3D Game Programming All in One, Third Edition
Kenneth C Finney
Format: PDF / Kindle (mobi) / ePub
3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION is perfect for anyone interested in learning the skills and processes involved in making 3D games. This new edition of the bestselling book shows you how to design and create every aspect of a fully featured game using the Torque 3D game engine. Starting with an introduction to game programming, this comprehensive book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio engineering. After all the techniques are presented, you will use your new skills and the material on the DVD to create a game. The DVD contains everything you need to create a complete game, including all of the TorqueScript source code in sample and final form, the Torque 3D Tools Demo game engine, MilkShape 3D for 3D player and item modeling, The Gimp 2 for texture and image manipulation, Audacity for sound editing and recording, UVMapper for performing UV unwrapping tasks, and Torsion, the Integrated Development Environment tool for TorqueScript code.
800 by 600 pixels with 32-bit color. Your other options are to use a normal film camera and then either scan the resulting photos or send the film to a shop that will digitize the photos for you when they're developed. These shops are quite common, and the extra step of digitization of your developed film is often a no-cost "loss-leader" that the shops use to attract business. Scanners are also low-cost items. The minimum specification for a scanner that you need for use in game development.
Can click and drag to resize the crop area. There is also a round handle in the geometric center of the crop area—click and drag it to move the entire crop area. When you are satisfied with your selected area, double-click the image to cause Figure 11.5 A photograph that needs to the actual cropping operation to take place. be cropped. Figure 11.7 shows the result of merely cropping the image to include all portions of the wood without first altering the orientation of the wood. It.
Appears. 12. Set the options to the values shown in Table 13.2. 13. Save to the file name C:\3DGPAi1\resources\ch9\mynewcan.bmp. This is the texture map, or UV mapping template, for your can. 14. Switch back to MilkShape. 15. Choose the Groups tab and select the can group. 16. Click the Delete button. You will replace this object with the one you exported from UVMapper. 17. Choose File, Import, Wavefront Obj and import the mynewcan.obj file you saved from UVMapper. 18. On the Groups.
The user when modifying models. It does not have Cut, Copy, or Paste but does offer com- mands in a similar vein for duplicating, hiding, and selecting objects. See Table 13.4 for more detail. Vertex You can perform a number of operations on vertices in a model. They are available through the Vertex menu (see Figure 13.13). In most cases you will need to ensure that you've selected only vertices in a model or at least have the selection mode set to Vertex. See Table 13.5 for more detail.
Backtrace(), 675 DescreaseNPatch(), 682 BackUp, 175 DestroyServer, 179, 240 Bitmap, 537 Detag(), 682 Blend, 537 DisableMouse(), 683 BuildTaggedString(), 676 DnetSetLogging(), 683 CalcExplosionCoverage(), 676 DoExitGame(), 657 Call(), 676 DoJump, 175 calling, 70, 126 DoPitch, 175 Cancel(), 676 DoYaw, 175 CancelServerQuery(), 677 DumpConsole(), 683 Canyon Fractal, 537 DumpMemSnapshot(), 683 ChatMessage, 267 DumpNetStringTable(), 683 ChatMessageAll, 653 DumpResourceStats(),.