Real-Time Interactive 3D Games: Creating 3D Games in Macromedia Director 8.5 Shockwave Studio

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Guide to teach developers how to create attention grabbing real-time 3D games with Director 8.5/ Shockwave Studio. Partridge shares some of his own experiences in game development. Softcover.

Author(s): Allen R. Partridge, Allen Partridge
Publisher: Sams
Year: 2001

Language: English
Pages: 621
Tags: Библиотека;Компьютерная литература;3D графика / 3D моделирование;

Real-Time Interactive 3D Games: Creating 3D Games in Macromedia Director 8.5 Shockwave Studio......Page 2
Copyright © 2002 by Sams......Page 3
Contents at a Glance......Page 4
Table of Contents......Page 5
About the Author......Page 13
Tell Us What You Think!......Page 16
Introduction......Page 18
User Skill Development......Page 19
Why Buy This Book?......Page 20
What Tools Will You Need?......Page 21
PART I The Dramatic Structure of Games......Page 22
CHAPTER 1 The Story: How Much Is Too Much?......Page 24
Getting Started......Page 25
Getting a Grip on Narratives......Page 26
Brainstorming a Story......Page 35
Stripping Away the Snoozers......Page 39
Games That Make Stories Happen......Page 42
CHAPTER 2 Making Plans......Page 58
Planning the Story......Page 59
Writing Your Own Game Treatment......Page 79
Planning the Interface: Not Too Pretty, Not Too Ugly......Page 81
CHAPTER 3 Managing Your Story On-the-Fly......Page 102
Creating Dynamic Plots......Page 103
Encouraging Actions That Lead to Conflict......Page 107
CHAPTER 4 Revealing the World Dynamically......Page 130
Smart Sounds......Page 131
Smart Spaces......Page 138
Making Everything Match......Page 146
PART I I Building Blocks of Shockwave 3D Games......Page 152
CHAPTER 5 An Introduction to Director 3D......Page 154
3D Interface Elements......Page 156
3D Object Structures and Lingo Concepts......Page 171
Working with Models......Page 176
CHAPTER 6 Cameras and Lights......Page 204
Time Out for a Mental Transformation......Page 205
Working with Cameras......Page 213
Working with Lights......Page 235
CHAPTER 7 Shaders and Textures......Page 244
Working with Shaders......Page 245
Working with Textures......Page 255
CHAPTER 8 Low-Polygon Modeling and Third-Party Exporters......Page 264
Optimization......Page 265
The Exporters......Page 288
CHAPTER 9 Using 3D Keyframe Animation in Director......Page 310
Keyframe Animation Basics......Page 311
CHAPTER 10 Using 3D Bone Animation in Director......Page 338
Bone Animation Cycles......Page 339
Using Bones in Director......Page 349
CHAPTER 11 Adding Abilities with Modifiers......Page 358
General Modifier Usage......Page 359
CHAPTER 12 Simulating Physics......Page 378
The Collision Modifier......Page 379
Using Havok Physics Xtra......Page 389
PART I I I Putting Strategies into Action......Page 402
Day One......Page 404
Day Two......Page 421
Day Three......Page 423
Day Four......Page 425
Day Five......Page 432
Day One......Page 436
Day Two......Page 440
Day Three......Page 449
Day Four......Page 451
Day Five......Page 453
CHAPTER 15 17 Keys: Week Three......Page 460
Day One......Page 461
Day Two......Page 466
Day Three......Page 467
Day Four......Page 469
Day Five......Page 475
Day One......Page 478
Day Two......Page 486
Day Three......Page 496
Day Four......Page 498
Day Five......Page 500
Epilogue......Page 501
CHAPTER 17 Selling and Marketing Your Game......Page 506
They’ll Buy It If You Sell It......Page 507
Match the Client to the Target Audience......Page 508
Possible, No—Consistent, Yes......Page 509
Managing the Details......Page 510
What Next?......Page 513
PART IV Appendixes......Page 514
n-Virae Interactive Entertainment Device Treatment and Spec......Page 516
Word Wacky 3D Treatment and Spec......Page 534
APPENDIX B Composition Basics......Page 544
The Elements of Design......Page 545
Principles of Design......Page 546
General Director-Related Web Resources......Page 548
Meet the Gang......Page 550
3D Tutorials and Communities......Page 553
Game Sites......Page 554
17 Keys Technical Specification......Page 556
GLOSSARY......Page 564
Index......Page 590