Game components-Summary

Source: Internet
Author: User
Summary

Your Mini-game engine now has three new namespaces and many helper classes can be used in future projects. The new texturefont class is particularly useful in the following chapters. It is useful not only in displaying game data such as scoreboard, but also in unit tests. To tell users all available hotkeys, it is very useful to display help texts in unit tests; in case of problems, displaying test data or debug data is particularly useful. For example, a unit test of the camera class can output the camera position and rotation value to see what happens when the test is running.

I hope these four chapters will be interesting to read. You like simple games developed here. Arcade Games are interesting, but there is no artistic sense to write only simple 2D games. If you write the next Pong clone, you will certainly not pay more attention to it. The purpose of learning is to introduce all the auxiliary classes, as well as to learn more agile methodologies and unit tests. It is very useful to have these real projects, rather than simply talking about some practical and boring auxiliary theory.

In either case, in the next chapter of this book, you will invest in the world of 3D images and learn how to compile your own 3D image engine in xNa. You don't really want to be a professor of mathematics to understand how to render a model on the screen. Thanks to xNa and content pipeline, rendering 3D data on the screen is feasible without having to involve much knowledge about the underlying mathematics and 3D geometry. If you formally program 3D images, you should certainly know the vectors, matrices, and how to operate them in the correct order. In the 3D game programming world, there are a lot of skills and knowledge around the problem. Not only do you need a smart person, but you need to keep learning about new developments in this field.

If you are a gameProgramPersonnel, you may not be very concerned about the underlying Image EngineCode, Just want to focus on the game itself. However, most people only want to create some cool games, which usually means they have to create image engines, because they do not have a more perfect 3D engine to get, each special effect in the game may require another way to render 3D data. After discussing more about game programming in the last part of this book, your game engine is sufficient to complete more complex games.

Finally, let's take a look at what you learned in the previous chapters:

    • It is important to write down your ideas and develop as much as possible into a small idea that is limited to one page.

    • To solve the problem, you use a top-down approach and unit testing.

    • You have learned how to process user input, play sound, and draw genie. In xNa, all of these operations are quite easy to complete. However, to avoid repeating the same code over and over again, you can put them in the helper class.

    • A large number of helper classes are introduced to help you render font textures, process strings, traverse enumeration, manipulate colors, write down log files, and more.

    • In each game, you need to write some collision detection. In the first two games, you used the boundingbox struct to check 2D collisions. In this chapter, you handled all collisions in the moveblock method of the RIS grid.

    • Unit test rules, which I do not often repeat. In particular, static unit tests help you a lot and make the Games created in this chapter much more fun and more productive than not using unit tests.

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