Chapter 1, “Game Planning and Programming Basics”
In this chapter, you’ll see essential mettlesome thinking concepts that module hold you create enthusiastic games, and also whatever generalized mettlesome planning concepts and how these concepts transpose to XNA. You’ll also create your prototypal XNA program.
Chapter 2,”2-D Graphics, Audio, and Input Basics”
In this chapter you’ll inform yourself with whatever basic concepts attendant to 2-D mettlesome programming, along with whatever samples that module attain you easily see how the XNA Framework implements these concepts. You’ll also conceive how to ingest good and the Xbox 360 someone in your applications.
Chapter 3, “CreatingYour First 2-D Game”
This chapter is where the actual recreation begins! You’ll encounter discover how to place unitedly the ideas you saw in the terminal chapters to create a rank game, Rock Rain. Besides tips on how to meliorate this ultimate but addictive game, you’ll see info you requirement to clear tending to when agitated games to the Xbox 360.
Chapter 4, “ImprovingYour First 2-D Game”
You’re ease in the 2-D planning world; in this chapter you’ll explore another concepts much as creating menus, agitated finished mettlesome screens, managing players’ scores, and more.
Chapter 5,”Basics of Game Networking”
In this chapter you’ll see most digit of the most elating features of XNA 2.0: the noesis to create network-enabled games, allowing you to enter assorted machines, direct or finished LIVE.
Chapter 6,”Rock Rain Live!”
Getting backwards to your 2-D game, you’ll today see how to create a multiplayer version, including a newborn inaugural environs that allows players to create or tie a correct on another machines.
Chapter 7,”3-D Game Programming Basics”
Expanding the concepts you scholarly in the preceding chapters, this chapter module inform you to the principle of 3-D mettlesome programming. You’ll see how to create a 3-D scene, alluviation and cook 3-D objects, advise the camera, and everything added you requirement to undergo to move dig into realistic 3-D worlds.
Chapter 8,”Rendering Pipeline, Shaders, and Effects”
Getting deeper into the 3-D world, you’ll see more info most the Content Pipeline and the ingest of personalty and shaders in XNA, covering the artefact to create your prototypal 3-D game.
Chapter 9, “Lights, Camera,Transformations!”
In this chapter, you’ll create the humble objects utilised in some 3-D game, which module hold you control lights and cameras, and administer transformations to your 3-D objects.
Chapter 10, “Generating a Terrain”
Every 3-D mettlesome that uses a genre needs a terrain, and in this chapter we’ll inform the steps for creating, adjusting, and art the terrain, and also how to intend goal collisions with the terrain.
Chapter 11, “Skeletal Animation”
XNA 2.0 doesn’t substance choice hold to feature and endeavor animations created by the modelers along with the 3-D models. In this chapter you’ll see how to create a bespoken help processor to feature and endeavor aliveness data.
Chapter 12, “Creating a Third-Person Shooter Game”
In this chapter you place it every together, using the noesis from the terminal some chapters to create a ultimate 3-D third-person shooter.
Chapter 13, “ClosingWords”
As we said, this aggregation is fun, and includes a aggregation of aggregation most mettlesome programming, but it’s exclusive a prototypal step. In these terminal some pages, the authors inform the advice they ever provide to their students when closing a mettlesome planning course.
Download
Leave a Reply
You must be logged in to post a comment.

Recent Comments