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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

You're reading from  Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

Product type Book
Published in Feb 2013
Publisher
ISBN-13 9781849699396
Pages 162 pages
Edition 1st Edition
Languages
Author (1):
Richard A. Hawley Richard A. Hawley
Profile icon Richard A. Hawley

Summary


In this chapter we looked at heightmaps and how they allow us to import and export to other programs and engines. We touched upon world sizes and limitations commonly found in 3D engines. We then examined a brief for a hypothetical game, sketched out a map in preparation before finally creating a new GROME project file. In the next chapter, we'll look at how the interface is arranged and work through the toolset as we get to grips with the interface.

In the next chapter, we're going to look at the workspace and the all-important layer stack.

You have been reading a chapter from
Grome Terrain Modeling with Ogre3D, UDK, and Unity3D
Published in: Feb 2013 Publisher: ISBN-13: 9781849699396
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