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 – the Particle class-part 1


To add particles to our game using the Particle class, perform the following steps:

  1. 1. Add a new class file called Particle.cs to the Tank Battles project.

  2. 2. Add the following declarations at the beginning of the Particle class file:

    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Graphics;
  3. 3. Add a region of static fields to the Partic le class as follows:

    #region Static Fields
    public static GraphicsDevice GraphicsDevice;
    private static Vector3 Gravity = new Vector3(0, -5, 0);
    private static VertexBuffer vertexBuffer;
    private static IndexBuffer indexBuffer;
    #endregion
  4. 4. Add a region of non-static fields to the Partic le class as follows:

    #region Instance Fields
    private Vector3 position;
    private Vector3 velocity;
    public float duration;
    private float initialDuration;
    private float scale;
    #endregion
  5. 5. Add the following property to the Particle class:

    #region Properties
    public bool IsActive { get { return (duration > 0); }}
    #endregion
  6. 6...