... thường, laptop đều chỉ có thể "tải" được một dung lượng RAM tối đa nhất
định. Các dòng phổ thông thường hỗ trợ tối đa 4 GB RAM, còn những mẫu cao
cấp hay dành cho game thủ "chơi ... chơi game trên
máy.
RAM như "thuốc tăng lực" cho laptop.
Đầu tư đế tản nhiệt thứ thiệt
Laptop nóng lên đồng nghĩa với khả năng thực thi của hệ thống sẽ giảm đi.
Laptop chơi game ... mới" sẽ làm "tổn thọ" cả hệ thống phần cứng. Và nếu có sự
cố gì, các công ty bảo hành đều sẽ "lắc đầu", và lúc đó chi phí cho một "vi xử lý
mới" đồng nghĩa với một...
... screen shots in this chapter are of games by indie
game developers. Some of the games are currently being shipped as retail games, and
Chapter 1
■
Introduction to 3DGame Development2
Team LRN
Please ... parts together to create a game, pop-
ulate your game world, and then test and troubleshoot your game. Finally, we look at
where you can go with your shiny new 3Dgame developer’s toolkit of ...
■
Introduction to 3DGame Development26
Team LRN
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Sports Games
Sports games are a variation of
the simulator class of games in
which...
... implementing the GUI elements of our game.
Models
3D models (Figure 1.12) are the essential soul of 3D games. With one or two excep-
tions, every visual item on a game screen that isn't part ... created, leading to more immer-
sive game environments.
As mentioned earlier, this book will employ the Torque Game Engine from GarageGames
(http://www.garagegames.com). The Torque is included ... delving into real game
programming scripts.
Chapter 1
■
Introduction to 3DGame Development30
Team LRN
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3D Rendering
The...
... paths for a sample game, with supporting scripts.
Installing Torque
If you want to install only the Torque Game Engine, without the various chapter files,
extra utilities, or demo games, then do ... Along
There you go. You now have the basic Torque Game Engine plus a sample game installed.
Enjoy!
Of course, if you are following along with the game development in this book, you will
need to ... Torque Game Engine is powerful, feature rich, flexible, and control-
lable. What we will do in this book is create all of the different elements of the game that
we'll need and then write game...
... choice situations—the
switch
statement. For example, the following
switch
statement will set a game& apos;s weapon label based upon a numeric weapon type variable:
switch (%weaponType)
{
case ... the result
} // now back to the top of the loop
// ie. do it all again
}
Save this program as C:\3DGPAi1\book\WhilingAway.cs and run it. Note the output. Now
run it again. Note the output again—and ... "fresh")
{
%freshFruitCounter++;
}
else
{
%rottenFruitCounter++;
}
Time for another sample program! Type the following program in and save it as
C:\3DGPAi1\book\Geometry.cs and then run it.
// ========================================================================
//...
... should respond to game stimuli and are able to respond
in the game with motion or some other behavior inherent to the object's class definition.
Usually, you will let the game engine worry ... worry about the low-level mechanics of moving your
3D objects around the game world. However, there will probably be times while creating a
game that you are going to want to cause objects to ... 3D scene in Torque and then move it from
one location to another using some script instructions entered directly into the game con-
sole. The first step is to identify the object.
1. In the 3DGPAi1...
... should respond to game stimuli and are able to respond
in the game with motion or some other behavior inherent to the object's class definition.
Usually, you will let the game engine worry ... worry about the low-level mechanics of moving your
3D objects around the game world. However, there will probably be times while creating a
game that you are going to want to cause objects to ... 3D scene in Torque and then move it from
one location to another using some script instructions entered directly into the game con-
sole. The first step is to identify the object.
1. In the 3DGPAi1...
... resources
that pertain to a particular game, game type, or game variation. GarageGames uses these
two basic subtrees, common and control, in its sample games, although the company uses
different ... datablocks.
