Download BEGINNING .NET GAME PROGRAMMING IN VISUAL BASIC .NET
Chapter 1: .Nettrix: GDI+ and Collision Detection
In the prototypal chapter, we inform the construct of impinging spotting in games, inform ultimate algorithms to control the spotting of impinging between objects in a game, and inform base concepts most the GDI+, the illustration accumulation utilised by the .NET Framework to action ultimate illustration operations. In this chapter, we create a Tetris image titled .Nettrix to elaborate the ingest of these concepts.
Chapter 2: .Netterpillars: Artificial Intelligence and Sprites
Here we investigate the construct of object-oriented programming, along with a wordbook of attendant terms. We also vindicate the intent of creating a accumulation of mettlesome classes, which crapper be utilised in boost mettlesome developments to meliorate the mettlesome calibre and the mettlesome send schedule. In this chapter, we also wage a short launching to staged info in games, presenting whatever Hellenic problems you requirement to care with in your games along with whatever suggestions most how to cipher them. The chapter’s distribution game, .Netterpillars, is a Snakes image that explores the concepts presented in the chapter. Here we exhibit you how to create the prototypal reusable collection of this book—a GDI+-based sprite.
Chapter 3: Managed DirectX First Steps: Direct3D Basics and DirectX vs. GDI+
Chapter 3 presents Managed DirectX 9.0, exploring the principle much as the ingest of matrix transformations, straight texturing, and blackamoor lights. Here we also handle how to end which graphics accumulation (DirectX or GDI+) to ingest depending on the mettlesome type. In this chapter, we hit no game, meet a ultimate covering that module training apiece of this chapter’s concepts.
Chapter 4: Space Donuts: Sprites Revisited
In Chapter 4, we handle the creation of sprites using a primary collection from Managed DirectX. We also inform the base concepts of DirectSound and DirectInput. Using the classes and concepts discussed in this chapter, we achievement you finished the creation of an Asteroids image titled Space Donuts.
Chapter 5:Here we countenance at added techniques of redaction cipher that utilised early versions of DirectX, stipendiary portion tending to the DirectDraw libraries. In addition, we inform the concepts of DirectPlay, which gives you the knowledge to indite networked, multiplayer games. This chapter creates an feat of the Spacewar game, digit of the prototypal games ever created on a computer, and ease pleasant to this day.Chapter 6: Spacewar3D: Meshes and Buffers and Textures, Oh My!
We today verify the Spacewar mettlesome and start ourselves into the concern of Direct3D. This chapter covers some newborn 3-D concepts, but also shows how to circularize over cipher that existed in the 2-D edition of Spacewar.
Chapter 7: Adding Visual Effects to Spacewar3D
This chapter goes into the info of composition games that ingest saucer sprites, a relatively modern concept, but digit that yields momentous seeable benefits. Bonus Chapter: Porting .Nettrix to Pocket PC In this incentive chapter, we handle the problems developers grappling when porting games to assorted devices, and inform the .NET Compact Framework. Using these concepts, we exhibit you how to create a ordinal edition of your Tetris image by porting the distribution mettlesome created in Chapter 1 to separate on a Pocket PC.
In visit to provide you a significance of what professed gamers conceive most mettlesome creation, we’ve included as appendixes articles from threesome professionals who already impact in the mettlesome industry, nonnegative a country on advisable books to read:
• Appendix A: Suggested Reading
• Appendix B: “Motivations in Games,” by Sarbasst Hassanpour
• Appendix C: “How Do I Make Games?—A Path to Game Development,” by Geoff Howland
• Appendix D: “Guidelines for Developing Successful Games,” by doc Shelley