Download Microsoft XNA 4.0 Game Development Cookbook by Luke Drumm PDF

By Luke Drumm

Speed up your XNA studying with a myriad of assistance and tips to clear up your daily difficulties. become familiar with including lighting tricks, digital atmospheres and machine managed characters with this ebook. A fast moving cookbook filled with screenshots to demonstrate each one complex step-by-step job. practice the concepts realized for wiring video games for workstation, Xbox 360 and home windows cell 7.

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To complete the example, add a factory class to create a new instance of the particle mesh. IsTextureTransparent = true; return new ReachExplosionParticleDisplay( sphereBuffer, sphereEffect); } } How it works... The heart of the ReachExplosion class lies with the use of the XNA Curve class. Via the Curve class, we can take the relatively random nature of the particle stream and mold it into the visually satisfying shape of a gaseous explosion. Two instances of the Curve class are created within the constructor of the ReachExplosion class.

Info Applying Special Effects 3. Height) / 2; } 4. None }; 5. Add a new method to perform the ocular test: public void Measure(Matrix view, Matrix projection) { 6. Y); lightBehindCamera = false; 7. PixelCount / queryArea, 1); } 8. Projection = Matrix. info Applying Special Effects 9. End(); occlusionQueryActive = true; 10. End(); } How it works... XNA and the underlying DirectX infrastructure contain a rather handy little diagnostic tool in the form of the occlusion test. With this test, you can count how many pixels were filled when trying to render a particular portion of a scene.

Info Applying Special Effects #define SAMPLE_COUNT 15 float2 SampleOffsets[SAMPLE_COUNT]; float SampleWeights[SAMPLE_COUNT]; 9. 0f; 10. info Chapter 1 return finalColor; } 11. Add two techniques to allow the pixel shader to be used with or without blurring: technique Distort { pass { PixelShader = compile ps_2_0 Distort_PixelShader(false); } } technique DistortBlur { pass { PixelShader = compile ps_2_0 Distort_PixelShader(true); } } 12. In your game project, create a new factory class to produce explosions: class HiDefExplosionFactory { 13.

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