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

From the ground up


Even if we were to go ahead and implement the code to allow us to utilize the Camera class, there would be nothing to display at this point, as we have not defined any objects in our 3D world other than the camera, and it is invisible.

There are several different ways we could approach drawing the floor of the maze. We could draw the whole floor as a single square in a particular color. We could draw the same giant square using a texture that was repeated over the whole thing.

Both of these methods are quite valid, but we are going to take a slightly different approach. We will build a square for each cell of the maze floor, alternating the colors of the squares to create a checkerboard-like pattern. We will draw all of the floor tiles in a single operation, sending all of the geometry to the graphics card at once.