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CHAPTER 7 ROCK RAIN ZUNE
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Figure 7-3. The XNA Game Studio Device Center with the Zune added Now you can execute the game to check the result. Figure 7-4 shows some of the game screens on the Zune. Test and debug the game exactly as you would on your PC and the Xbox 360. Then have fun!
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Figure 7-4. Rock Rain Zune screens
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CHAPTER 7 ROCK RAIN ZUNE
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From this chapter s example, you saw that it s easy to create games for the Zune using XNA, as long as you limit the games to 2D (using SpriteBatch), since the Zune does not have hardware 3D acceleration. However, you have other important resources to use that we haven t touched on in this chapter. For instance, it s quite simple to use music stored on the Zune as the background music of your game. Also, since every Zune has built-in wireless support, which provides the exact same network APIs as those for Windows and Xbox 360, you can write multiplayer games for the Zune that use the equivalent of SystemLink. Then you can discover other games running nearby, create lobbies, add/remove players, and build a peer-to-peer or client/ server multiplayer game as easily as you can build one for Windows or Xbox 360. For more information about developing XNA games for the Zune, see Zune Game Development Using XNA 3.0 by Dan Waters (Apress, 2009).
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3D Game Programming Basics
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n 2, we talked about 2D coordinate systems, including a special case of such systems: the screen coordinate system. When dealing with 3D coordinate systems, however, a lot more is involved with defining a 3D virtual object and transforming such an object into a 2D representation on the screen. This chapter covers the basics of creating 3D games. First, you ll learn the fundamental concepts, and then you ll see how to apply them in a simple XNA project. This will prepare you for creating a complete 3D game in the next chapters.
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Note XNA 3.0 currently does not support creating 3D games for Zunes.
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3D Coordinate Systems and Projections
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When dealing with three Cartesian dimensions, two types of coordinate systems are used: lefthanded and right-handed. These names refer to the z axis s position relative to the x and y axes. To determine this position, point the fingers of one hand to the x axis s positive direction and move them in a counterclockwise direction to the y axis s positive position. The z axis s direction is the direction your thumb points to. Figure 8-1 illustrates this concept. To put it a different way, in the left-handed coordinate system, the z value gets bigger (the positive direction) when you go from the screen to a point away from you (considering that the x axis and the y axis are on the computer screen). The right-handed 3D system is the opposite: the z values increase toward you from the screen. The XNA Framework works, by default, in a right-handed coordinate system (which, it s worth noting, is different from DirectX s default). This means that negative values for the z axis are visible, and the more negative they are for a given object, the farther the object is from the screen. Positive values are not shown, unless you change your camera position, as you ll see later in this chapter.
CHAPTER 8 3D GAME PROGRAMMING BASICS
Figure 8-1. The Cartesian 3D coordinate systems Now that you understand 3D coordinate systems, the next step to explore is how you can map 3D objects from this system to your computer (or Xbox 360) 2D screen. Fortunately, XNA does all the hard mathematical work for this mapping, but you still need to understand the concept of projections and how they apply to XNA to issue the basic instructions for how to present the objects on the screen. Similarly to other gaming libraries, XNA supports two different types of projections: Perspective projection: The most common type of projection, perspective projection takes the z distance into account and adjusts the objects accordingly. This projection makes objects appear smaller when far from the screen. Depending on the position, the objects also appear deformed, as in the real world. For example, the sides of a cube that are closer to the screen seem bigger than the farther ones. Figure 8-2 shows a graphical representation of the perspective projection.
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