Download 3D Game Environments by Luke Ahearn PDF

By Luke Ahearn

The last word source that will help you create triple-A caliber artwork for numerous video game worlds; 3D online game Environments deals exact tutorials on growing 3D types, utilizing 2nd paintings to 3D versions, and transparent concise suggestion on problems with potency and optimization for a 3D video game engine. utilizing Photoshop and 3ds Max as his fundamental instruments, Luke Ahearn explains easy methods to create lifelike textures from photograph resource and makes use of numerous suggestions to painting dynamic and plausible online game worlds.

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Is this only for the player to bump against? Does this hull determine where bullet impacts are drawn? Sometimes you create one simple hull for player interaction and a more complex one for the detection and display of impact events (Figure 1-17). COLLISION TYPES There are many things that can potentially collide in a game world, and these all produce various results (block player, start or end an event, display an effect). But we don’t want to check for every possible collision and result every time an object collides, as this would be a very big burden on the processor.

And you will also have some degree of control over how the occlusion and culling methods are utilized in the world. Optimizing the usage of occlusion and culling is where you can get some of your most significant performance gains. To assist you in this, most game engines have some sort of tool that allows developers to examine the level in detail. You can usually view the game world in various modes and see what is being drawn, and gather data on what is making things run slowly. Quite often you will discover that objects invisible to a player in a normal game mode are being drawn anyway.

When a player is in a room (cell), the engine looks at which other cells are visible through the doors (portals) leading out of that cell. This quickly eliminates a lot of the world that doesn’t need to be rendered. Some common setups between cells can be seen in Figure 1-23 . There are many other creative setups to prevent the player from seeing too much of the world all at once. PLANNING Of course, the best optimization of all is planning your level to be efficient using the best combination of the tools you have available.

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