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

How to cover seams and texture changes using decals placed in the World Editor


When placing 3D objects within a game level sometimes there is a hard, visible transition when two or more objects intersect with each other. An example would be a rock outcrop object and the terrain. We may want to soften this transition between objects for better visual appeal. In this recipe we will add decals to the level to help cover up these seams between objects.

Getting ready

Start up FPS Example in Torque 3D and launch the Deathball Desert level. Press Alt + C to switch to the third-person camera, and then press F11 to open the World Editor. As we want to manipulate the manually-placed decals, open the Decal Editor window by pressing F7, or using the Editors menu.

How to do it...

In the following steps we are going to place a decal to cover up a seam between a 3D shape and the terrain:

  1. Fly the camera to where we will place the decals. For our Deathball Desert example, we will fly to one of the many rock...