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.XnaGraphicEngine
from Part II of this book, and the parts of the engine from the Racing Game from Chapter 14, many parts have been updated or even completely rewritten. For example, all 3D models use the Collada model format now. This makes it much easier to fix exporting errors, to miss textures, and to import animation data. It also allows a greater range of 3D tools to be used to create 3D models for the game. I am also going to discuss the new shaders used for the maps. In addition, I discuss how skinned animation works and how to use multi-pass shaders for the underground and lighting effects. Most of the engine features are shown with help of the in-game editor Dungeon Quest provides to the player.