Textured Beams On the Way!

Seems to be either feast or famine when it comes to blog postings with me. Now that the semester is officially over (besides the final I still have to administer), I have a lot more time to do game development. Wish I would just be able to spend more time on doing background research on the use of 3D digital game-based learning environments, but I figure that if I don’t get the game developed I won’t have anything to test anyway.

After creating the model completely, I discovered that you can’t apply a texture to one instance of an object (say, a vertical beam) and expect it to be applied to all instances of vertical beams in the game object. So much for a true object-oriented paradigm. So, what I have had to do is delete all instances of vertical beams (except for one), apply a texture to this object, and then make copies of it:

To ensure that there was some variety in the textures visible to the player, I would copy a beam, rotate it 90 degrees, make another copy, and repeat the process. This ensures that at least four different faces are visible; hopefully players won’t look too closely or they will discover the pattern. But at least it is better than the same face for every beam. So, in the coming days I will be working on getting all the textures applied to the model and then importing it into Unity 3D.

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