3D Graphics with XNA Game Studio 4.0

A step-by-step guide to adding the 3D graphics effects used by professionals to your XNA games.

3D Graphics with XNA Game Studio 4.0

Starting
Sean James

A step-by-step guide to adding the 3D graphics effects used by professionals to your XNA games.
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Book Details

ISBN 139781849690041
Paperback292 pages

Book Description

XNA is a very powerful API using which it's easy to make great games, especially when you have dazzling 3D effects. This book will put you on course to implement the same 3D graphics used in professional games to make your games shine, and get those gamers addicted! If you think 3D graphics is something that limits your games, then this book is for you.

3D Graphics with XNA Game Studio 4.0 is a step by step companion to implement the effects used in professional 3D games in your XNA games. By the time you're done with this book your games would have eye-catching visuals and 3D effects.

The one thing that can make or break a game is its appearance; players will mostly be attracted to a game if it looks good. With this book you will create your 3D objects and models and make them look more interesting by using shadowing and lighting techniques, and make them move in nasty ways using animation. Want to create realistic terrians for your games? Need some place for your 3D models to engage in battle? This book will enable you to do all that and more, by walking you through the implementation of numerous effects and graphics techniques used in professional games so that you can make them look great.

Table of Contents

Chapter 1: Getting Started with 3D
Setting up a new project
The 3D coordinate system
Matrices
Loading a model
Drawing a model
Creating a Custom Model class
Creating a Camera class
Calculating bounding spheres for models
View frustum culling
Additional camera types: Arc-Ball
Additional camera types: chase camera
Example—spaceship simulator
Summary
Chapter 2: Introduction to HLSL
Getting started
Assigning a shader to a model
Creating a simple effect
Texture mapping
Texture sampling
Diffuse colors
Ambient lighting
Lambertian directional lighting
Phong specular highlights
Creating a Material class to store effect parameters
Summary
Chapter 3: Advanced Lighting
Implementing a point light with HLSL
Implementing a spot light with HLSL
Drawing multiple lights
Prelighting
Storing depth and normal values
Creating the light map
Drawing models with the light map
Creating the prelighting renderer
Using the prelighting renderer
Summary
Chapter 4: Projection and Shadowing Effects
Projective texturing
Shadow mapping—drawing the depth map
Variance shadow mapping—soft shadows
Variance shadow mapping—generating shadows
Summary
Chapter 5: Shader Effects
Fog
Normal mapping
Generating normal maps with Photoshop
Cube mapping: Making a sky sphere
Cube mapping: Reflections
Rendering sky boxes with Terragen
Creating a reflective water effect
Summary
Chapter 6: Billboard and Particle Effects
Creating the BillboardSystem class
Drawing Billboards
Creating clouds with spherical billboarding
Non-rotating billboards
Particle effects
Particle fire
Particle smoke
Summary
Chapter 7: Environmental Effects
Building a terrain from a heightmap
Multitexturing
Adding a detail texture to the terrain
Placing plants on the terrain
Adding the finishing touches
Summary
Chapter 8: Advanced Materials and Post Processing
Advanced Materials
Post processing
Black and white post processor
Gaussian blur post processor
Depth of field
Glow post processor
Summary
Chapter 9: Animation
Object animation
Keyframed animation
Curve interpolation
Building a Race Track from a Curve
Moving a car along the track
Hierarchical animation
Skinned animation
Loading a skinned model
Playing a skinned animation
Changing an animation's play speed
Model attachments
Summary

What You Will Learn

  • Understand the fundamentals of 3D graphics and math.
  • Create a flexible framework for building games
  • Learn how to implement some of the most common and uncommon graphics techniques such as lighting and animation, using the XNA Framework.
  • Work with HLSL and shaders.
  • Create an architecture rendering and creating special effects.
  • Improve your games with optimization techniques.

Authors

Table of Contents

Chapter 1: Getting Started with 3D
Setting up a new project
The 3D coordinate system
Matrices
Loading a model
Drawing a model
Creating a Custom Model class
Creating a Camera class
Calculating bounding spheres for models
View frustum culling
Additional camera types: Arc-Ball
Additional camera types: chase camera
Example—spaceship simulator
Summary
Chapter 2: Introduction to HLSL
Getting started
Assigning a shader to a model
Creating a simple effect
Texture mapping
Texture sampling
Diffuse colors
Ambient lighting
Lambertian directional lighting
Phong specular highlights
Creating a Material class to store effect parameters
Summary
Chapter 3: Advanced Lighting
Implementing a point light with HLSL
Implementing a spot light with HLSL
Drawing multiple lights
Prelighting
Storing depth and normal values
Creating the light map
Drawing models with the light map
Creating the prelighting renderer
Using the prelighting renderer
Summary
Chapter 4: Projection and Shadowing Effects
Projective texturing
Shadow mapping—drawing the depth map
Variance shadow mapping—soft shadows
Variance shadow mapping—generating shadows
Summary
Chapter 5: Shader Effects
Fog
Normal mapping
Generating normal maps with Photoshop
Cube mapping: Making a sky sphere
Cube mapping: Reflections
Rendering sky boxes with Terragen
Creating a reflective water effect
Summary
Chapter 6: Billboard and Particle Effects
Creating the BillboardSystem class
Drawing Billboards
Creating clouds with spherical billboarding
Non-rotating billboards
Particle effects
Particle fire
Particle smoke
Summary
Chapter 7: Environmental Effects
Building a terrain from a heightmap
Multitexturing
Adding a detail texture to the terrain
Placing plants on the terrain
Adding the finishing touches
Summary
Chapter 8: Advanced Materials and Post Processing
Advanced Materials
Post processing
Black and white post processor
Gaussian blur post processor
Depth of field
Glow post processor
Summary
Chapter 9: Animation
Object animation
Keyframed animation
Curve interpolation
Building a Race Track from a Curve
Moving a car along the track
Hierarchical animation
Skinned animation
Loading a skinned model
Playing a skinned animation
Changing an animation's play speed
Model attachments
Summary

Book Details

ISBN 139781849690041
Paperback292 pages
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