Summary
A long chapter and a long book. But considering that this is my first book, I still hope that you will like it and learn from the game examples. I like the examples of games in this book very much. I think the practice of writing games can help beginners. For advanced readers, they can skip the simple section and look at more complex things in the game programming world.
This book covers almost all the knowledge of xNa and games, but each topic is distributed in different chapters. For example, the chapter of physics is also useful for some common physical computing, but it is easier to think about problems by associating it with racing games. Even if you want to use other physical computing to develop a completely different game, you will also benefit from it. When you test the physical engine, you may have some early ideas about solving physical problems.
Congratulations, you have read this book, but you should not stop. Hope you are eager to start writing your own graphics engine project or a game in this book to write your own game.
The following is a simple list of all topics in this book:
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Chapter 1st introduces only the xNa framework and the first simple game project. You have created a pong game in Chapter 2nd. Here you have learned the basics of correctly using unit tests, planning the entire project, and writing the next good game idea. In terms of technology, you learned how to use the genie, process input, play sound, and perform some basic two-dimensional collision detection. This game can process multiple players on the same screen.
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Chapter 3rd discusses several very important helper classes, but only the helper classes cannot create an interesting game. Therefore, this chapter creates a new: breakout, it uses some of pong's game logic, but can challenge itself rather than other players in Pong's game or stupid AI.
- Chapter 2 discusses game components and describes how to create a classic game: Tetris. I have made some game components and used them until the end of this book. However, the general idea of using game components to do everything is that no game is used in this book, which makes no sense.
- Part 2 (Chapter 5-8) focuses on developing a basic graphics engine for subsequent game projects. Chapter 2 describes how to make a model and perform unit tests for 3D Code , materials, fonts, and lines, finally, some tests were performed on the Xbox 360 game host. Chapter 6 to Chapter 8 focuses on shader, a big and complex problem, but you will have a better understanding of shader in each chapter. Chapter 2 ends with the rocket Commander game. The developed graphics engine has now been transplanted to the xNa framework.
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Chapter 3 (Chapter 9-11) describes how to improve the game engine. You have learned how to use xact correctly and how to handle all game screen classes, game engines, user interfaces, and user input classes. To make things more interesting, I introduced the xNa shooter game, which looks really good and interesting to play. Some advanced topics such as shadow ing were also mentioned for the first time, but these difficult things left in the fourth part.
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last, chapter 4 (Chapter 12-14) focuses on racing games, complex landform and track generation code, and physical engines used in the game. You also learned about game screens and game logic and how to test and adjust a large game project like a racing game. Finally, I wrote an adapted version of speedy racer and how to create an adapted version based on the existing game engine.
This chapter also discusses a lot of things about the final stages of the game development process, but unfortunately most game projects have been canceled before the alpha release. Many beginners give up game development when encountering some unsolved problems. I hope this book can give them a reference to help them know the entire process of writing a game, or at least reuse some existing game engines, rather than re-inventing the wheel and giving up too early.
I will update my blog as soon as possible. If you want to read more, you can go to my blog. I am always happy to accept new games.ProgramEmployee's email shows new game projects or more adapted games developed based on my game engine.