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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

Creating water within the HiDef profile


It goes without saying that in real life, water is everywhere! So it's not surprising how often the need to have it present in our games arises.

Similar to how the appearance of water can vary in real life, the techniques used to simulate the look of water in a game can vary quite widely, depending on the situation.

For example, a pool of water on the roadside might be achieved with a simple flat reflection, whereas a close-up inspection of water being poured from a jug into a glass might require a complex set of light and physics simulations running in the background.

In this section, we're going to aim for somewhere around a third of the way up the complexity scale. We'll use a method of drawing water that forms the basis of most of the water display techniques you'll see in 3D games these days, and should hopefully form a comfortable base for you to customize and advance upon in the future.

Getting ready

This recipe requires an image as a basis for...

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