolution of your programs. Use revision control software to manage your program versions. Moving Right Along You ve now bitten off a fairly big chunk o stuff. You ve learned a new tool in fact a new kind of tool the programmer s editor. After getting a handle on UltraEdit-32 we looked at how software does its thing bringing people and computer hardware together by using programming languages. We then went off and started bullying the computer around using one of those programming languages called Torque Script. Coming up next we ll delve into the world of 3D programming at a similar level and discover the basics of 3D objects and then how we can manipulate them with Torque Script. Team LRN This page intentionally left blank Team LRN CHARTER 3 3D Programming Concerts In this chapter we will discuss how objects are described in their three dimensions in different 3D coordinate systems as well as how we convert them for use in the 2D coordinate system of a computer display. There is some math involved here but don t worry I ll do the heavy lifting. We ll also cover the stages and .

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