Microsoft XNA 4.0 Game Development Cookbook - Luke Drumm - E-Book

Microsoft XNA 4.0 Game Development Cookbook E-Book

Luke Drumm

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Beschreibung

Microsoft XNA attempts to free game developers from writing "repetitive boilerplate code", allowing them to focus on producing enjoyable gameplay rather than tedious and complicated setup. The Framework has reduced the once steep learning curve for game development, transforming it into something more attainable, and this cookbook will help you to take full advantage of XNA to bring reality into your virtual worlds.
"Microsoft XNA 4.0 Game Development Cookbook" is the perfect resource for propelling your game development capabilities from the simple 2D demo towards engaging and exciting, professional looking games. With a diverse selection of game-related topics covered, discover how to create rich 2D and 3D worlds filled with interesting characters, detailed scenery and dynamic special effects applicable to PC, Xbox 360, and Windows Phone 7 game play.
There is no shortage of introductory texts available for XNA, a number of which are fantastic for getting started with simple 2D games, but "Microsoft XNA 4.0 Game Development Cookbook"ù will help you take the steps to start producing games that have deeper gameplay, compelling graphics and that little bit of extra polish!
The book's recipes will get you up and going quickly with the next level of game features such as 3D graphics, AI, and network play.
With this practical cookbook to hand, even the more experienced developer will be better equipped to achieve high level tasks with XNA in a quick and efficient manner.

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Seitenzahl: 239

Veröffentlichungsjahr: 2012

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Table of Contents

Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers, and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Applying Special Effects
Introduction
Creating shadows within the Reach profile
Getting ready
How to do it...
How it works...
There's more...
See also
Creating shadows within the HiDef profile
Getting ready
How to do it...
How it works...
There's more...
See also
Implementing lens flare within the Reach profile
Getting ready
How to do it...
How it works...
There's more...
Implementing lens flare within the HiDef profile
Getting ready
How to do it...
How it works...
Implementing smoke within the Reach profile
Getting ready
How to do it...
How it works...
There's more...
Creating explosions within the Reach profile
Getting ready
How to do it...
How it works...
There's more...
Creating explosions within the HiDef profile
Getting ready
How to do it...
How it works...
There's more...
See also...
2. Building 2D and 3D Terrain
Introduction
Displaying hexagonal maps
Getting ready
How to do it...
How it works...
There's more...
Displaying 2D isometric maps
Getting ready
How to do it...
How it works...
There's more...
See also
Importing and displaying 3D isometric maps
Getting ready
How to do it...
How it works...
Generating 3D height maps
Getting ready
How to do it...
How it works...
There's more...
Creating block worlds within the Reach profile
Getting ready
How to do it...
How it works...
There's more...
Textures
Creating block worlds within the HiDef profile
Getting ready
How to do it...
How it works...
There's more...
3. Procedural Modeling
Introduction
Modeling triangles
Getting ready
How to do it...
How it works...
There's more...
Dynamic vertex buffers
See also
Modeling discs
Getting ready
How to do it...
How it works...
See also...
Modeling spheres
Getting ready
How to do it...
How it works...
There's more...
See also
Modeling tori
Getting ready
How to do it...
How it works...
See also
Modeling trees
Getting ready
How to do it...
How it works...
There's more...
4. Creating Water and Sky
Introduction
Creating water within the HiDef profile
Getting ready
How to do it...
How it works...
There's more...
Shallow water
Deep water
Building skyboxes within the Reach profile
Getting ready
How to do it...
How it works...
Building skyboxes within the HiDef profile
Getting ready
How to do it...
How it works...
There's more...
Cloud generation within the Reach profile
Getting ready
How to do it...
How it works...
There's more...
Billboarding
See also
5. Non-Player Characters
Introduction
A* pathfinding
Getting ready
How to do it...
How it works...
There's more...
Distance estimation
See also
Character state machines
Getting ready
How to do it...
How it works...
There's more...
Scripting
Animation
See also
Constructing dialogue
Getting ready
How to do it...
How it works...
There's more...
Scripting
See also
Decentralizing behavior
Getting ready
How to do it...
How it works...
There's more...
See also
6. Playing with Animation
Introduction
Applying animation with SkinnedEffect
Getting ready
How to do it...
How it works...
Motion capture with Kinect
Getting ready
How to do it...
How it works...
There's more...
Under voice command
Integrating rag doll physics
Getting ready
How to do it...
How it works...
There's more...
Part time action
Rendering crowds
Getting ready
How to do it...
How it works...
There's more...
7. Creating Vehicles
Introduction
Applying simple car physics
Getting ready
How to do it...
How it works...
There's more...
Getting more physical
See also
Implementing simple plane controls
Getting ready
How to do it...
How it works...
There's more...
See also
Rendering reflective materials within the Reach profile
Getting ready
How to do it...
How it works...
There's more...
The cost of reflecting
See also
8. Receiving Player Input
Introduction
Adding text fields
Getting ready
How to do it...
How it works...
There's more...
On the phone
Creating dialog wheels
Getting ready
How to do it...
How it works...
There's more...
Dragging, dropping, and sliding
Getting ready
How to do it...
How it works...
There's more...
9. Networking
Introduction
Connecting across a LAN
Getting ready
How to do it...
How it works...
There's more...
See also
Connecting across the Web
Getting ready
How to do it...
How it works...
There's more...
See also
Synchronizing client states
Getting ready
How to do it...
How it works...
There's more...
Index

