Game Development Reference
In-Depth Information
Summary
This chapter was most likely our entry point to creating games using WebGL. It
covered very basic but important concepts of game development. We started this
chapter with architectural updates to apply textures in our objects in the scene. We
then covered the primary concept of timing of animations in game development. The
basic techniques of creating animations using interpolates will be useful in creating
many complex animations. Although we implemented only linear and B-spline
interpolations, the core concept of using interpolation techniques was covered.
The key concept we touched upon was how simple animations have become. We
plan them in reference to one object and then apply a transformation with respect
to the scene. In our examples, our reference object was the first-person camera. The
interpolation points that we used were constant, but when we applied the camera
matrix, we produced different trajectories for the same points. This is the most
important concept that we need to understand when creating animations. We
finished our chapter with texture animation.
In the next chapter, we will use concepts such as collision detection to intercept the
path of these animations.
 
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