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Ultimate Game Design : Building game worlds

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FIGURE 3-9<br />

Omni particles emitted<br />

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

visually interesting results. Gravity is an example of a field you can play with. You<br />

can create attraction and repulsion factors for your fields.<br />

In Figure 3-10, I’ve simply added a turbulence field to start to shape the particles<br />

toward something resembling smoke or steam behavior in my animation sequence as<br />

particles begin to billow away from a source point.<br />

After you begin to learn how field forces affect particles, you can build up more sophisticated<br />

behaviors. Maybe you want to create bee swarms, or create ice chips<br />

blasting and streaking off an ice skater’s blade. There are endless possibilities, each<br />

with certain visual impact. Very cool stuff.<br />

Now for a little <strong>game</strong> development reality check. How a specific <strong>game</strong> engine or engine<br />

toolset handles particle system data and particle assets depends entirely on which<br />

<strong>game</strong> engine or toolset it is. Each has unique hand-off or asset import/export challenges.<br />

Exporting Particles and Dynamics Information<br />

<strong>Game</strong> developers have several choices to make when working with and utilizing particle<br />

systems and dynamics. There are a couple of common pathways:<br />

� Build complete particle systems and manipulation tools into your own editors.<br />

� Import particle system data from Maya or 3ds max and then re-create it<br />

within the <strong>game</strong> engine.<br />

69<br />

Lighting, Texturing, Particles, Effects, and Audio

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