Monday, October 20, 2008

Beginning .NET Game Programming in visual basic .NET

Chapter 1: .Nettrix: GDI+ and Collision Detection
In the first chapter, we introduce the concept of collision detection in games, present simple algorithms to manage the detection of collision between objects in a game, and introduce basic concepts about the GDI+, the graphical library used by the .NET Framework to perform simple graphical operations. In this chapter, we create a Tetris clone called .Nettrix to illustrate the use of these concepts.

Chapter 2: .Netterpillars: Artificial Intelligence and Sprites
Here we examine the concept of object-oriented programming, along with a glossary of related terms. We also explain the idea of creating a library of game classes, which can be used in further game developments to improve the game quality and the game project schedule. In this chapter, we also provide a brief introduction to artificial intelligence in games, presenting some classical problems you need to deal with in your games along with some suggestions about how to solve them. The chapter's sample game, .Netterpillars, is a Snakes clone that explores the concepts presented in the chapter. Here we show you how to create the first reusable class 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 basics such as the use of matrix transformations, transparent texturing, and colored lights. Here we also discuss how to decide which graphics library (DirectX or GDI+) to use depending on the game type. In this chapter, we have no game, just a simple application that will exercise each of this chapter’s concepts.

Chapter 4: Space Donuts: Sprites Revisited
In Chapter 4, we discuss the creation of sprites using a special class from Managed DirectX. We also introduce the basic concepts of DirectSound and DirectInput. Using the classes and concepts discussed in this chapter, we walk you through the creation of an Asteroids clone called Space Donuts.

Chapter 5: Spacewar!
Here we look at additional techniques of rewriting code that used earlier versions of DirectX, paying particular attention to the DirectDraw libraries. In addition, we introduce the concepts of DirectPlay, which gives you the ability to write networked, multiplayer games. This chapter creates an implementation of the Spacewar game, one of the first games ever created on a computer, and still enjoyable to this day.

Chapter 6: Spacewar3D: Meshes and Buffers and Textures, Oh My!
We now take the Spacewar game and launch ourselves into the world of Direct3D. This chapter covers many new 3-D concepts, but also shows how to carry over code that existed in the 2-D version of Spacewar.

Chapter 7: Adding Visual Effects to Spacewar3D
This chapter goes into the details of writing games that use point sprites, a relatively advanced concept, but one that yields significant visual benefits. Bonus Chapter: Porting .Nettrix to Pocket PC In this bonus chapter, we discuss the problems developers face when porting games to different devices, and present the .NET Compact Framework. Using these concepts, we show you how to create a second version of your Tetris clone by porting the sample game created in Chapter 1 to run on a Pocket PC.

Appendixes
In order to give you a sense of what professional gamers think about game creation, we’ve included as appendixes articles from three professionals who already work in the game industry, plus a section on recommended 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 Bruce Shelley

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