Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By : Kurt Jaegers
Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By: Kurt Jaegers

Overview of this book

Move beyond the world of flat 2D-based game development and discover how to create your own exciting 3D games with Microsoft XNA 4.0. Create a 3D maze, fire shells at enemy tanks, and drive a rover on the surface of Mars while being attacked by alien saucers."XNA 4 3D Game Development by Example: Beginner's Guide" takes you step-by-step through the creation of three different 3D video games with Microsoft XNA 4.0. Learn by doing as you explore the worlds of 3D graphics and game design.This book takes a step-by-step approach to building 3D games with Microsoft XNA, describing each section of code in depth and explaining the topics and concepts covered in detail. From the basics of a 3D camera system to an introduction to writing DirectX shader code, the games in this book cover a wide variety of both 3D graphics and game design topics. Generate random mazes, load and animate 3D models, create particle-based explosions, and combine 2D and 3D techniques to build a user interface."XNA 4 3D Game Development by Example: Beginner's Guide" will give you the knowledge to bring your own 3D game creations to life.
Table of Contents (16 chapters)
XNA 4 3D Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Time for action – the GameEntity class


To add a class for implementing the common functionality in Mars Runner, perform the following steps:

  1. 1. Add a new class file called GameEntity.cs to the Mars Runner project.

  2. 2. Add the following using directives at the beginning of the GameEntity class file:

    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Graphics;
  3. 3. Add fields to the GameEntity class as follows:

    #region Fields
    protected Model model;
    protected GraphicsDevice device;
    protected Vector3 position = Vector3.Zero;
    protected float scale = 1.0f;
    protected float yaw = 0f;
    protected float pitch = 0f;
    protected float roll = 0f;
    protected Dictionary<string, Matrix> baseTransforms = 
        new Dictionary<string, Matrix>();
    protected Dictionary<string, Matrix> currentTransforms = 
        new Dictionary<string, Matrix>();
    protected Matrix[] boneTransforms;
    protected Vector3 minVector;
    protected Vector3 maxVector;
    protected Vector3 drawOffset = Vector3.Zero;
    #endregion...