public AwesomeGame() { graphics = new GraphicsDeviceManager(this) { PreferredBackBufferWidth = 800, PreferredBackBufferHeight = 600 }; Content.RootDirectory = "Content"; //graphics.IsFullScreen = true; this.Services.AddService(typeof(ContentManager), Content); //create the camera and add it as a service camera = new Camera(); this.Services.AddService(typeof(Camera), camera); //this.Components.Add(new Terrain.SimpleTerrain(this, 8, @"Terrain\Textures\grass")); _terrain = new Terrain.SimpleTerrain(this, @"Terrain\Textures\level1_heightmap", @"Terrain\Textures\level1_texture", @"Terrain\Textures\level1_gameobjects"); _terrain.collidable = false; this.Services.AddService(typeof(Terrain.SimpleTerrain), _terrain); //make terrain available as a service. _barrel = new Mesh(this, @"Models\Barrel", Matrix.CreateTranslation(new Vector3(10.0f, 0.0f, 10.0f))); // Get some sort of checkpoint based course going on course = new Course(this); this.Services.AddService(typeof(Course), course); //this.Components.Add(new Physics.ParticleSystem(this, @"Physics\Cone.xml", new Vector3(0,200,0))); if (Environment.MachineName != "BARNEY-DESKTOP") { _sunlight = new Sunlight(this); _shadowMap = new ShadowMap(this); } _availableCars = new List<string>(); _availableCars.Add("Less Blocky Car 2"); _availableCars.Add("Curvy Car"); _availableCars.Add("Police Car"); _availableCars.Add("Schoolbus"); _availableCars.Add("Trike"); }
public NormalMap(SimpleTerrain terrain) { _terrain = terrain; }