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XNA 4 3D Game Development by Example: Beginner's Guide

You're reading from   XNA 4 3D Game Development by Example: Beginner's Guide Create action-packed 3D games with the Microsoft XNA Framework with this book and ebook.

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Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849687089
Length 322 pages
Edition 1st Edition
Languages
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Author (1):
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Kurt Jaegers Kurt Jaegers
Author Profile Icon Kurt Jaegers
Kurt Jaegers
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Table of Contents (16) Chapters Close

XNA 4 3D Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Introduction to XNA FREE CHAPTER 2. Cube Chaser – A Flat 3D World 3. Cube Chaser – It's A-Mazing! 4. Cube Chaser – Finding Your Way 5. Tank Battles – A War-torn Land 6. Tank Battles – The Big Guns 7. Tank Battles – Shooting Things 8. Tank Battles – Ending the War 9. Mars Runner 10. Mars Runner – Reaching the Finish Line

Building the playfield


Now that we have a fancy new style of camera, we need something to actually point it at. For Tank Battles, we are going to use height maps to generate terrain for the playfield.

Height maps

What is a height map anyway? A height map is nothing more than a 2D image that we will use to represent the height of each vertex that makes up our terrain. To generate the height maps included in the resources file for this chapter, the Clouds effect of Paint.NET (available at no cost at http://www.getpaint.net) was used on empty images of 128x128 pixels. The size of the height map image will determine the number of nodes present in the terrain when we convert the height map into vertices:

The Clouds filter of programs like Paint.NET and Photoshop produce smoothly transitioning gradients with some degree of randomization applied to them. The previous image contains a few of these randomly generated images as an example. Their smooth transition between light and dark levels makes...

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