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Riemers3DXNA4advterrainoverview
Welcome to this 4th instalment of my XNA Tutorials for C#. In the first series, we’ve seen how to create a terrain. This Series we’ll go over that again – only this time using a totally different approach. Since we’ve learned (a bit beyond) the basics of HLSL in Series 3, let’s put that knowledge to good use.
How excellent your latest idea for a new game might be, you’ll hardly impress anyone if you can only move some self-drawn crosses or dots over a 2D board. In this Series, we’ll be creating a terrain that you can use immediately as a start for your game. As this series relies heavily on HLSL, you will like to go through Series 3 before you start reading on this one.
Because a terrain looks a lot nicer fullscreen that it does in a window, you can have a look at this fullscreenshot or at this one. And yes, the water moves and the clouds change shape ;) So, in a nutshell, what will be covered in this series?
- First-person mouse camera
- Multitexturing with high resolution textures close to the camera
- Realistic, moving water with reflections-refractions
- Bump mapping
- Specular reflections
- Perlin noise
- Shape-changing clouds
- HLSL cylindrical billboarding
- Region growing
During this series you will need to download the following resources: Starting code: Series4Effects.fx Starting code: heightmap.bmp Textured terrain: grass.dds Multitexturing: sand.dds Multitexturing: rocks.dds Multitexturing: snow.dds Skydome: dome.x Skydome: cloudMap.jpg Ripples: waterbump.dds Billboarding: bbEffect.fx Billboarding: tree.dds Region growing: treeMap.jpg
Before you move on to the first chapter, you can find a few more screenshots below.
- Starting point
- Adding a first-person mouse camera
- Texturing our terrain
- Multitexturing
- Adding more detail
- Drawing a simple skydome
- The water technique
- Rendering the refractive map
- Rendering the Reflection map
- Perfect mirror
- Rippling water
- Blending in refractions using the Fresnel term
- Making our water move
- Specular Highlights
- Cylindrical Billboarding
- Region growing
- Billboarding
- 2D Perlin noise