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Chapter 1, "Game Planning and Programming Basics" - In this chapter, you'll learn important game planning concepts that will help you create great games, and also some general game programming concepts and how these concepts map to XNA.Chapter 2,"2-D Graphics, Audio, and Input Basics" - In this chapter you'll familiarize yourself with some fundamental concepts related to 2-D game programming, along with some samples that will make you easily understand how the XNA Framework implements these concepts. Chapter 3, "CreatingYour First 2-D Game" - This chapter is where the real fun begins! You'll find out how to put together the ideas you saw in the last chapters to create a complete game, Rock Rain. Chapter 4, "ImprovingYour First 2-D Game" - You're still in the 2-D programming world; in this chapter you'll explore other concepts such as creating menus, moving through game screens, managing players' scores, and more. Chapter 5,"Basics of Game Networking" - In this chapter you'll learn about one of the most exciting features of XNA 2.0: the ability to create network-enabled games, allowing you to connect different machines, directly or through LIVE. Chapter 6,"Rock Rain Live!" - Getting back to your 2-D game, you'll now learn how to create a multiplayer version, including a new opening scene that allows players to create or join a match on other machines. Chapter 7,"3-D Game Programming Basics" - Expanding the concepts you learned in the previous chapters, this chapter will introduce you to the fundamentals of 3-D game programming. Chapter 8,"Rendering Pipeline, Shaders, and Effects" - Getting deeper into the 3-D world, you'll learn more details about the Content Pipeline and the use of effects and shaders in XNA, paving the way to create your first 3-D game. Chapter 9, "Lights, Camera,Transformations!" - In this chapter, you'll create the base objects used in any 3-D game, which will help you manage lights and cameras, and apply transformations to your 3-D objects. Chapter 10, "Generating a Terrain" - Every 3-D game that uses a landscape needs a terrain, and in this chapter we'll present the steps for creating, adjusting, and drawing the terrain, and also how to calculate object collisions with the terrain. Chapter 11, "Skeletal Animation" - XNA 2.0 doesn't offer default support to read and play animations created by the modelers along with the 3-D models. Chapter 12, "Creating a Third-Person Shooter Game" - In this chapter you put it all together, using the knowledge from the last few chapters to create a simple 3-D third-person shooter. Chapter 13, "ClosingWords" - As we said, this book is fun, and includes a lot of information about game programming, but it's only a first step. Download free ebooks for c#: Beginning XNA 2.0 Game Programming: From Novice to Professional
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Chapter 1, "Game Planning and Programming Basics" - In this chapter, you'll learn important game planning concepts that will help you create great games, and also some general game programming concepts and how these concepts map to XNA.