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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 reflective materials within the Reach profile


Given my relatively poor skill set in driving games, one of my more significant joys in such games is being able to stroll around a virtual car and delight in how the light plays off the smooth curves and elegant paintwork of it all.

Given the inclusion of dedicated viewing modes within games, such as Forza Motorsport and Grand Turismo, I can only assume that I'm not alone in such pursuits.

So how do we achieve similar visual appeal in our own games?

Well, in the case of cars, it's amazing what difference a shiny bit of paintwork can do, and in the case of virtual cars, that means knowing how to achieve reflective surfaces.

Getting ready

This example relies upon the GeometricBuffer and sphere creation classes covered in Chapter 3, Procedural Modeling, for mesh creation, although, any other mesh or form of mesh creation should work equally well.

It also relies upon the inclusion of a texture with the asset name of "Metallic". I would suggest...

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