Summary


This was a busy chapter! You learned about mesh hierarchies and how to load and render them, and you are ready to start implementing a little bit of the game play features. You encapsulated the camera in its own object to make things easier for you, and you created an interface to help define particular properties of your objects.

In the next chapter, you will start working on the level and player class, which will be the root controlling object of your tanks.



Beginning 3D Game Programming
Beginning 3D Game Programming
ISBN: 0672326612
EAN: 2147483647
Year: 2003
Pages: 191
Authors: Tom Miller

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