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 – implementing particles


To implement the particles for our game, perform the following steps:

  1. 1. In the LoadContent() method of the TankBattlesGame class, initialize the ParticleManager as follows:

    ParticleManager.Initialize(
        GraphicsDevice,
        Content.Load<Effect>(@"Effects\Particles"),
        Content.Load<Texture2D>(@"Textures\Explosion"));
  2. 2. Add the CheckForShotImpacts() helper method to the TankBattlesGame class as follows:

    private void CheckForShotImpacts()
    {
        if (!ShotManager.ShotActive && !ShotManager.HitProcessed)
        {
            Vector3 impactPoint = new Vector3(
                ShotManager.Position.X, 0, ShotManager.Position.Z);
            impactPoint.Y = terrain.GetHeight(
                impactPoint.X, impactPoint.Z);
            ParticleManager.MakeExplosion(impactPoint, 200);
            ShotManager.HitProcessed = true;
        }
    }
  3. 3. In the Update() method of the TankBattlesGame class, add the following lines of code right after the ShotManager is updated:

    CheckForShotImpacts...