TAILIEUCHUNG - 3D Game Programming All in One- P26

3D Game Programming All in One- P26: 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 657 Final Change The final very very last piece of code we are going to change will allow us to remain in the program after we exit a game. Previously when we exited a game using the Escape key the program quit. This final change tidies that up for us. Open the file C koob control client misc and locate the function DoExitGame and change it to match the following function DoExitGame if Server ServerType SinglePlayer MessageBoxYesNo Exit Mission Exit disconnect else MessageBoxYesNo Disconnect Disconnect disconnect This function now checks to see if we are in single- or multiplayer mode. It does this to provide a customized exit prompt depending on which mode it is. In any event the disconnect function is called to break the connection with the game server. Moving Right Along So there you have it. I hope your fingers aren t worn to the bone. You can see that there is a great deal of power available to those worn fingertips. I m sure that as you ve progressed through the preceding chapters your head began to fill with all sorts of ideas about things you might want to do. In the next and final chapter of the book I have a few things I want to say on that topic. Team LRN This page intentionally left blank Team LRN CHARTER 24 The End Game By now you ve worn many hats as programmer 2D artist 3D modeler sound engineer and level designer to mention just the big ones. It should be fairly evident that each of these specialties has a great deal of depth and it is hard to do justice to any one of them in a book like this. However it should also be apparent that you can make complex and feature-rich games without the need for million-dollar budgets. In this chapter we ll look at some of the things that didn t quite fit as topics in the earlier chapters. A great deal of the work is done for us by the Torque Engine but that s just where the process starts the end is wherever you want it to be. There are other game engines out there ranging from .

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