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

Using physical principles in games to beat invaders


So far, we have been displaying and animating simple and complex 3D models in our 3D scenes. We translated and rotated them considering the elapsed time and according to the values read from the input devices. We used very simple linear formulas to translate and rotate the models. However, in the real world, things move and rotate due to applied forces and torques. Modern games must simulate real-life situations. Therefore, we have to move and rotate our 3D characters according to the laws of 3D physics. How can we apply forces and torques to multiple independent and concurrent 3D characters in Silverlight?

We can accomplish this by combining our good object-oriented design with the power of a specialized physics engine. We can add realistic motions through space-time and all that derives from these, such as energy and force, using a physics engine to simulate real physics in our virtual worlds. This way, we can animate our 3D characters...