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 – HLSL declarations


  1. 1. Update the declarations area of the Terrain.fx file (at the very top of the file) to include a declaration for the texture we will be passing to the effect. The section should now read:

    float4x4 World;
    float4x4 View;
    float4x4 Projection;
    
    texture terrainTexture1;
    
    sampler2D textureSampler = sampler_state {
      Texture = (terrainTexture1);
      AddressU = Wrap;
      AddressV = Wrap;
    };

What just happened?

At the top of the default file that is generated when we add a new effect to our project, three variables of the type float4x4 are declared for us. These variables have familiar names, World, View, and Projection. If you think back to our discussion on matrices, an XNA matrix is a 4 by 4 array of float values, so the HLSL type float4x4 corresponds to an XNA matrix. In fact, these are the variables in the effect file that we set when we use the Parameters[].SetValue() method in our draw code.

We add the terrainTexture1 variable here, declaring it as type texture...