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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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Toc

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

Cloud generation within the Reach profile


Sometimes a 2D image of cloud just isn't going to cut it.

Maybe your game needs some fluffy, white, 3D clouds to fly through or there is some dramatic and dynamic change of weather.

In either case, knowing how to generate a 3D cloud programmatically is a good place to start.

Getting ready

A cloud particle texture is required for this recipe.

Since it will be replicated and rotated repeatedly to make up a cloud, any random collection of white or grey dots on a transparent background should do the job nicely, as seen here:

How to do it...

To start rendering your own in-game clouds:

  1. 1. Create a new class named ReachCloud:

    class ReachCloud
    {
    
  2. 2. Create the instance-level variables to hold the details common to all the particles that go towards making up the cloud:

    SpriteBatch spriteBatch;
    Texture2D cloudParticleTexture;
    Vector2 cloudParticleTextureOrigin;
    const float cloudDensity = 2f;
    const float scale = 1f;
    
  3. 3. Add the instance-level variables to describe the...

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