3D Game Programming All in One By Kenneth C. Finney.

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Presentation transcript:

3D Game Programming All in One By Kenneth C. Finney

Chapter 16 Making Weapons and Items

Making Weapons and Items Variety of modeling techniques used Items are useful as decorations which are used to fill out game worlds Weapon models can be used for gameplay or static display (as items)

Making Weapons and Items Lab 1: Make a Health Kit Quick and easy introduction Use existing skin artwork Use simple shape primitive Practice building, exporting, and using in a game world

Making Weapons and Items Lab 2: Make a Rock Quick and easy introduction Use existing skin artwork Use simple shape primitive and modify it Practice building, exporting, and using in a game world

Making Weapons and Items Trees Good looking trees are resource hogs (CPU, rendering, memory) Resource friendly (low poly) trees usually aren't attractive or accurate Difficult to manage interaction with low-poly trees

Making Weapons and Items Lab 3: Make a Solid Tree Practice building a 3D model using different techniques Practice exporting Learn how collision meshes operate Test a tree with a collision mesh

Making Weapons and Items Lab 4: Make a Billboard Tree Practice building a very low polygon 3D model Practice exporting Learn how billboard meshes operate Test a tree with no collision mesh

Making Weapons and Items The Tommy Gun Weapons are usually modeled using extrusion Textures (skins) are well suited to providing visual weapon details Photographs make good source material for modeling

Making Weapons and Items Lab 5: Make a Tommy Gun Practice building a low polygon 3D model Practice exporting Practice using extrusion with a pictorial template

Summary Items and decorations can have collision boxes if desired Billboard textures minimize frame rate loss with large numbers of objects Milkshape's Texture Coordinate Editor is useful for minor texture mapping adjustments