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Sample text

Although you will see the specific strategies involved in programming and media creation for 17 Keys in a later chapter, it will help at this point to begin discussing the game as an example of the object-oriented model of game construction. CHAPTER 1 The Story: How Much Is Too Much? 15 Because the code objects that create the game are independent of any linear organizational structure, each of the objects is able to communicate directly with any other object. 6). 6 A narrative-management object decides dynamically whether a proposed solution to a given puzzle is acceptable.

The first is the ball itself, GeoSphere01. The second is the ground, Plane01. For each model, #distance is the number of units between the origin of the ray and the point of intersection on the surface of the model. The #isectPosition property is a vector defining the point of intersection in world-relative terms. The #isectNormal property is a direction vector describing the direction that the intersected face’s normal is facing. The #meshID property tells you which mesh within the model was hit, and the #faceID property tells you which face on that mesh.

A spec is a specific technical guideline you create for scheduling tasks, anticipating programming and media-creation conflicts, and tracking your progress. CHAPTER 2 Making Plans 43 Example: n-Virae Treatment and Spec Over the next several pages, you’ll find portions of a combination treatment/spec I’ve prepared for a proposed game called n-Virae. This has been clipped down substantially in order to help you see the underlying structure of the document. ” Throughout the treatment and spec, I’ll comment in the margins on the various reasons for including each item and talk a bit about the category.

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