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 – beginning the Camera class


  1. 1. Add a new class to the Cube Chaser project by right-clicking on the project in Solution Explorer and selecting Add | Class....

  2. 2. Ensure that the Visual C# | Code is selected under Installed Templates and select the Class template.

  3. 3. Enter Camera.cs as the name of the class file.

  4. 4. Add the following using directive to the top of the Camera.cs file:

    using Microsoft.Xna.Framework;
  5. 5. Add the following fields and properties to the Camera class:

    #region Fields
    private Vector3 position = Vector3.Zero;
    private float rotation;
    #endregion
    
    #region Properties
    public Matrix Projection { get; private set; }
    #endregion
  6. 6. Add a constructor for the Camer a class:

    #region Constructor
    public Camera(
        Vector3 position, 
        float rotation, 
        float aspectRatio, 
        float nearClip, 
        float farClip)
    {
        Projection = Matrix.CreatePerspectiveFieldOfView(
            MathHelper.PiOver4, 
            aspectRatio, 
            nearClip, 
            farClip);
        MoveTo(position...