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Ultimate Game Design : Building game worlds

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

use to detail your scene or level. You should give considerable forethought to creating<br />

your texture set. You’ll want to build the right texture pieces in the right ways to<br />

accomplish your visual goals. For example, your 128×128 textures might look great<br />

on floors and walls, but if you attempt to use them in another way, you may run into<br />

trouble and need to resize them or even create custom versions.<br />

As previously stated, textures are placed onto a surface using a U, V coordinate<br />

system to locate a map on a mesh or geometry surface. When you stamp textures on a<br />

surface, though, they may not line up correctly. You will want to “shift” or “slide”<br />

them across the surface to line them up correctly. Most <strong>game</strong> engine tools allow you<br />

to accomplish this by changing the U, V values for the selected texture. This is very<br />

helpful in lining up textures in the way that you would like.<br />

In some cases, you might want to actually change the draw scale or draw size of a<br />

certain texture to make it fit the scene better (in other words, at the correct scale relative<br />

to everything else in the scene). You can do this by changing the U, V draw values,<br />

which will stretch or shrink your texture in those directions according to your<br />

changes. Be careful when doing this, because you may get unintended results. You<br />

can only stretch or shrink textures so far, before it becomes totally obvious that you<br />

have done so. It will blur out or compress your textures to the point that they cannot<br />

be used. Again, this is why, at creation, you need to know how you intend to use your<br />

textures.<br />

P ARTICLES<br />

Some of the most interesting, complex, and processor-intensive visual effects being<br />

created for <strong>game</strong>s (and movies) are using particle systems or dynamics. When you<br />

think of particle systems, think of naturally occurring behaviors, such as the flocking<br />

of birds as they fly together, forming a larger single unit out of many individuals, or<br />

localized rainfall dropping from a single cloud onto a scarecrow. In a flock of birds<br />

flying together, each bird becomes a particle in the system. In a simulated rainfall<br />

from a single cloud, each drop of rain becomes a particle in the system.<br />

Here are some other effects you can build with particles:<br />

� Fire from a torch<br />

� Exhaust from vehicle tailpipes<br />

� An attack formation of angry mutants<br />

� Swarms or clusters of objects<br />

� Sports dynamics (skater’s ice chips, shattering baseball bats, dirt clouds from<br />

slides, divots from bad golf swings, and so on)<br />

67<br />

Lighting, Texturing, Particles, Effects, and Audio

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