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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

Applying simple car physics


In this example, we're going to tackle what I consider to be pretty close to the bare minimum of car physics: allowing the player to move forwards, backwards, left and right. No simulation of note will be included beyond the tracking of speed and location.

This sort of physics is usually well-suited for the simple, arcade type driving where you want the player to be able to focus on aspects other than the act of driving itself, such as dodging or shooting.

Getting ready

This recipe relies upon the Geometric Buffer classes discussed in Chapter 3, Procedural Modeling, to build the car mesh. Any representation, be it a 3D mesh or even a 2D image, can be substituted without issue though.

How to do it...

To create your own drivable car:

  1. 1. Create a new Car() class to hold the display and control logic for a car:

    class Car
    {
    
  2. 2. Add instance-level variables to hold the meshes and relative positions of the wheels:

    GeometricBuffer<VertexPositionNormalTexture> carBuffer...
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