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Microsoft XNA 4.0 Game Development Cookbook

You're reading from   Microsoft XNA 4.0 Game Development Cookbook This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.

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Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
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Author (1):
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Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
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Table of Contents (15) Chapters Close

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
1. Preface
1. Applying Special Effects FREE CHAPTER 2. Building 2D and 3D Terrain 3. Procedural Modeling 4. Creating Water and Sky 5. Non-Player Characters 6. Playing with Animation 7. Creating Vehicles 8. Receiving Player Input 9. Networking

Creating block worlds within the Reach profile


With the popularity of the game Minecraft a wave of games pursuing a similar type of block-based imagery have followed.

Presented here is a suitable starting point for creating tracts of block-based geometry utilizing the mesh creation classes discussed in Chapter 3, Procedural Modeling.

It also highlights one possible method of incorporating sprite sheets into your game.

Getting ready

We're going to need a sprite sheet image containing all of the textures intended for use on the blocks, along with a text file providing the mapping details for each texture.

For example, here is a sprite sheet:

Along with the contents of the associated text file that are as follows:

Grass = 0 0 128 128
Ground = 129 0 128 128

An online search for XNA sprite sheet packers should hopefully reveal a few, including my favorite at the time of writing produced by Nick Gravelyn available at http://spritesheetpacker.codeplex.com

This example also makes use of the GeometricBuffer...

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