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 stationary camera


To implement a stationary camera in Mars Runner, perform the following steps:

  1. 1. Create a new class file in the Mars Runner project called Camera.cs.

  2. 2. Add the following using declaration to the Camera class file:

    using Microsoft.Xna.Framework;
  3. 3. Add the following fields to the Camera class:

    #region Fields
    private Vector3 position = Vector3.Zero;
    private float rotation;
    
    private Vector3 lookAt;
    private Vector3 baseCameraReference = new Vector3(0, 0, 1);
    private bool needViewResync = true;
    
    private Matrix cachedViewMatrix;
    #endregion
  4. 4. Add the following properties to the Camera class:

    #region Properties
    public Matrix Projection { get; private set; }
    public Matrix WideProjection { get; private set; }
    
    public Vector3 Position
    {
        get
        {
            return position;
        }
        set
        {
            position = value;
            updateLookAt();
        }
    }
    
    public float Rotation
    {
        get
        {
            return rotation;
        }
        set
        {
            rotation = value;
     ...