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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

72<br />

U L T I M A T E G A M E D E S I G N<br />

FIGURE 3-12<br />

Use of emitters for fire effect<br />

Many types of particle-oriented effects (like lightning, snow, rain, waterfalls, lava<br />

streams, and disease clouds) can be built using particle systems. Getting the right<br />

look for these effects involves tuning the behavior using fields and applying colors<br />

and textures (or sprite maps) per particle.<br />

It should be clear by now that there are many choices and methods of operation<br />

for working with particles to create in-<strong>game</strong> particle effects. The current generation<br />

Unreal engine, for example, has a powerful built-in system to generate effects using<br />

particles and emitters. Effects generated this way can add visual interest to your environments,<br />

help tell story points, and transfer lots of mood.<br />

E FFECTS<br />

Now that you understand a little of the process involved in creating particle-based effects,<br />

let’s take a quick look at their application. As we’ve seen, particle system effects<br />

are a great way to accomplish many visual details. However, they can easily burn up<br />

system performance, so their use must be planned, refined, and often optimized.<br />

Sometimes an effect can be accomplished by using a simple sprite effect instead. A<br />

sprite is typically just a 2-D graphic asset that can be moved, scaled, or rotated. Some-

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