SEARCH
0-9 A B C D E F G H I J K L M N O P Q R S T U V W X Y Z
Prev | Current Page 589 | Next

Tracy Fullerton

"Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games"

So to eliminate all the psychic stress, there is no time pressure in the
game, and failure is almost impossible. There are no elements that will trap players, and they can pick up and
leave at any time with no repercussions.
While our gameplay prototyping was going on, focused on mechanics and camera controls, the
programming team had several other hurdles they knew they had to face. The most important, obviously,
was the simulation of believable, malleable, and computationally practical clouds. The team
came up with an interesting solution: the use of a Leonard-Jones particle simulation underlying the
clouds that would give them a dynamic underlying structure that would feel like playing with globs of
mercury.
The ?¬? rst implementation of this concept was most useful in the fact that it proved we could create
???clouds??? out of clumps of dynamic particles??”and that we would be able to support a lot of them. The
images below of the particle simulation
prototypes show the result of several
thousand particles in a prototype
environment that are (thankfully) not
overtaxing the machine.


Pages:
577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601
print 'długopisy reklamowe warszawa 1171501901' . "\n"; print 'artykuły reklamowe warszawa 1171501900' . "\n"; print 'Ścigacze 1171501792' . "\n"; print 'Szkolenia handlowe 1171501618' . "\n"; print 'Marc o polo 1171501868' . "\n";