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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

Modeling trees


Generating realistic gaming environments is one of the greatest challenges facing modern gaming. The addition of natural looking foliage can go a long way towards transforming a scene from a sterile, virtual-looking environment, into a lush, natural-looking one. Being able to do it programmatically can mean the difference between a minute's or month's worth of work for game artists.

In this example, we'll be exploring one of the ways that trees and smaller plants can be generated, and hopefully provide a starting point for you to explore some of the many variations on the technique to provide your own unique looking flora.

Getting ready

This example relies upon the GeometricBuffer classes described in the Modeling triangles recipe within this chapter. It can be substituted with any other mesh building process of your choice though.

How to do it...

To create a disc programmatically:

  1. 1. Create a new TreeLimb class to hold the logic surrounding the creation of an individual tree...

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