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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 spheres


Spheres tend to a be a popular choice for modeling programmatically, as they tend to appear in a lot of places in games where manually modeling them would be an exercise in tedium, such as particle effects and planetary bodies.

The method demonstrated here is a personal favorite as it generates a mesh similar in look to a geodesic dome, with its surface being built up from a collection of identical triangles woven together as opposed to other techniques, which can result in squashed and irregular triangles near the poles or equator.

Getting ready

This example was written with the GeometricBuffer classes in mind, presented in the Modeling triangles recipe, but should be equally applicable with any mesh building framework.

How to do it...

To create a disc programmatically:

  1. 1. Add a new Triangle class to hold the triangle data during the sphere creation calculations:

    class Triangle
    {
    public Vector3 One;
    public Vector3 Two;
    public Vector3 Three;
    public Vector2 OneTexture;
    public...
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