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

Chapter 5. Tank Battles – A War-torn Land

In Tank Battles, we will create a 3D version of a classic game, in which the player controls a stationary tank doing battle against a computer-controlled tank, by alternating turns while firing shots at each other.

The player can adjust the direction, elevation, and power applied to their shots to zero in on the settings necessary to hit the enemy target, but they need to do so before the enemy does the same to them.

We will build tank battles over four chapters, and in this initial chapter, we will look at:

  • Implementing an arc-ball camera

  • Generating terrain based on a height map image

  • Applying textures to our generated terrain geometry

Along the way, we will also take a look at the basics of HLSL (High Level Shader Language), the programming language used to instruct the graphics card on how to render our 3D world.