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

Rendering reflective materials within the Reach profile


Given my relatively poor skill set in driving games, one of my more significant joys in such games is being able to stroll around a virtual car and delight in how the light plays off the smooth curves and elegant paintwork of it all.

Given the inclusion of dedicated viewing modes within games, such as Forza Motorsport and Grand Turismo, I can only assume that I'm not alone in such pursuits.

So how do we achieve similar visual appeal in our own games?

Well, in the case of cars, it's amazing what difference a shiny bit of paintwork can do, and in the case of virtual cars, that means knowing how to achieve reflective surfaces.

Getting ready

This example relies upon the GeometricBuffer and sphere creation classes covered in Chapter 3, Procedural Modeling, for mesh creation, although, any other mesh or form of mesh creation should work equally well.

It also relies upon the inclusion of a texture with the asset name of "Metallic". I would suggest...