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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

Implementing simple plane controls


As with the previous recipe for car physics, this recipe is all about enough simulation to make the player feel involved (and hopefully enjoy themselves), but not so much as to either trip the player up in unnecessary detail or slow the game down to a crawl under the possibly heavy weight of a more rigorous simulation.

There is no stalling, wind shear, or trim adjustments here. Just the player turning left, right, up, or down, and powering towards fun.

Getting ready

This recipe relies upon the GeometricBuffer classes covered in Chapter 3, Procedural Modeling, to construct the plane, but any method of creating or supplying a 3D mesh should be sufficient.

How to do it...

To begin flying your own plane:

  1. 1. Begin a new Plane() class with instance-level variables to hold the rendering details:

    class Plane
    {
    GeometricBuffer<VertexPositionNormalTexture> buffer;
    BasicEffect effect;
    
  2. 2. Add a constructor and map out the key locations for creating the plane's mesh...

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