By Stefan Zerbst
A full-blown online game engine is now a tremendous business asset. present engines exist with licensing charges of a number of $100,000, plus revenue percentage expenses. due to those excessive expenses, hobbyist video game programmers are desirous to how you can write their very own engines. the supply of a video game engine that is able to rock simplifies the advance strategy of a online game, permitting builders to be aware of the sport and gameplay event. "3D online game Engine Programming" indicates video game programmers tips to boost such an engine.
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Additional resources for 3D Game Engine Programming (Game Development Series)
Table 2–2. Other Useful Keyboard Shortcuts Useful Key Description X Delete a selected object Shift+D Duplicate (copy) a selected object Using these and others shortcuts, you can create simple scenes by piecing together basic object primitives. info CHAPTER 2 ■ THE INTERFACE Summary This chapter has given an introduction to the complex interface of Blender. You should now know how to split and join windows, and how to navigate the 3D view using the MMB/MW. Additionally, this chapter covered adding objects and moving them around.
Hovering your mouse over the 3D area and pressing numpad 3 will snap to side view). , numpad 7 gives the view from top, whereas Ctrl+numpad 7 gives the view from the bottom). Make sure Num Lock is active if you’re using the number pad key shortcuts. info CHAPTER 2 ■ THE INTERFACE Figure 2–4. The View menu, showing view shortcuts This View menu is especially useful for splitting the screen into different areas, which we will be looking at next. REDUCING THE CLUTTER Things can get very messy when you begin to split the screen, so I first want to mention how you can hide a couple of panels that can get in the way and confuse your perception of the views.
Use the Properties panel to study the result. Layers We haven’t had a need to use layers yet because we have been working in a single view with only a few objects. Later on though, when dealing with many objects, layers will become very useful. ), and then turn those layers on or off to show or hide the objects. Along the header strip of a 3D view is a section made of small squares representing the different layers (see Figure 2–24). By default, the top-left square (layer01) is activated. You can activate other layers by LMB-clicking the squares.