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3D Game Programming All in One, Third Edition by Kenneth C. Finney

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CHAPTER 18MAKING THE GAME WORLD ENVIRONMENT

In many games having a full suite of character models, buildings, trees, and other visual clutter is still not enough to accomplish the needed sense of immersion. There are a number of other aspects to the game world that come from the world around us that we often take for granted: the background sky, the appearance of water, the appearance of clouds in motion, and the terrain. Figure 18.1 is a nice serene picture of ocean-side forested hills just after sunset. It’s a screenshot from the game Return to Tubettiworld being developed using the Torque 3D engine.

Now way back in Chapter 12 we covered terrains to a certain extent, so you probably have a reasonable sense of what is involved with creating ...

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