Game Development Reference
In-Depth Information
Listing 3-2. The 9 x 9 Area in the Level
// W: Wall, B: Box, X: Wall+Box, D: Dragon, S: Spikeball, G: Goal
private char[,] level = new char[,]
{
{ 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', },
{ 'W', 'D', 'W', 'X', 'W', ' ', 'W', 'G', 'W', },
{ 'W', ' ', 'W', ' ', 'B', 'B', 'W', ' ', 'W', },
{ 'W', 'B', 'W', 'B', 'W', ' ', 'W', 'B', 'W', },
{ 'W', ' ', 'W', ' ', 'W', 'B', 'W', ' ', 'W', },
{ 'W', 'B', 'B', 'B', 'B', ' ', 'B', ' ', 'W', },
{ 'W', 'X', 'W', 'X', 'W', 'X', 'W', 'B', 'W', },
{ 'W', 'S', 'B', ' ', 'B', ' ', 'B', ' ', 'W', },
{ 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', 'W', },
};
Conclusion
Using any format for static geometry is supported well in most tools and engines. Converting among formats (FBX,
DAE, 3ds, OBJ, DXF, etc.) is also possible, especially if you don't care about advanced features like shader parameters.
However, with animation data, things get a bit more complex, and it makes sense to choose one format (e.g., FBX or
COLLADA) and one 3D content creation tool with specific settings (e.g., Z up, 1 unit = 1 cm) and stick with it. We have
had positive experience with FBX, which works great for static and animated geometry and is supported by most tools
and engines nowadays. If you need a little bit more flexibility or want to write your own 3D loader, COLLADA might be
an easier choice for you.
 
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