Game Structure
When you create your game, you can use pretty well any organizational structure you like.
Your game will comprise script program modules, graphics images, 3D models, ... special prefixes like this:
$Game: :maxplayers
$Server::maxplayers
We can have other variables belonging to the namespace as well:
$Game: :maxplayers
$Game: :timelimit
$Game: :maxscores
The identifier...
... watermark.
Exec("./weapons/crossbow.cs");
}
function StartGame()
{
if ( $Game: :Duration) // Start the game timer
$Game: :Schedule = Schedule( $Game: :Duration * 1000, 0, "onGameDurationEnd");
$Game: :Running = true;
schedule( ... "CreateBots");
}
function OnMissionLoaded()
{
StartGame();
}
function OnMissionEnded()
{
Cancel( $Game: :Schedule);
$Game: :Running = false;
}
function GameConnection::OnClientEnterGame(%this)
{
// Create a new camera ... creation.
//============================================================================
function GameConnection::OnClientEnterGame(%this)
//
// Called when the client has been accepted into the game by the server.
//
{
// Create a player object.
%this.spawnPlayer();
}
function GameConnection::SpawnPlayer(%this)
//...
... the specific game play modules we need.
After that comes
StartGame
, which is where we put stuff that is needed every time a new
game starts. In this case if we have prescribed game duration, ... place.
In the case of our game timer, there is no game duration defined, so the game is open-
ended, and the
Schedule
call will not take place. If, for example,
$Game: :Duration
had been
set ... end-of -game event that has been
scheduled; if no game duration was scheduled—as is our case at the moment—then noth-
ing happens, quietly.
After that is the
GameConnection::OnClientEnterGame
method....
... filter out game types that we aren't interested in. For your game,
you can set any game type you like. Here we are going to go with 3DGPAI1 because there
will be at least one 3DGPAI1 server ... watermark.
$Client::GameTypeQuery = "3DGPAI1";
$Client::MissionTypeQuery = "Any";
When one of our servers contacts the master server, it uses the variable
$Client::GameTypeQuery ... directions.";
$Pref::Server::FloodProtectionEnabled = 1;
$Pref::Server::Info = " ;3D Game Programming All-In-One by Kenneth C. Finney.";
$Pref::Server::MaxPlayers = 64;
$Pref::Server::Name = "3DGPAI1 Book - Chapter 6 Server";
$Pref::Server::Password...
... watermark.
IsNameUnique
GameConnection::OnDrop
GameConnection::StartMission
GameConnection::EndMission
GameConnection::SyncClock
GameConnection::IncScore
The method
GameConnection::OnConnectRequest ... the game
%client.StartMission();
%client.OnClientEnterGame();
}
The following functions and
GameConnection
methods are defined in the MissionDownload
module:
GameConnection::LoadMission
GameConnection::OnDataBlocksDone
GameConnection::ClientWantsGhostAlwaysRetry
GameConnection::OnGhostAlwaysFailed
GameConnection::OnGhostAlwaysObjectsReceived
ServerCmdMissionStartPhase1Ack
ServerCmdMissionStartPhase2Ack
ServerCmdMissionStartPhase3Ack
This ... score.
The Game Module
The server-side Game module is the logical place to put server-specific game play features.
Here are the contents of the common/server /game. cs module.
//
// Torque Game Engine
//
//...
... special textures used in games. The quality that separates skins from regu-
lar textures is that they typically wrap around the shape of a 3D model. It is fairly
obvious that 3D monsters and player-characters ... you are finished, save your file one final time as
C:\3DGPAi1\resources\ch9\myauto.psp. This is your source file.
33. Now save your skin as C:\3DGPAi1\resources\ch9\myauto.jpg.
34. Once again, you ... creating any game files in this format, however.
2. Choose Image, Increase Color Depth, 16 Million Colors. You need to do this to get
access to the full palette.
3. Save the file as C:\3DGPAi1\resources\ch9\mycan.psp....