Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
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.

Arrow left icon
Product type Paperback
Published in Sep 2012
Publisher Packt
ISBN-13 9781849687089
Length 322 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Kurt Jaegers Kurt Jaegers
Author Profile Icon Kurt Jaegers
Kurt Jaegers
Arrow right icon
View More author details
Toc

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

Time for action – building Particles.fx


In order to create effects for our particles, perform the following steps:

  1. 1. Right-click on the Effects folder in the game's content project and select Add | New Item.

  2. 2. From the Add New Item dialog box, select the Effect File type from the central pane.

  3. 3. Name the effect file Particles.fx and click on Add.

  4. 4. In the declarations area at the beginning of the file, add the following new declarations:

    float alphaValue;
    
    texture particleTexture;
    
    sampler2D textureSampler = sampler_state {
      Texture = (particleTexture);
      AddressU = Wrap;
      AddressV = Wrap;
    };
  5. 5. Replace the current VertexShaderInput and VertexShaderOutput structs with new ones that include texture coordinates as follows:

    struct VertexShaderInput
    {
        float4 Position : POSITION0;
        float2 TextureCoordinate : TEXCOORD0;
    };
    
    struct VertexShaderOutput
    {
        float4 Position : POSITION0;
        float2 TextureCoordinate : TEXCOORD0;
    };
  6. 6. Replace the current VertexShaderFunction() method with...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image