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3dspacedemo's Introduction

3D Space Demo

Chapter 2

  • 3D coordinate space is defined by x-, y-, and z-axes.
  • Objects and lights in a room set the scene.
  • The player in a first-person scene is essentially a camera.
  • Movement code applies small transforms repeatedly in every frame.
  • FPS controls consist of mouse rotation and keyboard movement.

Chapter 3

  • Taking aim and firing, both for the player and for enemies
  • Detecting and responding to hits
  • Making enemies that wander around
  • Spawning new objects in the scene

Summary

  • A ray is an imaginary line projected into the scene.
  • Raycasting operations are useful for both shooting and sensing obstacles.
  • Making a character wander around involves basic AI.
  • New objects are spawned by instantiating prefabs.
  • Coroutines are used to spread out functions over time.

Chapter 4

  • Understanding art assets used in game development
  • Building prototype levels through whiteboxing
  • Using 2D images in Unity
  • Importing custom 3D models
  • Crafting particle effects

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