25.12.2012 Views

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

Ultimate Game Design : Building game worlds

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

to see the seams along their adjoining edges. If we were tiling a snow surface, for instance,<br />

we wouldn’t want to see tile-edge lines where the tiles mesh against each other.<br />

Textures that can tile are textures that fit together like jigsaw pieces along their<br />

own edges. Figure 3-6 shows an example of a “tile-able” texture. This type of texture<br />

might be used as a floor surface or a wall surface.<br />

Other kinds of textures are more use-specific and are not used to fill large, open<br />

spaces like floors or walls. They tend to be used to imply physical environmental details<br />

like sewer outlets, stained-glass windows, or piping systems. Figure 3-7 shows<br />

an example of a use-specific texture.<br />

Depending on the scale system you are using, textures can be created at different<br />

pixel sizes, resolutions, and bit depths. Each of these is determined by your <strong>game</strong> engine’s<br />

requirements. Each <strong>game</strong> engine is custom-written to handle surface or texture<br />

information (sometimes in new and ever-changing ways). Quite commonly, however,<br />

most handle only textures of specific sizes and resolutions.<br />

For instance, repeatable textures created to cover large surface spaces like walls<br />

and floors might be created at 128×128 (128 pixels wide by 128 pixels high). A “detailing”<br />

texture like a door trim pattern, a texture that would fit nicely surrounding<br />

doorway edges, might be created at 64×64. Determining the appropriate size for<br />

your textures is usually a matter of intended use. Knowing how a texture will be used<br />

in a scene is an important consideration when constructing it.<br />

FIGURE 3-6<br />

Tile-ready texture<br />

C H A P T E R 3<br />

65<br />

Lighting, Texturing, Particles, Effects, and Audio

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!