Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By : Kurt Jaegers
Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By: Kurt Jaegers

Overview of this book

Move beyond the world of flat 2D-based game development and discover how to create your own exciting 3D games with Microsoft XNA 4.0. Create a 3D maze, fire shells at enemy tanks, and drive a rover on the surface of Mars while being attacked by alien saucers."XNA 4 3D Game Development by Example: Beginner's Guide" takes you step-by-step through the creation of three different 3D video games with Microsoft XNA 4.0. Learn by doing as you explore the worlds of 3D graphics and game design.This book takes a step-by-step approach to building 3D games with Microsoft XNA, describing each section of code in depth and explaining the topics and concepts covered in detail. From the basics of a 3D camera system to an introduction to writing DirectX shader code, the games in this book cover a wide variety of both 3D graphics and game design topics. Generate random mazes, load and animate 3D models, create particle-based explosions, and combine 2D and 3D techniques to build a user interface."XNA 4 3D Game Development by Example: Beginner's Guide" will give you the knowledge to bring your own 3D game creations to life.
Table of Contents (16 chapters)
XNA 4 3D Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Our view of the world


Before we can place objects and geometry into our virtual representation of a 3D world, we need to come up with a way to describe to XNA how we are going to control the viewpoint of the player. In many 2D games, a simple Vector2 value is often enough to cover the requirements of the camera – assuming the 2D game needed a camera at all. The camera viewing a 2D world might only need to know how far across and down the game world the current view should be located. Other aspects of the view, such as the distance from which the player is viewing the action, may be fixed due to the size of the pre-drawn sprites representing the game environment and objects.

In contrast, we need a bit more information to define the camera in a 3D game. The fact that we need a third coordinate (the Z coordinate) should not be surprising; since we have moved from 2D to 3D, it only stands to reason that we need three coordinates to define a point. What may be less obvious, however, is that we...