Microsoft XNA 4.0 Game Development Cookbook

Microsoft XNA 4.0 Game Development Cookbook

Copyright © 2012 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2012

Production Reference: 1130612

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-198-7

www.packtpub.com

Cover Image by Sandeep Babu ( <[email protected]> )

Credits

Author

Luke Drumm

Reviewers

Jason Mitchell

Kenneth Dahl Pedersen

Acquisition Editor

Stephanie Moss

Lead Technical Editor

Kedar Bhat

Technical Editors

Rati Pillai

Ankita Shashi

Copy Editor

Insiya Morbiwala

Project Coordinator

Michelle Quadros

Proofreader

Joel T. Johnson

Indexer

Rekha Nair

Production Coordinator

Melwyn Dsa

Cover Work

Melwyn Dsa

About the Author

Luke Drumm is an experienced software developer and consultant who wrote his first computer game at age 10, and has been enthusiastically exploring the world of game development ever since. With the first public release of XNA in 2006, Luke quickly latched onto the technology and began creating and talking about how to create games within XNA at every possible opportunity. This culminated in his regular presence at conferences, game camps, and user groups, and in his becoming a recipient of the Microsoft MVP Award, for XNA and DirectX, for at least four successive years. Luke lives in Sydney, Australia, with his amazing, patient, and supportive wife Cheryl, and two dogs, who may or may not rule the roost.

About the Reviewers

Jason Mitchell is a passionate .NET developer and an independent game development enthusiast. He has worked with Microsoft's XNA Game Studio since its initial release and has experience using it to create games on Windows, Xbox 360, and Windows Phone.

Kenneth Dahl Pedersen, now aged 35, has been programming basically since he got his first computer at age 6, starting on the Commodore 64, with small programs that could do next to nothing. This quickly evolved when he migrated to the much more powerful Amiga 500 with some demos and light applications, and finally culminated when he got his first PC.

Since then, game development has held his interest in a vice grip, and Kenneth has studied numerous programming languages and APIs for this purpose. His repertoire includes C/C++, OpenGL, DirectX, C#, WPF, WCF, MDX, and XNA.

With the appearance of readily-available, high-end engines, such as Unreal Development Kit, Kenneth found another interest to keep him well-sated in his thirst for game development knowledge, UnrealScript, providing another mountain top to climb.

Kenneth is a Systems Analyst and Developer. Originally from Denmark, where he still works, he now lives in Sweden with his wife and baby daughter.

Other than being with his wife and daughter, he uses his spare time for game development, seeking new knowledge and dabbling in 3D visual arts in applications, such as 3D Studio Max and ZBrush. And of course, Kenneth is an avid gamer. After all, you cannot make games if you don't enjoy playing them!

First of all, I would like to thank my wife, Nina, for the patience she's shown me while I was doing this review. I have probably not been as helpful around the house as I should have been, while this was going on.

My beautiful daughter, Nadia, for always giving me a reason to smile and laugh.

And last, but certainly not least, Michelle Quadros, for believing in me and giving me this incredible experience and opportunity to do a tech review of this awesome book on XNA.

My advice to you, the Reader: Read it, cover-to-cover. You will not regret it, as it contains some absolute treasures of tips and techniques for your own game projects.

www.PacktPub.com

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Preface

The Microsoft XNA 4.0 Game Development Cookbook is all about what happens once you've completed the various introductory tutorials, and want to create something with a little more substance.

In this book, you'll find examples of how to flesh out some of the more complex, or initially less intuitive, pieces of what goes into a full-blown game.

Not sure what it takes to add water to your Xbox 360 Indie game? Confused about maps for your Windows Phone game? Curious over what it takes to get started using Kinect with XNA? Then this book may just be for you.

What this book covers

Chapter 1, Applying Special Effects: Discover the principles behind some common special effects used in big budget titles, and add them to your own games.

Chapter 2, Building 2D and 3D Terrain: Learn some of the tricks behind creating landscapes in both two and three dimensions.

Chapter 3, Procedural Modeling: Explore what's involved in creating models in code, instead of using an external 3D modeling package.

Chapter 4, Creating Water and Sky: Add depth to your worlds with some virtual atmosphere.

