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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

Our view of the world


Before we can place objects and geometry into our virtual representation of a 3D world, we need to come up with a way to describe to XNA how we are going to control the viewpoint of the player. In many 2D games, a simple Vector2 value is often enough to cover the requirements of the camera – assuming the 2D game needed a camera at all. The camera viewing a 2D world might only need to know how far across and down the game world the current view should be located. Other aspects of the view, such as the distance from which the player is viewing the action, may be fixed due to the size of the pre-drawn sprites representing the game environment and objects.

In contrast, we need a bit more information to define the camera in a 3D game. The fact that we need a third coordinate (the Z coordinate) should not be surprising; since we have moved from 2D to 3D, it only stands to reason that we need three coordinates to define a point. What may be less obvious, however, is that we...

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