Chapter 7. Instantiation and Rigidbodies
In this chapter, we'll expand upon the two crucial concepts in 3D game design that we looked at in Chapter 2. We will take the abstracted game mechanic of aiming and 'throwing' objects and put it into the context of our island game by creating a coconut shy (or coconut shie) game that the player can interact with.
When you first begin to build game scenes, you'll realize that not all of the objects required within any given scene would be present at the start of the game. This is true of a wide variety of game genres, like puzzle games; consider the blocks in Tetris for example. In Tetris, puzzle pieces of random shapes are created or instantiated at the top of the screen at set intervals because they cannot all be stored at the top of the screen infinitely.
Now take our island exploration game as another example. In this chapter, we'll be taking a look at instantiation and rigid body physics by creating a simple coconut shy game, but as with the prototype...