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1, Game Planning and Programming Basics
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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. You ll also create your first XNA program.
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2, 2-D Graphics, Audio, and Input Basics
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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. You ll also discover how to use sound and the Xbox 360 controller in your applications.
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3, Creating Your First 2-D Game
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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. Besides tips on how to improve this simple but addictive game, you ll learn details you need to pay attention to when moving games to the Xbox 360.
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sINTRODUCTION
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4, Improving Your First 2-D Game
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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.
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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.
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.
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. You ll learn how to create a 3-D scene, load and manipulate 3-D objects, move the camera, and everything else you need to know to start digging into virtual 3-D worlds.
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.
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.
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.
sINTRODUCTION
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. In this chapter you ll learn how to create a custom model processor to read and play animation data.
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.
13, Closing Words
As we said, this book is fun, and includes a lot of information about game programming, but it s only a first step. In these last few pages, the authors present the advice they always give to their students when finishing a game programming course.
Prerequisites
Before you continue to the first chapter, be sure to download and install the latest version of XNA, which is easy to find in the Downloads section at http://www.microsoft.com/XNA. We also recommend that you download the DirectX Software Development Kit (SDK), which comes with some content you can use when learning XNA. Don t forget, also, to download and install the XNA Starter Kits and samples at http://creators.XNA.com. All these tools and samples are free to download and use. If you don t have a copy of Microsoft Visual Studio, you must also download a free copy of Microsoft Visual C# Express, whose download link can also be found at http://www.microsoft.com/XNA.
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