ilV PROFESSIONAL CHAPTERS Creating3D RealTimeVideoGames Dave 5. Levinson Orlando ACMISIGGRAPH Creating video games for reel time environments requires a healthy amount of planning and foresight before one can begin. Since there are many areas that could be covered in regard to modeling 3D games, the areas we will consider here are planning, rendering schemes, and the use of appropriate tools. The general rule is to have a good plan before starting which will ensure fewer snags later in the process. Choosing the market in which the game will sell will be decided upon in the very early stages of design and development. The end market will also dictate what kind of hardware will be used to play on. With this knowledge one can decide how the game will be designed. The home console market usually requires a game from which a player can expect forty to fifty hours of play. This usually means more play area and storyline will be required than in some other markets such as the arcade. The PC game player also expects quite a few hours of play, even more so now with the popularity of CD-ROMs and their larger data capacity. The 3D
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