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

Building the Martian surface


Just as we have been able to make use of the concepts and code we have learned previously to allow us to build a skybox, we can also call upon our knowledge of heightmap-based terrain in order to create the track that the player will drive along. As earlier, we will customize and streamline the code a bit to implement the features we need for Mars Runner.

Simplified heightmaps

In Tank Battles, we used large, detailed heightmaps to create a nicely varied terrain. Our goal in Mars Runner is somewhat different, so our heightmap implementation will change to accommodate that difference. The heightmaps we will be using in Mars Runner are shown in the following image:

As you can see, our heightmaps are very simple. Each of our two heightmaps is a 16 x 16 pixel image. The image on the left-hand side is a solid shade of gray, meaning that the entire map will have the same elevation if we made no changes to the code that creates the mesh.

The image on the right-hand side...