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 HiDef profile


Block worlds tend to consist of a small number of unique elements repeated heavily.

The ability to use custom shaders within the HiDef profile means we're able to harness the dedicated support of the underlying hardware for this sort of scenario and enjoy the possibility of dramatically improved rendering performance.

Microsoft has very nicely provided a working example of how to achieve hardware instancing via a custom shader. There's a fair amount of code included that's not directly applicable to our needs so we'll be utilizing the custom shader from their sample as a starter and then focusing in on just the C# code required for a game.

Getting ready

This example relies on the same sprite sheet files as the Creating block worlds within the Reach Profile example in this chapter, so it's assumed that the sprite sheet texture, texture map, and pipeline extension files have already been included in our game by this point.

How to do it...

  1. 1. Start...