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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 triangles


XNA comes with a number of classes to help deal with the construction and use of vertex arrays, but it can sometimes be beneficial to build our own, so we can customize things according to what we need.

In this recipe, we'll be creating what I've called a Geometry Buffer, and a corresponding factory to help with their construction. Geometry Buffers are really just a container for the vertex and index buffers used in communication with the GPU. They can be thought of as a simplified substitute for XNA's Model and Mesh classes.

Getting ready

In order to draw a Geometric Buffer onscreen, an instance of a BasicEffect will be required. Although texture coordinate handling has been included, using BasicEffect without textures should work just as well.

How to do it...

To create a disc programmatically:

  1. 1. Create a new GeometricBuffer class to manage the vertex and index buffers, and add the start of a constructor to populate the various instance-level variables:

    public class GeometricBuffer...
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