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

Creating block worlds within the Reach profile


With the popularity of the game Minecraft a wave of games pursuing a similar type of block-based imagery have followed.

Presented here is a suitable starting point for creating tracts of block-based geometry utilizing the mesh creation classes discussed in Chapter 3, Procedural Modeling.

It also highlights one possible method of incorporating sprite sheets into your game.

Getting ready

We're going to need a sprite sheet image containing all of the textures intended for use on the blocks, along with a text file providing the mapping details for each texture.

For example, here is a sprite sheet:

Along with the contents of the associated text file that are as follows:

Grass = 0 0 128 128
Ground = 129 0 128 128

An online search for XNA sprite sheet packers should hopefully reveal a few, including my favorite at the time of writing produced by Nick Gravelyn available at http://spritesheetpacker.codeplex.com

This example also makes use of the GeometricBuffer...