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If you search for XNA in any common Internet search engine, you ll get (as of February 2009) around four million hits. When you narrow down the search to XNA Tutorial, you ll get about half a million results, without quotation marks, and about thirty thousand results with them. So, forget about searching the Internet for your next steps, unless you know exactly what you need! Riemer Grootjans presents a variety of XNA tutorials that may help you go a step further in exploring new XNA horizons at his site (http://www.riemers.net). We also recommend Riemer s excellent XNA 3.0 Game Programming Recipes book (Apress, 2009).
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Note If you are interested in creating casual games, and read Portuguese, you ll find some tutorials,
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news, and samples at the Sharp Games community site (http://www.sharpgames.net), coordinated by Jos Leal de Farias, and dozens of presentations and simple XNA examples at Alexandre Lob o s site (http://www.AlexandreLobao.com). Note that while the sites are in Portuguese, the code samples comments are mostly in English.
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At Bruno Evangelista s site (http://www.brunoevangelista.com/), you ll find more elaborate 3D code, sophisticated shader examples, an improved version of the 3D shooter game we created in this book, and much more. Another excellent way to learn more about shaders is by following the thread at the XNA Creators Club site (http://forums.xna.com/thread/24109.aspx), where many people have posted links to basic to advanced shaders tutorials.
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CHAPTER 14 CLOSING WORDS
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In fact, for good examples of any XNA techniques, the XNA Creators Club (http://creators. XNA.com) should always be your starting point. This site has samples for almost anything you ll need for your 2D and 3D games. Explore the samples, and don t forget to download and study all the starter kits, which are complete games that will give you very good starting points for more sophisticated games. Additionally, CodePlex (http://www.codeplex.com) is another good source for XNA projects, including some open source game engines and components. Just order your view by latest release date and rating, which will present you with the most up-to-date and interesting projects.
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As we ve said, if you really want to learn XNA, create a game on your own. Of course you can and are encouraged to write original games, but as a start, we recommend a simple but fairly interesting game: Tetris. If you start from the ground up and create your own version of Tetris, you ll exercise many concepts you ll use in every one of your future games. For example, the game calls for a set of classes with different behaviors (each block turns in a different way), but share a common ground (every block falls), so you ll create a hierarchy with a base and derived classes. You ll also need to detect collisions and control the game state, checking for full lines when the blocks fall; deal with user input; code for game end and game scoring; and so on. An XNA Tetris clone is also a good place to start because you can create it within a couple weeks, so you can stay motivated for your next challenge. This project will give you more insight about the difficulty of creating a game from the ground up. You will understand the complexity of building a game and how each of the game components fits together. And don t forget the roles of a game team we talked about in 1 even in a simple project like this, you should not limit yourself to just one role! After creating your Tetris clone, as your next step, consider a game that uses the same concepts, but includes some extra challenges. A good exercise is creating a Breakout clone or a pinball game. For this type of game, you use the concepts from Tetris, plus sound, some advanced collision-detection algorithms, and some animated sprites.
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Tip You can find a simple Breakout clone at Alexandre Lob o s site (http://www.alexandrelobao.com/ Jogos/Alexandre Lobao-Palestras Jogos.asp), coded with less than 100 lines, which surely is a good starting point to create something new. For example, you might include bonus bricks or extra levels, to better understand and explore XNA s basic features. And if you think that 100 lines are too few for a game, think again: The Brazilian version of the Xbox 360 magazine published a simpler version for this game, with around 40 lines! That s what XNA is about!
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If you are interested in 3D games, consider creating a 3D version of Tetris, Breakout, or a pinball game. Such games are good learning tools because, although they use 3D objects, you can still use simplified, 2D-like versions of the collision-detection algorithm. After you break the ice with such simple 3D games, it will be time to try something harder. Consider creating a simple flight simulator, where you control the plane flying around buildings and maybe shooting at some of them!
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