By Kenneth C. Finney

Take the plunge from basically enjoying video games to really developing your individual video games. 3D video game Programming multi functional takes you thru the method step by step. It presents the guide, examples, improvement ideas, and, possibly most significantly, the particular instruments had to create your personal 3D online game. it's the in simple terms e-book that covers every one point of constructing a 3D video game in a hands-on educational type. It serves as a logical moment step after the second online game production strategies lined in online game Programming multi functional (159200136X).

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Terrain The terrain library deals with objects that render a model of the outside world. It contains a sky object that renders the outside skybox, animates and renders cloud layers, and applies the visible distance and fog distance settings for when the world as a whole is rendered. The sky object also generates the vertical fog layers and sends them into the SceneGraph object for rendering. The TerrainBlock class provides a single 256ϫ256 infinitely repeating block of heightfield terrain. Heightfield data is stored and loaded by the resource manager so that a single terrain data file can be shared between server and client.

You have to do the work in the learning, and you have to do the work in the creating. And I know you can! Go get ’em! Team LRN xxxi This page intentionally left blank Team LRN chapter 1 Introduction to 3D Game Development B efore we get into the nitty-gritty details of creating a game, we need to cover some background so that we can all work from the same page, so to speak. In the first part of this chapter, we will establish some common ground regarding the 3D game industry in the areas that matter—the types of games that are made and the different roles of the developers that make them.

The console language is called Torque Script and is similar to a typeless C++, with some additional features that facilitate game development. You can load console scripts using a command from the console window as well as automatically from files. Input Model Input events are translated in the platform layer and then posted to the game. By default the game checks the input event against a global action map that supersedes all other action handlers. If there is no action specified for the event, it is passed on to the GUI system.

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