Pro Java 9 Games Development Leveraging the JavaFX APIs

(Michael S) #1
Chapter 18 ■ 3D Gameplay DesiGn: CreatinG your Game Content usinG Gimp anD Java

For this reason, instead of scaling the high-definition square image down to 192 pixels, I had to use a
higher pixel resolution value, as some of the transparent pixels will be exposed by the rotation; you can see
this in the second and third layer preview images in Figure 18-26 (remember, gray checkerboard squares
represent transparent pixels).
You can see a tiny bit of this transparency in the corners of the primary GIMP image preview (canvas)
area in Figure 18-26. I used a downsampling value of 264 , which was not perfect (268 or 272 would have
been better), but this was good enough for the content development and code testing phase that we are in
now, during this chapter.
I doubt if any players would even notice this handful of transparent pixels in the far corners of the
texture map image, especially after it is mapped onto the game board squares. I will do a render of the board
game using the Java code (as I have been doing during this chapter) once I have 20 texture maps done using
these work processes for quadrant 1 of the game board. If you wanted to look ahead at this and confirm
that it is hard to see any problem with the texture map for game board square 3, please feel free to do so
(Figure 18-28).
Nevertheless, before you release your game, make sure all diagonal game board square corners have
their image data scaled up enough (say, 272 pixels before rotation, just to make sure) so that there are no
corner artifacts!


Figure 18-26. Create a GameSquare3.xcf compositing file with an orange border and two image assets to use
for square 3

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