ABSTRACT

A lot of our 2D thinking can be used for games that keep a gravity bound character moving around a play area. But realism means novice coders need to try to make sure everything in their environment behaves as much as possible as it should be in life. Trees should have leaves, grass should wave majestically in the wind, and water should ripple. With a 2D game, there are only the frames given to novice coders by the artists, they display them, in turn, in the correct sequences, perhaps even having the benefit of a few intermediate frames to allow for transition from one sequence to another. Most 3D free-moving games will require a world of some kind and, in turn, that world will probably have a data structure behind it, depending on its size, it might use an optimization system such as a partition tree to access it for logic and sometimes rendering.