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Grome Terrain Modeling with Ogre3D, UDK, and Unity3D

You're reading from   Grome Terrain Modeling with Ogre3D, UDK, and Unity3D Create massive terrains and export them to the most popular game engines

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Product type Paperback
Published in Feb 2013
Publisher
ISBN-13 9781849699396
Length 162 pages
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Author (1):
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Richard A. Hawley Richard A. Hawley
Author Profile Icon Richard A. Hawley
Richard A. Hawley
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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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