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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

Modeling discs


Discs don't represent a particularly difficult exercise in terms of modeling programmatically, but if you're anything like me, you'll find yourself using them as a basis for a whole lot of other, more complex modeling tasks such as cylinders, tori, and hemispheres. Therefore, having a reference implementation at hand can be useful.

Getting ready

This example was written with the GeometricBuffer class, and related ones demonstrated in the Modeling triangles recipe covered earlier in this chapter, but is equally applicable for use with any mesh building framework.

How to do it...

To create a disc programmatically:

  1. 1. Create some variables to hold the specifications of the disc:

    var discRadius = 0.5f;
    var segmentCount = 16;
    var segmentAngle = MathHelper.TwoPi / (float)segmentCount;
    
  2. 2. Create a loop to iterate around the circle in steps equaling one segment:

    for (var segmentIndex = 0f; segmentIndex < segmentCount; segmentIndex++)
    discsmodeling{
    
  3. 3. Calculate the left- and right...

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