Chapter 21: Creating the Game Mission


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Overview

Let's take a moment to step back and see where we are. In the first chapters of the book you learned the basics of programming and how to apply those concepts to real things that can be done with a modern game engine. In the process you learned how to use a programming editor—UltraEdit—and how to use Torque to try out our ideas. You saw that Torque has a powerful script system and the things you can do with it are almost limitless.

We then moved on to artwork, starting with textures and graphic images. You learned about a couple of new tools—Paint Shop Pro and UVMapper—and how to apply them to the task of skinning 3D objects and GUI screens.

Then we got into modeling 3D objects, using a few more tools—MilkShape and QuArK— to create the models using different techniques. Animating our objects using MilkShape helped bring static models to life.

After that, it was on to some nifty things like creating skyboxes and images for weather effects, such as lightning and rain.

Then it was sound effects, recording them and using them in a game in different ways.

Now you might think that all of this is leading somewhere! And you would be right.




3D Game Programming All in One
3D Game Programming All in One (Course Technology PTR Game Development Series)
ISBN: 159200136X
EAN: 2147483647
Year: 2006
Pages: 197

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