Game Engine Architecture
679 For example, we may want to defi ne the structure of the object. Some pieces might be indestructible, like the base of a wal ...
680 12. Collision and Rigid Body Dynamics z having the character slide along walls when he runs into them at an oblique angle; z ...
681 analyzed each frame in order to determine how best to move the character, adjust animations, and so on. 12.5.3.7. Camera Col ...
682 12. Collision and Rigid Body Dynamics z Some games allow the camera to move along an arc lying in a vertical plane, perhaps ...
683 via constraints and linked to joints in the character’s animated skeleton. The physics system simulates the motions of these ...
684 12. Collision and Rigid Body Dynamics Another rag doll feature that is in vogue these days is the ability for un- conscious ...
685 hair move as if it were a rope or deformable body. This is an active area of research, and the quality of hair in games cont ...
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Part IV Gameplay ...
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13 Introduction to Gameplay Systems U p until now, everything we’ve talked about in this book has focused on technology. We’ve l ...
690 13. Introduction to Gameplay Systems pelling story and a rich cast of characters. However, story and characters are defi nit ...
691 ing about within a relatively large static background area. Other games, like the arcade classic Asteroids or the Xbox 360 r ...
692 13. Introduction to Gameplay Systems den boost power-ups and secret passageways). Diff erent game engines draw diff erent li ...
693 ly useful for rapidly blocking out the contents of a game world. This allows gameplay to be tested early, when it is cheap t ...
694 13. Introduction to Gameplay Systems ing hardware. Only one level could exist in memory at a time, but the player could prog ...
695 world subdivision independently, which is extremely helpful from a logistic and practical standpoint when developing a game. ...
696 13. Introduction to Gameplay Systems As is customary in object-oriented design, a game object is essentially a collection of ...
697 in a non-object-oriented language like C, object-oriented facilities can be added by the programmers. And even if the game i ...
698 13. Introduction to Gameplay Systems virtually all game engines have some form of tool-side object model and a cor- respondi ...
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