Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in Jun 2012
Publisher Packt
ISBN-13 9781849691987
Length 356 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Luke Drumm Luke Drumm
Author Profile Icon Luke Drumm
Luke Drumm
Arrow right icon
View More author details
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 block worlds within the HiDef profile


Block worlds tend to consist of a small number of unique elements repeated heavily.

The ability to use custom shaders within the HiDef profile means we're able to harness the dedicated support of the underlying hardware for this sort of scenario and enjoy the possibility of dramatically improved rendering performance.

Microsoft has very nicely provided a working example of how to achieve hardware instancing via a custom shader. There's a fair amount of code included that's not directly applicable to our needs so we'll be utilizing the custom shader from their sample as a starter and then focusing in on just the C# code required for a game.

Getting ready

This example relies on the same sprite sheet files as the Creating block worlds within the Reach Profile example in this chapter, so it's assumed that the sprite sheet texture, texture map, and pipeline extension files have already been included in our game by this point.

How to do it...

  1. 1. Start...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image