3D Graphics with XNA Game Studio 4.0 by Sean James

By Sean James

This ebook is designed as a step by step instructional that may be learn via from commencing to finish, with every one bankruptcy construction at the final. each one part, even though, is usually used as a reference for imposing a number of digicam types, lighting tricks, and so forth. The chapters are packed with illustrations, screenshots, and instance code, and every bankruptcy relies round the production of 1 or extra instance initiatives. through the tip of the 1st bankruptcy you've got created the framework that's used and stronger upon for the remainder of the ebook, and via the top of the ebook you've applied dozens of lighting tricks, digital camera varieties, lighting fixtures versions and extra utilizing that framework. This publication is especially written should you are conversant in item orientated programming and C# and who're drawn to taking 3D photos in their XNA video games to the subsequent point. This booklet might be valuable as studying fabric if you happen to are new to images and if you happen to want to extend their toolset. additionally, it may be utilized by online game builders searching for an implementation advisor or reference for results or strategies they're already acquainted with.

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3D Graphics with XNA Game Studio 4.0

This publication is designed as a step by step instructional that may be learn via from starting to finish, with each one bankruptcy construction at the final. every one part, even if, is also used as a reference for enforcing numerous digital camera versions, lighting tricks, and so forth. The chapters are choked with illustrations, screenshots, and instance code, and every bankruptcy relies round the production of 1 or extra instance tasks.

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Generally, the camera follows the object at some distance and turns with it. This is the type of camera used, for example, in most third person situations—racing games, third person shooters, flight simulators, and so on. The chase distance and view direction are generally determined using an offset for the camera position and an offset for the target position from the object's position. The view matrix is then calculated as usual based on those values. CreateLookAt(Position, Target, up); } } [ 36 ] Chapter 1 Example—spaceship simulator Let's use the concepts and classes learned and created so far to create a simple game in which the player flies our spaceship around using the keyboard.

Draw(); } } Creating a simple effect We will create our first effect now, and assign it to our models so that we can see the result. To begin, right-click on the content project, choose Add New Item, and select Effect File. fx: [ 48 ] Chapter 2 The code for the new file is as follows. 5, 1); } technique Technique1 { pass Pass1 { VertexShader = compile vs_1_1 VertexShaderFunction(); PixelShader = compile ps_2_0 PixelShaderFunction(); } } To assign this effect to the models in our scene, we need to first load it in the game's LoadContent() function, then use the SetModelEffect() function to assign the effect to each model.

The chase distance and view direction are generally determined using an offset for the camera position and an offset for the target position from the object's position. The view matrix is then calculated as usual based on those values. CreateLookAt(Position, Target, up); } } [ 36 ] Chapter 1 Example—spaceship simulator Let's use the concepts and classes learned and created so far to create a simple game in which the player flies our spaceship around using the keyboard. You'll notice that the example uses the ChaseCamera to follow the spaceship and uses two models to represent the ground and spaceship.

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