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 – implementing a look-at point


  1. 1. Add the following properties to the Fields region of the Camera class:

    private Vector3 lookAt;
    private Vector3 baseCameraReference = new Vector3(0, 0, 1);
    private bool needViewResync = true;
  2. 2. Add the following region and method to the Camera class:

    #region Helper Methods
    private void UpdateLookAt()
    {
        Matrix rotationMatrix = Matrix.CreateRotationY(rotation);
        Vector3 lookAtOffset = Vector3.Transform(
            baseCameraReference, 
            rotationMatrix);
        lookAt = position + lookAtOffset;
        needViewResync = true;
    }
    #endregion
  3. 3. Define the MoveTo() method that is called in the constructor. This method should be placed inside the Helper Methods region you just created:

    public void MoveTo(Vector3 position, float rotation)
    {
        this.position = position;
        this.rotation = rotation;
        UpdateLookAt();
    }
  4. 4. Add two new public properties to the Properties region of the Camera class:

    public Vector3 Position 
    {
        get
        {
            return...