官术网_书友最值得收藏!

Chapter 1. Creating Virtual Landscapes

Tools are everything in game development today. Let me quickly tell you a story. Back in 1983 home computers were simple enough that you could create a virtual city (made of blocks) using nothing much more than pen and paper to scratch out lines of hexadecimal code. The code would then be entered (by hand) over several coffee fuelled evenings and assuming you got every number correct and didn't suffer a tape loading error you could make amazing new worlds. If this sounds primitive and a lot of hard work, well it was. The technological equivalent of scratching out lines of dirt with a plough. Pioneering stuff.

Modern three-dimensional games are several orders of magnitude more complex than Sandy White's 1983 Ant Attack on the Sinclair ZX Spectrum. To create lush visuals expected from current games, we rely on a host of tools to generate content at different stages of production. Quite often, terrain is the canvas on which content is painted, if you think about it, while you might play a game and think how great the scenery looks, you're not necessarily looking at the terrain but rather the textures, vegetation, buildings and everything else that artist has constructed around it. Before we dive into using GROME we're going to cover some common caveats that apply to most game engines. In this chapter we're going to look at:

  • Describing a world in data
  • Texture sizes
  • Game world scales
  • Starting a new GROME project
主站蜘蛛池模板: 思茅市| 旺苍县| 宜丰县| 聊城市| 迁西县| 青河县| 荔浦县| 深圳市| 靖边县| 肇庆市| 平南县| 大足县| 灵武市| 万山特区| 嘉义市| 威远县| 简阳市| 辰溪县| 曲水县| 勐海县| 安国市| 和田市| 公主岭市| 托克托县| 原阳县| 广宗县| 平远县| 都江堰市| 洮南市| 高青县| 阿拉善左旗| 石狮市| 库伦旗| 东源县| 利津县| 淮安市| 陵水| 岢岚县| 正蓝旗| 琼海市| 安塞县|