Game Development Reference
In-Depth Information
As you progress through the topic, you will have a chance to investigate all sorts of components and
find out what kind of functionality they add to each gameObject.
Creating Environments
No matter what genre your game falls under, one of its main components is likely to be the
environment where the game play takes place. In a 3D world, it could be as complex as a lush
tropical forest or as stark as a post-apocalyptic cityscape. Whether the visual style is realistic
or cartoon-like, you will require an environment that complements and enhances the game's
functionality.
Designing Smart
If you are new to 3D game design, or at least new to taking a game from paper to reality, there
are design limitations to be aware of. In real-time games or applications, pretty much everything
adversely affects frame rate. As the goal is to keep the frame rate fast enough for game play to
progress uninterrupted, you will be required to make decisions about content and staging. Sixty
frames per second is generally the goal, although the human eye doesn't see much more than 30.
Because frame rate in a real-time game constantly varies, that gives you a pretty good safety zone.
When asked what affects frame, most people's answer will be “poly count”—meaning polygons, or
more precisely, triangle count, or “tris” as Unity refers to them. But more important than the number
of tris, is the number of tris that must be rendered in a scene at any one time . A Scene that contains
a million tris could get very high frame rate as long as only a small number had to be rendered at
any one time. An example would be a building or compound where the player would never see more
than one or two rooms at any one time. In an outdoor environment, “partitioning” the areas could be
done with the terrain itself using canyons and valleys (Figure 2-17 ).
Figure 2-17. Efficient layout for indoor and outdoor scenes
 
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