Book Image

Windows Phone 7 XNA Cookbook

By : Zheng Yang
Book Image

Windows Phone 7 XNA Cookbook

By: Zheng Yang

Overview of this book

Developing games for Windows Phone 7, a new mobile platform, is your big chance to impact the world of mobile games. The XNA 4.0 for Windows Phone 7 integrates a lot of capabilities from software and hardware for you to create incredible games. The next generation of mobile games will be built by you. Windows Phone 7 XNA Cookbook is the best choice for you to make a game on Windows Phone 7. The book helps you to master the indispensable techniques to create your games using XNA 4.0. From the basics such as animating a 2D sprite and interacting with the customized graphical user interface to the more challenging such as 3D graphic rendering and collision detection. This comprehensive cookbook covers all the essential areas of XNA game development for Windows Phone 7, such as approaches to control the sensors, gestures and typical kinds of cameras. We also have recipes for sprite animation, texture rendering, and graphical user interface development that will give you a powerful tool to work with 2D effects. After this we move onto the more juicy stuff with recipes covering 3D graphic rendering and collision detection, and major ways to improve your loading efficiency. You will also work with Xbox live so you can take your game global. Finally, no mobile game development book would be complete without a look at performance optimization to make your games run faster. Windows Phone 7 XNA Cookbook will equip you with the firepower to rock the game world.
Table of Contents (17 chapters)
Windows Phone 7 XNA Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Drawing the axes for a 3D game


The presentation of 3D lines is completely different from 2D; to draw the 3D axes in 3D will help you have a straightforward sense on the 3D world. The key to drawing the axes is the vertex format and vertex buffer, which holds the vertex data for rendering the lines. VertexBuffer is a sequence of allocated memory for storing vertices, which have the vertex position, color, texture coordinates, and the normal vector for rendering shapes or models. In other words, you can also use vertex buffer as an array of vertices. When the XNA application begins to render, it will read the vertex buffer and draw the vertex with the corresponding information that was saved into the game world. Based on the vertex buffer, the rendering performance will be much faster than passing the vertex one by one when requesting. In this recipe, you will learn how to use the vertex buffer to draw the axes in 3D. For a better view, the example will run in landscape view.

How to do it...