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  • Book Overview & Buying XNA 4 3D Game Development by Example: Beginner's Guide
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XNA 4 3D Game Development by Example: Beginner's Guide

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

By : Kurt Jaegers
4.1 (7)
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XNA 4 3D Game Development by Example: Beginner's Guide

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

4.1 (7)
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)
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XNA 4 3D Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Interface components


While we currently use an undocumented set of keyboard keys to rotate the various parts of our tank, such controls are not very user friendly. After all, if you did not know they were in the code, how would you ever know to press them without some kind of prompting?

Instead of using keys, we will implement a basic set of user interface controls right on the game screen itself. These will include buttons and text fields, both to provide the player with information about the game and to accept user input and commands.

Even in 3D games, most of the user interface (UI) elements will be composed of 2D items, so we will return to using SpriteBatch for the first time since our introduction to XNA in Chapter 1, Introduction to XNA.

In designing our user interface, we know we will need to accomplish two main goals:

  • Allow each player to aim their cannon and fire at the opponent

  • Display information about the current aiming values for the cannon, so the player can make the appropriate...

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