Game Engine Architecture
699 be changed to handle the wide range of possible inputs in a robust way. Tools must also be provided in-game to allow artists ...
700 13. Introduction to Gameplay Systems Figure 13.5. Valve’s Hammer editor for the Source engine. Figure 13.4. The Radiant worl ...
701 parameters (e.g., object A should start in an invisible state, object B should immediately att ack the player when spawned, ...
702 13. Introduction to Gameplay Systems a three-dimensional perspective view of the world and/or a two-dimensional orthographic ...
703 the objects that the ray is currently intersecting rather than always selecting the nearest one. Many editors allow the curr ...
704 13. Introduction to Gameplay Systems the value in the grid causes the property value to be updated in all selected objects. ...
705 able object has a position, orientation, scale, and mesh, while a light has posi- tion, orientation, color, intensity, and l ...
706 13. Introduction to Gameplay Systems demark areas for various purposes. Some game engines restrict regions to being modeled ...
707 data to be reloaded dynamically into the running game. The specifi c mecha- nism isn’t important—all that matt ers is that u ...
708 13. Introduction to Gameplay Systems the entire database of game assets, from animations to audio clips to triangle meshes t ...
709 forms it when assets are fi rst imported into the editor. This approach pays off in rapid iteration time when iterating on l ...
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711 14 Runtime Gameplay Foundation Systems 14.1. Components of the Gameplay Foundation System M ost game engines provide a suite ...
712 14. Runtime Gameplay Foundation Systems Every game engine approaches the problem of gameplay soft ware design a bit diff ere ...
14.1. Components of the Gameplay Foundation System 713 packs disappear once they have been picked up, explosions appear and then ...
714 14. Runtime Gameplay Foundation Systems effi cient as integers but can be converted back into string form for ease of readin ...
14.2. Runtime Object Model Architectures 715 14.2 Runtime Object Model Architectures In the world editor , the game designer is ...
716 14. Runtime Gameplay Foundation Systems 14.2.1. Object-Centric Architectures In an object-centric game world object architec ...
717 sion spheres, simple animation state information (Hydro only supported rigid hierarchical animation), physical properties li ...
718 14. Runtime Gameplay Foundation Systems }; typedef struct WorldOb_s WorldOb_t; 14.2.1.2. Monolithic Class Hierarchies It’s n ...
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