Book Image

Torque 3D Game Development Cookbook

By : DAVID WYAND
Book Image

Torque 3D Game Development Cookbook

By: DAVID WYAND

Overview of this book

Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires time and knowledge."Torque 3D Game Development Cookbook" is a practical guide that takes you through each of the major steps on the journey to creating your game, while learning a few tricks along the way.The recipes in this book start off with learning some of the finer points about TorqueScript. The book then moves on to each of Torque 3D's subsystems and ends with a variety of game play recipes.The various topics covered include activating level-specific game code and scheduling game events, dragging and dropping items between windows to work with an in-game inventory system, and covering the seams between objects with well placed decals. Some of the advanced topics include writing custom shaders and postFX, using zones to improve rendering performance, and enhancing your game's ambience through sound.Once you are done with Torque 3D Game Development Cookbook you'll be on your way to creating amazing 3D games and gain expert knowledge of Torque 3D.
Table of Contents (17 chapters)
Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Setting up fogging of the level


Using fog is a very common method of adding depth to a scene. Fog can help separate distant objects from those up-close, and can even be used to separate the hills from the valleys. Having fog in a scene also allows us to reduce the render distance to help increase a game's performance. In this recipe, we will set up fog parameters in a level.

Getting ready

Start up Torque 3D and launch a level of your game, then press F11 to open the World Editor. As we want to manipulate the scene objects, the Object Editor should be selected (F1 or by using the Editors menu). A level based on the Empty Terrain level of Full template could be used as a good example.

How to do it...

The following steps add fog to a level that did not have it applied originally:

  1. Select theLevelInfo class object in the Scene Tree window. By default it is named theLevelInfo class object.

  2. In the property inspector (the window named as Inspector), scroll until you locate the Fog section.

  3. Click on the...