Book Image

3D Game Development with Microsoft Silverlight 3: Beginner's Guide

By : Gaston C. Hillar
Book Image

3D Game Development with Microsoft Silverlight 3: Beginner's Guide

By: Gaston C. Hillar

Overview of this book

Microsoft Silverlight is a programmable web browser plug-in that enables the animation, vector graphics, and audio-video playback features that characterize Rich Internet Applications. Silverlight is a great (and growing) RIA platform and games are the next level to exploit in it. But it doesn't offer 3D capabilities out of the box and integrating a 3D engine can involve lot of complex mathematics and matrix algebra. This book will help C# developers to get their fingers on the pulse of 3D in Silverlight. This book uses Balder, an open source 3D engine offering 3D capabilities for Silverlight 3. It leaves out boring matrix algebra and complex 3D mathematics. By the end of the book you will have explored the entire engine, and will be able to design and program your own 3D games with ease! The book begins by introducing you to the fundamental concepts of 2D games and then drives you into the 3D world, using easy-to-follow, step-by-step examples. The book employs amazing graphics and impressive performance, and increasingly adds more features to a 3D game giving you a rich interactive experience. By following the practical examples in this book, you will learn the important concepts, from the creation of the initial models, up to the addition of physics and artificial intelligence. The book helps you to provide realistic behaviors for 3D characters by enveloping models with different textures, using lights to create effects, animating multiple 3D characters using a physics engine (Farseer Physics Engine), and simulating real-life physics. Videos, music, and sounds associated with specific events offer the final touches to the 3D game development learning experience.
Table of Contents (21 chapters)
3D Game Development with Microsoft Silverlight 3
Credits
About the Author
Acknowledgement
About the Reviewer
Preface
Pop quiz—Answers

Chapter 10. Applying Artificial Intelligence

In order to create competitive games, we must add some intelligence to the characters and we have to be able to detect collisions between them. An UFO has to be able to pursue a spaceship. A missile must be capable of chasing a plane. A cat must try to catch a mouse. The real things move using some intelligence. However, they also make mistakes. Hence, we have to add artificial intelligence (AI) to our characters.

In this chapter, we will add action to the scenes. By reading it and following the exercises we shall learn to:

  • Detect when two characters hit

  • Define specific behaviors when the characters collide

  • Use physics simulation to respond to collisions

  • Add chasing capabilities to characters

  • Add evasion capabilities to characters

  • Control the intelligence used in the automated character's behavior

Detecting collisions between 3D characters

So far, we have been animating simple and complex 3D models in our 3D scenes, working with forces, impulses, acceleration...