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 – finishing the ArcBallCamera class


  1. 1. Add the Constructor region to the ArcBallCamer a class as follows:

    #region Constructor
    public ArcBallCamera(
        Vector3 targetPosition,
        float initialElevation,
        float initialRotation,
        float minDistance,
        float maxDistance,
        float initialDistance,
        float aspectRatio,
        float nearClip,
        float farClip)
    {
        Target = targetPosition;
        Elevation = initialElevation; 
        Rotation = initialRotation;
        this.minDistance = minDistance;
        this.maxDistance = maxDistance;
        ViewDistance = initialDistance;
    
        Projection = Matrix.CreatePerspectiveFieldOfView(
            MathHelper.PiOver4,
            aspectRatio,
            nearClip,
            farClip);
    
        needViewResync = true;
    }
    #endregion
  2. 2. Add the View property to the Properties region of the ArcBallCamera class:

    public Matrix View
    {
        get
        {
            if (needViewResync)
            {
                Matrix transformMatrix = Matrix.CreateFromYawPitchRoll(
                  ...