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

An arc-ball camera


While building Cube Chaser, we implemented an FPS or First Person Shooter style camera. For Tank Battles, we want to take a different approach. The player will not be moving around on the terrain from a first person perspective, but will instead hover over the playfield, with the ability to rotate the camera around while focusing on the center of the game area.

Imagine a dome covering the play area, with the camera being able to slide along the dome to any position while still pointing inward at the center of the action. This kind of camera is known as an arc-ball camera, and acts as if the camera rides around on a ball surrounding the target point, as seen in the following image:

No matter where the camera is placed on the surface of the dome, it rotates to face the target point in the center. In order to implement our arc-ball camera, we will construct a class similar to the camera we created in Cube Chaser, but with modified controls for positioning the camera to maintain...