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 – adding the BuildVertexBuffer() method


  1. 1. Add the Vertex Buffer region to the Terrain class as follows:

    #region Vertex Buffer
    private void BuildVertexBuffer(
        int width, 
        int height, 
        float heightScale)
    {
        VertexPositionNormalTexture[] vertices = 
            new VertexPositionNormalTexture [width*height];
                
        for (int x=0; x<width; x++)
            for (int z=0; z<height; z++)
            {
              vertices[x + (z*width)].Position = 
                new Vector3(x, heights[x,z], z);
            }
    
        vertexBuffer = new VertexBuffer(
            device, 
            typeof(VertexPositionNormalTexture), 
            vertices.Length, 
            BufferUsage.WriteOnly);
    
        vertexBuffer.SetData(vertices);
    }
    #endregion

What just happened?

After creating an empty array of VertexPositionNormalTexture objects, we loop through the width and height of our terrain, creating a new VertexPositionNormalTexture for each vertex. The X and Z coordinates of the vertex are directly equal...