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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

Generating 3D height maps


Sometimes it makes sense to stop trying to handcraft each and every portion of a game and get a computer onto the job. For some games, such as SimCity, it can be a core gameplay mechanic, and for others, such as a number of the modern open world RPGs, it's a handy way to fill out those bits of the world that lie between more action-packed parts of the story.

In this recipe, we'll be exploring the basis for a lot of these world generation schemes with an approach to landscape generation that borrows heavily from the same family of algorithms used to produce plasma textures. This can be extended to any occasion where a map of random but natural looking values are needed.

Getting ready

This example is focused purely on the generation of height map data, and as such does not cover any display-related code. It is also written with the HeightMap class described in the Importing and displaying 3D isometric maps recipe of this chapter, but should work equally well with any...

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