Xna 4.0 3d pdf




















Build three different types of 3D games step-by-step, including a first-person maze game, a battlefield tank game, and a 3D sidescrolling action game on the surface of Mars. Create a 3D maze, fire shells at enemy tanks, and drive a rover on the surface of Mars while being attacked by alien saucers. Learn by doing as you explore the worlds of 3D graphics and game design.

This book takes a step-by-step approach to building 3D games with Microsoft XNA, describing each section of code in depth and explaining the topics and concepts covered in detail.

From the basics of a 3D camera system to an introduction to writing DirectX shader code, the games in this book cover a wide variety of both 3D graphics and game design topics. Generate random mazes, load and animate 3D models, create particle-based explosions, and combine 2D and 3D techniques to build a user interface.

What you will learn from this book The core concepts of 3D graphics and how XNA describes the 3D world Build a 3D maze that the player can explore in search of the mysterious spinning cube Create 3D terrain based on a 2D height map image, adding texturing and lighting to the terrain's surface Load, display and animate 3D models Build a button-based user interface overlay for your 3D game Create a billboard particle system to produce dynamic explosions Build a skybox to give your worlds full 3D backgrounds Detect collisions between 3D objects and have your game react accordingly Approach This book is a step-by-step tutorial that includes complete source code for all of the games covered.

It adopts an engaging style to teach all the game development concepts. Each block of code is explained, and game development concepts are diagrammed and covered in detail. Each game begins with a concept description and concludes with suggestions for expanding on the finished game.

Unity 4. A seat-of-your-pants manual for building fun, groovy little games quickly with Unity 4. Beginner game developers are optimistic, passionate, and ambitious, but that ambition can be dangerous!

Too often, budding indie developers and hobbyists bite off more than they can chew. I've tried using the code from Microsoft, directly below, but it always returns false:. This was taken and modified very slightly from, Here My Entity class goes as follows. My own method has been screwing up also, when trying to rotate models. Ideally, it would be good to know what is wrong with the code from Microsoft, so that I can use it wherever, without worrying about hard-coding in object dimensions.

If anyone can see a fast fix to my own basic collision detection method, that would also be great. I've looked at the Reimers tutorials, but I'm not getting them at the moment, maybe I've been staring at my own code for too long Any other information you want, I can try and supply. I can upload the models also, if that's the problem. I'm using models from Maya, exported as FBX. I'm using MSVS Thanks very much! I think the problem may not be in the collision code, but in how you are updating the position of your Entitys.

I don't see any update code or MoveForward , etc, type of code. First of all, though, I think it would be much easier for you to use a Matrix instead of a bunch of float values for rotation. For example, you could have:. And if you do all this, then you should easily be able to update your Entity's position, which I think is the problem. If you do this, I think your Entity's position will be updated, which then should fix your collision problem. But, not knowing how you update the position of your Entities, I am just speculating.

Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. XNA 4. Asked 8 years, 5 months ago. Active 8 years, 5 months ago. Viewed times. BoundingSphere; c1BoundingSphere. BoundingSphere; c2BoundingSphere. Improve this question. Jack Jack 5 5 silver badges 13 13 bronze badges.

How do you update the position of your models?



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