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 – using ambient light


To implement ambient light, perform the following steps:

  1. 1. Add two more declarations to the declarations area of the Terrain.fx effect file:

    float4 ambientLightColor;
    float ambientLightLevel;
  2. 2. In the PixelShaderFunction() of the Terrain.fx file, just before setting the alpha value of the pixel to 1.0 add the following line of code:

    pixelColor += (ambientLightColor * ambientLightLevel);
  3. 3. In the Draw() method of the Terrain class, add two additional parameter settings before the terrain is drawn:

    effect.Parameters["ambientLightLevel"].SetValue(0.15f);
    effect.Parameters["ambientLightColor"].SetValue(
        new Vector4(1,1,1,1));
  4. 4. Execute the game and view the newly lit terrain. The game should look like the following screenshot:

What just happened?

That certainly looks better! The dark areas are still dark, but they haven't completely lost their detail now. Ambient lighting is quite a bit simpler to implement than diffuse lighting. All we need to know is...