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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

Rendering crowds


Rendering an individual character onscreen can be a costly exercise in and of itself, so the idea of rendering every member of a large crowd can sound positively insane in terms of overall performance.

The use of virtual billboards to "copy and paste" members of a crowd repeatedly throughout a space is one quite common way to reduce such an overhead.

Getting ready

This example relies upon the GeometricBuffer classes described in Chapter 3's procedural modeling recipes, but they are equally applicable to any method of holding and rendering meshes.

How to do it...

To render a crowd:

  1. 1. In your game, create the instance-level variables to hold the details for the camera, models, effects, and render targets that are going to be needed for rendering:

    Vector3 cameraPosition = new Vector3(0, 2, 2);
    Vector3 cameraTarget = Vector3.Zero;
    Matrix world;
    Matrix view;
    Matrix projection;
    BasicEffect personEffect;
    AlphaTestEffect billboardEffect;
    GeometricBuffer<VertexPositionNormalTexture...
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