Book Image

Microsoft XNA 4.0 Game Development Cookbook

By : Luke Drumm
Book Image

Microsoft XNA 4.0 Game Development Cookbook

By: Luke Drumm

Overview of this book

Microsoft XNA attempts to free game developers from writing "repetitive boilerplate code", allowing them to focus on producing enjoyable gameplay rather than tedious and complicated setup. The Framework has reduced the once steep learning curve for game development, transforming it into something more attainable, and this cookbook will help you to take full advantage of XNA to bring reality into your virtual worlds. "Microsoft XNA 4.0 Game Development Cookbook" is the perfect resource for propelling your game development capabilities from the simple 2D demo towards engaging and exciting, professional looking games. With a diverse selection of game-related topics covered, discover how to create rich 2D and 3D worlds filled with interesting characters, detailed scenery and dynamic special effects applicable to PC, Xbox 360, and Windows Phone 7 game play. There is no shortage of introductory texts available for XNA, a number of which are fantastic for getting started with simple 2D games, but "Microsoft XNA 4.0 Game Development Cookbook"ù will help you take the steps to start producing games that have deeper gameplay, compelling graphics and that little bit of extra polish! The book's recipes will get you up and going quickly with the next level of game features such as 3D graphics, AI, and network play. With this practical cookbook to hand, even the more experienced developer will be better equipped to achieve high level tasks with XNA in a quick and efficient manner.
Table of Contents (15 chapters)
Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Importing and displaying 3D isometric maps


One of the key components of the XNA framework is the content pipeline and the ability to easily extend it.

In this section, we're going to extend the content pipeline so that we can include a height map image file in the content and have it automatically converted to a more easily accessible format as part of the build process.

Getting ready

An image to be used as the height map for terrain generation is required for this example. Any image will do, although it's probably best to initially keep it relatively small in size initially to limit the amount of data to wade through during debugging, and to keep the individual polygons big enough to spot any issues more easily. An image like the following, for example, will work:

The model display and construction GeometricBuffer classes from Chapter 3, Procedural Modeling, are utilized in the construction of the landscape. The method of mesh construction is not important to the demonstration since the focus...