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 – generating the track


To generate the track for our Mars Runner, perform the following steps:

  1. 1. Add the Helper Methods region, along with the GenerateTrack() method to the MarsTrack class as follows:

    #region Helper Methods
    private int[] GenerateTrack(int length)
    {
        Random rand = new Random();
    
        int[] track = new int[length];
        for (int x = 0; x < length; x++)
        {
            track[x] = 0;
                    
            if (x < 5)
                continue;
    
            if (x > length - 6)
                continue;
    
            if (track[x - 1] != 1)
            {
                if (rand.Next(0, 4) == 0)
                {
                    track[x] = 1;
                }
            }
        }
    
        return track;
    }
    #endregion

What just happened?

We loop through each segment of the track, beginning with the assumption that each segment will represent solid ground (a value of zero). If we are within the first or last five segments of the track, we continue the loop, we do not want to have crater segments...