Game Development Reference
In-Depth Information
All the other limits, like the maximum number of vertices for different model groups, also depend very much
on your game. If you just show a single 3D model in the center of the screen, you can obviously allow a much higher
polygon count than in a game with hundreds of meshes showing at the same time. We have found that a good mix of
pre-merged level meshes and a few animated models works best even on slower mobile devices for our mobile RPG
game Soulcraft.
You can download the project source code and content yourself or get the binaries 6 to see the game on PC or mobile
platforms. We tested and used the engine on PC, Web (HTML5), iOS, Android, Windows 8, and Windows Phone 8.
Final Tips
You can check out the Labyrinth sample game and the Delta Engine on our web site. 7 Source code for this game, other
tutorials and sample games, and the engine are also available, and we invite you to try them out for yourself. If you
have questions about the game, the engine, or FBX importing, you can also ask for help in our forums. The point of
this example is not to show a complete game, but instead to provide a starting point for anyone interested in writing
his own multiplatform games in .NET.
The level displayed in Figure 3-14 is just a simple ASCII-based level (see Listing 3-2) rendered out, which takes
less than 20 lines of code.
Figure 3-14. Early in-game screenshot of the Labyrinth game
6 Delta Engine. “Labyrinth 3D example game.” http://deltaengine.net/games/starterkits#labyrinth .
7 Delta Engine. http://deltaengine.net/ .
 
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