Chapter 5, Non-Player Characters: Inhabit your virtual worlds with characters that can move and interact in intelligent and interesting ways.

Chapter 6, Playing with Animation: Have a peek into some of the ways that animation can be both produced and displayed.

Chapter 7, Creating Vehicles: Launch your players onto the roads or into the skies with the addition of vehicles.

Chapter 8, Receiving Player Input: Discover how your players can drag, drop, point, and type their way through your games.

Chapter 9, Networking: Expand your virtual world across to the real one by adding the ability to communicate.

What you need for this book

To write games using the examples presented in this book, you'll need:

Windows Vista (SP2) or laterXNA Game Studio 4.0 (usually bundled as part of the Windows Phone SDK) or later

For the Kinect-based recipe, a Kinect or Kinect for Windows unit is required along with the Kinect for Windows SDK.

Who this book is for

If you are an XNA developer who has already successfully dabbled in some of the simple 2D and 3D functionality provided by XNA, and are eager to find out how to achieve some of the more advanced features presented in popular games, dive into the Microsoft XNA 4.0 Game Development Cookbook for an example-based approach that should have you safely on your way towards the next level of game creation. You should be comfortable with the basics of the XNA framework and have experience with C#.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text are shown as follows: "We will be using the BasicEffect class in this example, but any effect that implements the IEffectMatrices interface and has some way to darken the rendered model should be adequate."

A block of code is set as follows:

Vector3 lightDirection; BasicEffect reachShadowEffect; Matrix flattenShadow;

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes, for example, appear in the text like this: "Start by adding a new Content Pipeline Extension project to the solution."

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

Reader feedback

Feedback from our readers is always welcome. Let us know what you think about this book — what you liked or may have disliked. Reader feedback is important for us to develop titles that you really get the most out of.

To send us general feedback, simply send an e-mail to <[email protected]>, and mention the book title through the subject of your message.

If there is a topic that you have expertise in and you are interested in either writing or contributing to a book, see our author guide on www.packtpub.com/authors.

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Now that you are the proud owner of a Packt book, we have a number of things to help you to get the most from your purchase.

Downloading the example code

You can download the example code files for all Packt books you have purchased from your account at http://www.packtpub.com. If you purchased this book elsewhere, you can visit http://www.packtpub.com/support and register to have the files e-mailed directly to you.

Errata

Although we have taken every care to ensure the accuracy of our content, mistakes do happen. If you find a mistake in one of our books — maybe a mistake in the text or the code — we would be grateful if you would report this to us. By doing so, you can save other readers from frustration and help us improve subsequent versions of this book. If you find any errata, please report them by visiting http://www.packtpub.com/support, selecting your book, clicking on the errata submission form link, and entering the details of your errata. Once your errata are verified, your submission will be accepted and the errata will be uploaded to our website, or added to any list of existing errata, under the Errata section of that title.

Piracy

Piracy of copyright material on the Internet is an ongoing problem across all media. At Packt, we take the protection of our copyright and licenses very seriously. If you come across any illegal copies of our works, in any form, on the Internet, please provide us with the location address or website name immediately so that we can pursue a remedy.

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We appreciate your help in protecting our authors, and our ability to bring you valuable content.

Questions

You can contact us at <[email protected]> if you are having a problem with any aspect of the book, and we will do our best to address it.

Chapter 1. Applying Special Effects

In this chapter we will cover:

Creating shadows within the Reach profileCreating shadows within the HiDef profileImplementing lens flare within the Reach profileImplementing lens flare within the HiDef profileImplementing smoke within the Reach profileCreating explosions within the Reach profileCreating explosions within the HiDef profile

Introduction

In this chapter, we will be creating some of the common special effects used in 3D games to help increase the level of realism, and thereby help the player to immerse themselves in the virtual world.

The examples in this chapter assume that at least the bare bones of a 3D scene are already present, with one or more 3D objects being rendered successfully to the screen. If inspiration for how to achieve this is in short supply, Chapter 2, Building 2D and 3D Terrain and Chapter 3, Procedural Modeling, provide some examples on possible ways to get started.

Implementing lens flare within the Reach profile

A realistic lens flare can be achieved within the Reach profile by being "physically correct" and performing a check of each frame to confirm that the source of light is, at least partially, visible from the camera's point of view. (Tests involving whether something is in line of sight from something else are commonly referred to as occlusion tests.)

The bad news is, that without the benefit of hardware accelerated occlusion testing like the HiDef profile's OcclusionQuery class can offer, this test can be beyond the processing resources available to a game (especially one running on either mobile or older hardware).

The good news is that we do have a relatively cheap alternative that may just provide enough approximation for a game, and no one need be the wiser that the "proper" technique wasn't used, as the following illustration of the approximation in use demonstrates:

Getting ready