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Beginning XNA 3.0 Game Programming: From Novice to Professional by Riemer Grootjans, José Antonio Leal de Farias, Bruno Evangelista, Alexandre Santos Lobão

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CHAPTER 10Lights, Camera, Transformations!

A 3D scene may include many cameras, lights, and objects. Creating some classes to represent these objects will make your game a lot easier to manage.

In this chapter, you will create a basic framework to manage cameras, lights, and object transformations. You'll see how your game structure benefits from these classes in Chapters 11, 12, and 13, where the framework is used to create a complete 3D game.

One of the most essential components of a 3D game is the camera. Therefore, this chapter will start by showing how you can manage your camera system.

Cameras

Depending on the genre of game that you're creating, you might want to use a different type of camera, such as a fixed-position camera, a first-person ...

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