3D Game Development with Microsoft Silverlight 3
Time for action - preparing the development environment
Time for action recognizing digital art assets
Time for action - creating the raster digital content
Time for action - installing tools to manipulate scalable digital content
Time for action - creating the scalable digital content in XAML
Time for action - testing the scalable digital content using XamlPad
Time for action - creating Silverlight applications
Time for action - building and running Silverlight applications
Time for action - creating XBAP WPF applications
Time for action - building and running the XBAP WPF applications
Creating an accelerated graphics viewport
Time for action - enabling hardware acceleration
Time for action - transforming media using the GPU
Time for action - shaking many illustrations at the same time
Time for action - detecting GPU-acceleration problems
Creating encapsulated object-oriented characters
Time for action - creating User Control classes to hold images
Time for action - displaying images and sprites
Combining Sprites with Backgrounds
Time for action - creating sprites based on XAML vector-based graphics
Time for action - creating a specialized sprite management class
Time for action - creating a superclass for some characters
Time for action - creating the subclasses for the characters
Time for action - creating methods for the game loop
Time for action - writing the game loop
Time for action - detecting collisions between 2D characters
Time for action - exporting a 3D model without considering textures
Time for action - from DCC tools to WPF
Time for action - displaying a 3D model in a 2D screen with WPF
Time for action - using other XAML exporter for DCC tools
Time for action - adding 3D elements and interacting with them using Expression Blend
Time for action - exporting a 3D model to ASE
Time for action - installing Balder 3D engine
Time for action - from DCC tools to Silverlight
Controlling the Cameras: Giving Life to Lights and Actions
Time for action - when seeing is believing
Time for action - performing transformations
Time for action - zooming in and out
Time for action - understanding perspective and orthographic cameras
Time for action - controlling cameras on the fly
Controlling Input Devices to Provide Great Feedback
Time for action - creating a keyboard manager class
Time for action - programming the input control in the game loop
Time for action - mapping a gamepad to the keyboard
Time for action - using the gamepad
Time for action - creating a mouse manager class
Time for action - using the mouse manager in the game loop
Time for action - using the gamepad as a mouse
Time for action - rotating cameras using input devices
Bridging with DirectInput capabilities
Time for action - installing the necessary SDKs
Time for action - understanding sticks and buttons
Time for action - testing the input devices with a DirectInput wrapper
Time for action - adapting a joystick manager class
Time for action - using the steering wheel in the game loop
Using Effects and Textures to Amaze
Dressing characters using textures
Time for action - adding textures in DCC tools
Time for action - exporting 3D models from DCC tools to Silverlight
Time for action - enveloping 3D models
Time for action - replacing textures
Displaying lights, shadows, materials, and textures
Time for action - working with lights and understanding shadows
Time for action - adding a UFO
Time for action - creating a new game superclass to generalize time management capabilities
Time for action - specializing a game superclass
Time for action - creating a subclass for a 3D character
Time for action - adding an Actor to the game
Time for action - rotating 3D characters
Time for action - scaling 3D characters
Time for action - animating models with skeletons and bones
Time for action - adding an Actor with skeletons and bones to the game
Adding Realistic Motions Using a Physics Engine
Using physical principles in games to beat invaders
Time for action - installing Farseer Physics Engine
Time for action - adding parallel physics bodies and geometries to 3D characters
Time for action - working with forces, impulses, acceleration and speed
Time for action - working with torques and rotations
Applying Artificial Intelligence
Detecting collisions between 3D characters
Time for action - adding a second UFO
Time for action - detecting collisions between 3D characters
Using artificial intelligence in games to control 3D characters
Time for action - using chasing algorithms
Time for action - using evasion algorithms
Working with 3D characters in the background
Time for action - adding a transition to start the game
Time for action - creating a low polygon count meteor model
Time for action - from 3D Studio Max to Silverlight
Time for action - creating a subclass for a 3D meteor
Time for action - creating and controlling a meteor rain
Time for action - simulating fluids with movement
Time for action - creating a subclass for a complex asteroid belt
Time for action - adding an asteroid belt background to the game
Controlling Statistics and Scoring
Time for action - using special fonts
Time for action - creating a score gauge showing text
Time for action - showing a score gauge
Time for action - creating a bonus gauge showing text
Time for action - creating a fuel gauge
Time for action - creating a remaining lives gauge
Time for action - showing and updating multiple gauges
Adding Environments and Scenarios
Working with levels and stages
Time for action - installing Windows Presentation Foundation Pixel Shader Effects Library
Time for action - adding screens to organize the game
Time for action - applying transition effects
Time for action - changing the transition effect
Time for action - using skill levels
Time for action - changing and improving the environments according to the skill level
Time for action - saving configurations
Adding Sound, Music, and Video
Time for action - installing tools to manipulate videos
Time for action - preparing a video to use it in Silverlight
Time for action - reproducing videos
Time for action - applying projections
Time for action - animating projections
Time for action - solving navigation problems
Time for action - reproducing music
Time for action - preparing audio files to use them in Silverlight
Time for action - creating a class to handle audio concurrency
Time for action - generating sounds associated to game events