February 2019
Intermediate to advanced
292 pages
6h 55m
English
You’ve been able to accomplish quite a bit so far using nothing but spheres as graphic primitives, which is pretty amazing. The world consists of a lot more than just spheres, though—even cleverly transformed spheres. In this chapter you’ll add a new graphics primitive—the plane—which will be perfect for modeling floors, walls, and backgrounds.

The biggest initial hurdle will probably be refactoring your code to support different types of graphics primitives. We’ll begin the chapter by talking about how you might go about this refactoring, and identify the functionality that all primitives will have in common. Once the common ...
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