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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

Introduction


It's probably an indicator of how deep the roots of software development run in me, that every time I create a 3D model in a modeling package, my brain almost immediately starts wandering off into the possibilities of wondering what recreating it programmatically would have offered me instead.

Instead of needing to implement some weird rigging or slicing regime to facilitate customization in my models with a 3D modeling package, I can do the customizations "on the fly" within my code, as needed. Need those wheels a little larger on later levels? How about a longer blade on that sword? With code, all of these customizations feel a lot more natural to me as they reside "just next to" the gaming logic that feeds them.

This, of course, is not the most pragmatic view to hold in the time-pressure-sensitive world of game construction. For most projects it tends to be a mix of models created in 3D modeling packages and models created via code. Sometimes the path of least effort (and pain...

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