ABSTRACT

This chapter explores various 3D aspects of game development and the basics of 3D coordinate systems. It looks at how Blender and Unity deal with 3D mathematical concepts. The chapter discusses cameras, both in Unity and Blender, and looks at 3D assets. Blender is a vast program. we will be using Blender to make 3D objects and animations, ready for export to Unity. The zoom gizmo simply moves the view in and out, similar to the mouse wheel, but smoother. Blender defaults to perspective view, which means that objects farther from the camera appear smaller than equally sized objects closer to the camera. The chapter examines the cameras in Blender and Unity. In the early days of game development there was no market for game assets. The vast majority of assets were built from scratch by the developers themselves.