3D Animation Workshop: Lesson 118: WildTangent for Online Games | 2
Lesson 118 - WildTangent for Online Games - Part 2
A WildTangent project typically requires geometry (models) created in standard packages, as well as bitmap images for textures and sound files. All these resources need to be packaged into appropriate form using WildTangent utility programs. WildTangent also offer a special program for assembling scenes. But let's leave these issues aside to get right to the heart.
Whatever language you use, programming your project involves working within the fundamental framework common to all interactive 3D. Your program must first set up everything needed to begin the interactive experience. This "initialization" typically involves getting the scene elements organized and putting everything in its proper place before raising the curtain. Once initialized, the program responds to mouse and keyboard input from the user, typically needs to perform actions or tests between every render cycle (such as moving animated objects).
A box model is created and each of its sides is assigned a different color. A WTGroup object must then be created to hold the box geometry. This group object is simply a standard transform node that allows the geometry to be positioned (translated), rotated and scaled in the space of the scene. After putting the model in the group, and adding the group to the scene, the group is made to rotate continuously
The template contains empty methods to handle mouse and keyboard input from the user, and to perform tasks between render cycles. The use of these important methods becomes clear in a wonderful tutorial in which you build a simple game.
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Created: May 8, 2001
Revised: May 8, 2001