Loading a Game Map
Welcome to Chapter 11! In the previous chapter, we added facial expressions to the instances. After a brief introduction of morph target animations, we extended the application to load morph meshes and added UI elements to control the face animations of an instance. Also, a new graph node type was added to allow using face animations in node trees. Finally, we implemented additive blending to move the heads of the instances independently of any skeletal and face animations.
In this chapter, we will take a short break from character control and add a game level and level assets to the virtual world. We will start by exploring reasons why level data should be handled differently than models and instances; plus, we will look at suitable file formats to import level data with the Open Asset Importer Library and where to find game levels. Then, we will load level data and assets from files into the application and update the quadtree to become an octree. As the last...