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Ultimate Game Design : Building game worlds

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out of your 3-D package. This generates a file with data about each particle’s position<br />

or behavior over a given period of animation frames (for example, from frame 1 to<br />

frame 30). Using this method, your <strong>game</strong> engine can read in this data file and re-create<br />

the particle system effect that you built up in your 3-D package.<br />

Another option is to render out the particle behaviors as an animation sequence,<br />

and stamp this onto a polygon surface. You can give your computer a real headache<br />

doing this. I’ve crashed many of them. When you start to ask your computer to render<br />

particle system output, keep the numbers low. To begin experimenting, keep<br />

your number of particles reasonable (less than 100) and your number of animation<br />

frames manageable (roughly 30 frames).<br />

Once you have your particles behaving like fire and colored like fire, you create a<br />

render sequence of your fire. Next, you could create a simple polygon plane and map<br />

your fire render sequence to the polygon plane. Finally, you parent (or associate) the<br />

plane with the fire on it to the kindling in your hearth and move the plane into position.<br />

You now have a particle-based fire effect for your hovel!<br />

To extend this idea to another example, if you were building vehicle exhaust, you<br />

would follow the same procedure and parent your exhaust plane to the vehicle’s tailpipe.<br />

Ideally, it’s nice to have a toolset that allows you to simply position emitters in a<br />

scene and then tweak the particle behavior in real time. Figures 3-11 and 3-12 show<br />

scenes constructed using the WildTangent Studio (WTStudio) tool. This tool enables<br />

users to create emitters and adjust particle behavior in real time.<br />

FIGURE 3-11<br />

Use of emitters for steam effect<br />

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

71<br />

Lighting, Texturing, Particles, Effects, and Audio

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