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

Visual improvements


The game functionality of Tank Battles is now complete, but aside from gameplay improvements (see the end of this chapter for suggestions on things you could implement) there are a number of graphical improvements we can make to Tank Battles to make it more visually appealing. We will add lighting to our terrain, and implement multitexturing to vary the appearance of areas of the terrain based on their elevation.

While we will still only scratch the surface of what we could potentially do with XNA and HLSL, let's look at a few topics that will give us a taste of the graphical power at our disposal.

Lighting

Right now, our terrain is fairly drab. Everything is uniformly lit, which gives the terrain a bland appearance. By adjusting and expanding the way we create the vertex buffer for our terrain, along with a little HLSL modification, we can give our landscape a realistic lighting.

Our first step is to generate normals for each of the vertices in the vertex buffer. A normal...