Creating a terrain with texture mapping In most of the modern outdoor games, such as Delta Force and Crysis, you will see the trees, rivers, mountains, and so on, all of which are dedicated to simulating the real world, as the game developer hopes to bring a realistic environment when you are playing. In order [...]
Archive for September, 2012
Windwos Phone Content Processing
September 26th, 2012
Jason Bourne The architecture and flow of content processing Content processing is a special module in Windows Phone 7 Game Programming. It provides the flexibility for different types of game content including images, effects, and models. Besides this, the most powerful aspect of content processing is the extension to customize your game with different types of contents. [...]
First Step into XNA Game, Coordinates and View
September 23rd, 2012
Jason Bourne Drawing the axes for a 2D game In 2D or 3D game programming, the axes are the basis for the position of objects. With the coordinate system, it is convenient for you to place or locate the objects. In 2D games the coordinate system is made up of two axes, X and Y. In 3D [...]
Playing with Windows Phone Touch and Sensors
September 21st, 2012
Jason Bourne Creating your first touch application/game For Windows Phone 7, touchscreen is the most convenient way of allowing the user to interact with your game. The screen, where all actions and gestures take place, is 800 * 480 for landscape mode and 480 * 800 for portrait mode. Based on the hardware, Windows Phone 7 will [...]
Windows Phone Developer Tools and XNA Game Studio 4.0
September 20th, 2012
Jason Bourne Windows Phone 7 is a new platform from Microsoft. It succeeds the Windows Mobile and combines the UI features of Microsoft Zune. Windows Phone is a consumer-oriented platform while Windows Mobile is more about business. On Windows Phone 7, or the latest release of Mango, you have more flexibility to develop with the hardware using [...]
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