XNA 4 3D Game Development by Example Beginner's Guide
Installing the Windows Phone SDK
Time for action – installing Windows Phone SDK
Time for action – creating an XNA project
Time for action – creating content assets
Time for action – declaring new member variables
Time for action – customizing the Initialize() method
Time for action – creating a square texture
Time for action – customizing the Update() method
Time for action – drawing Speller
Time for action – words and letters
Time for action – completing the Speller project
Time for action – creating the Cube Chaser project
Time for action – beginning the Camera class
Time for action – implementing a look-at point
Time for action – the View matrix
Time for action – creating the Maze classes
Time for action – drawing the floor
Time for action – expanding the Camera
Time for action – letting the player move
Time for action – defining a MazeCell
Time for action – generating the Maze class
Time for action – building walls
Time for action – drawing the walls
Time for action – bouncing off the walls
Cube Chaser – Finding Your Way
Time for action – placing the cube
Time for action – rotating the cube
Matrices – big scary math things?
Time for action – randomly positioning the cube
Time for action – catching the cube
Tank Battles – A War-torn Land
Time for action – creating the Tank Battles project
Time for action – the ArcBallCamera class – part 1
Time for action – finishing the ArcBallCamera class
Time for action – generating the terrain
Time for action – adding the ReadHeightMap() method
Time for action – adding the BuildVertexBuffer() method
Time for action – the buildIndexBuffer() method
Let's see the terrain already!
Time for action – drawing the terrain
Adding texture – a gentle introduction to HLSL
Time for action – HLSL declarations
Time for action – Vertex Shader Input and Output definition
Time for action – the vertex shader
Time for action – the pixel shader
Time for action – utilizing Terrain.fx
Time for action – moving the camera with the mouse
Time for action – adding the tank model
Time for action – building the Tank class
Time for action – terrain heights
Time for action – tank animation
Time for action – positioning tanks
Tank Battles – Shooting Things
Time for action – creating the UIWidget class
Time for action – creating UITextblocks
Time for action – creating buttons
Time for action – adding the UIHelper class
Time for action – creating the UI
Time for action – responding to events
Time for action – ShotManager-part 1
Time for action – the Particle class-part 1
Time for action – finishing the Particle class
Time for action – the ParticleManager class
Time for action – building Particles.fx
Time for action – implementing particles
Time for action – implementing a title screen
Time for action – detecting hits
Time for action – managing turns
Time for action – computing normals
Time for action – HLSL for lighting
Time for action – using ambient light
Time for action – multitexturing
Getting started with the GSM sample
Time for action – creating the Mars Runner solution
Time for action – customizing the BackgroundScreen class
Time for action – updating the menu
Time for action – creating the MarsRunnerPlayScreen class
Time for action – the stationary camera
Time for action – creating a skybox
Time for action – beginning the MarsTrack class
Time for action – generating the track
Time for action – drawing the track
Mars Runner – Reaching the Finish Line
Abstracting support for 3D models
Time for action – the GameEntity class
Time for action –building the rover
Time for action – accepting user input
Time for action – moving the world
Time for action – animating the rover
Time for action – detecting craters
Time for action – the basic flying saucer
Time for action – flying the saucer
Time for action – Shot classes
Time for action – the ShotManager class
Time for action – player shots versus aliens
Time for action – enemy shots versus the rover
Time for action – the GameOver screen
Time for action – building the SFXManager class