Game Development Reference
In-Depth Information
Screen Space, World Space,
and the Camera
So far, we have dealt with flat-style UIs; just take this and draw it there, scale,
manage input, done. Granted, the new UI and layout controls make it a lot easier to
get going (the placement and anchoring alone save you tons of time), but this is the
future, so what else has the UI got for me?
As with any modern UI, your controls and drawing need to work with perspective
within a 3D environment. Every game or title is looking to get deeper into the game
world and get the player more involved, whether that's TV screens, more engaging
menus, or third-person UX that is bound to game characters (such as Dead Space
with its 3D inventory— http://bit.ly/DeadSpaceUIExamples ).
In this chapter, we aim to break this perception boundary and plunge our UI into a
3D world.
The following is a list of topics that will be covered in this chapter:
• Overviews of the new Canvas modes
• Understanding the impact of cameras
• Simple and big UI examples
Search WWH ::




Custom Search