Chapter 18: Making the Game World Environment


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Overview

In many games, having a full suite of character models, buildings, trees, and other visual clutter is still not enough to accomplish the needed sense of immersion. There are a number of other aspects to the game world that come from the world around us that we often take for granted: the background sky, the appearance of water, the appearance of clouds in motion, and the terrain. Figure 18.1 is a nice serene picture of ocean-side forested hills just after sunset. No, it's not a photograph—it's a screen shot from the game Tubettiworld being developed using the Torque Game Engine.

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Figure 18.1: A serene scene.

Now way back in Chapter 12 we covered terrains to a certain extent, so you probably have a reasonable sense of what is involved with creating terrains using a height map. In this chapter we will revisit terrains using the more labor-intensive method of manually building up a terrain with the in-game editor. We'll get into that at the end of this chapter.

First, however, we will visit sky, clouds, and water—the environmental triad of computer game ambience.




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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