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

Creating the background


If the player is good at playing Mars Runner, they could drive along the surface of the planet for quite a while. This creates a challenge when displaying the planetary background—how do we display a continuous background image no matter how far the player travels?

We have a couple of options here. We could create a background panel with a seamless texture on it and place multiple copies of it in the right position so they march past the camera at the appropriate rate. We are going to do exactly that to implement the track that our player will drive on.

We could also revert to using 2D images for the background. We would simply need to draw enough copies of the image, offsetting it as the player travels, to fill the display.

Both of these approaches would work for Mars Runner as we are implementing it in this book, but what would happen if we allowed the camera to move or rotate? Our flat background panels would quickly be revealed for what they are, and if we were...