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XNA and DirectX Tutorials

Welcome to the tutorials on DirectX and XNA. As you can see in the table of contents on the right, this site contains tutorials in a variety of languages. This page was written to provide some comments on the differences between these flavors.

When you click on one of those languages, you’ll see they’re subdivided into Series, which again consist of several chapters. Each chapter puts its focus on a new XNA (or DirectX) related concept.

Below you can see the screenshot of the final chapter of the 3 Series:



Let’s first discuss the different languages:


XNA using C#

Released in December 2006, XNA is intended to push the ease of game programming to the extreme. XNA is new wrapper around native DirectX. As development on a new version of Managed DirectX has been cancelled, XNA can be thought of as the new version of Managed DirectX. Although the code is not 100% the same, it is VERY similar. No windows event handling, built-in update and drawing loops and XBOX360 compatibility are just some of the some of the reasons why XNA will become the future of DirectX game programming.
XNA is built on top of DirectX 9, but I would be very surprised if it wouldn’t fit on the next version of DirectX, the Vista-only DirectX 10. Currently, I have ported all 3 Series of DirectX tutorials to XNA, and future series will be produced in XNA.


DirectX using C#

Before the release of XNA, this section used to be the main section of this site, and it contains 3 full Series. DirectX for C#, together with DirectX for VB, is also called Managed DirectX. This is a wrapper around the native calls to DirectX. Because of this wrapper, it is arguable that there is a slight loss of performance, but the ease of programming and resource management greatly compensates for this.


DirectX using C++

Writing a program using C++ gives you the possibility to use native DirectX calls. Although most professional games are written in C++, this language is not suited for writing DirectX tutorials, as C++-related problems would distract beginning programmers from the DirectX aspect. I have ported the first Series to C++ for those feeling the need to write a DirectX enabled program in C++.


DirectX using Visual Basic

Also part of Managed DirectX, coding DirectX using Visual Basic is user-friendly. TzeJian Chear kindly provided us with some chapters that can be used to get you into coding DirectX using Visual Basic.




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- Website design & XNA + DirectX code : Riemer Grootjans -
©2003 - 2011 Riemer Grootjans
Translations

This site in English
This site in Korean
This site in Czech

Microsoft MVP Award



2007 - 2011 MVP Award
DirectX - XNA

Contents

News
Home
Forum
XNA 2.0 Recipes Book (8)
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
XNA 3.0 Recipes Book (8)
Chapter 1
Chapter 2
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Downloads
Extra Reading (3)
Matrices: geometrical
Matrix Mathematics
Homogenous matrices
Community Projects (1)
Team Project (1)
News
Tutorials (160)
XNA 4.0 using C# (89)
2D Series: Shooters (22)
Starting a project
Drawing fullscreen images
Positioning images
SpriteBatch.Draw()
Rotation
Keyboard input
Writing text
Angle to Direction
Direction to Angle
Smoke trail
Manual texture creation
Random terrain
Texture to Colors
Coll Detection Overview
Coll Detection Matrices
Putting CD into practice
Particles
Additive alpha blending
Particle engine
Adding craters
Sound in XNA
Resolution independency
3D Series 1: Terrain (13)
Starting a project
The effect file
The first triangle
World space
Rotation - translation
Indices
Terrain basics
Terrain from file
Keyboard
Adding colors
Lighting basics
Terrain lighting
VertexBuffer & IndexBuffer
3D Series 2: Flightsim (14)
Starting point
Textures
Loading the floorplan
Creating the 3D city
Loading a Model
Ambient and diffuse
Quaternion camera
Flight kinematics
Collision detection
Adding targets
Point sprites
Alpha blending
Skybox
Camera delay
3D Series 3: HLSL (18)
Starting point
HLSL introduction
Vertex format
Vertex shader
Pixel shader
Per-pixel colors
Textured triangle
Triangle strip
World transform
World normals
Per-pixel lighting
Shadow map
Render to texture
Projective texturing
Real shadow
Shaping the light
Preshaders
3D Series 4: Adv. terrain (19)
Starting code
Mouse camera
Textured terrain
Multitexturing
Adding detail
Skydome
The water technique
Refraction map
Reflection map
Perfect mirror
Ripples
The Fresnel term
Moving water
Specular highlights
Billboarding
Region growing
Billboarding renderstates
Perlin noise
Gradient skybox
Short Tuts (3)
Run XNA on older pcs
MessageBox in XNA
Normal generation
DirectX using C# (54)
Series 1:Terrain (14)
Opening a window
Linking to the Device
Drawing a triangle
Camera
Rotation - Translation
Indices
Terrain creation
Terrain from file
DirectInput
Importing bmp files
Colored vertices
DirectX Light basics
Mesh creation
Mesh lighting
Series 2: Flightsim (19)
Starting code
Textures
The floorplan
Creating the 3D City
Meshloading from file
Ambient light
Action
Flight kinematics
Collision detection
Skybox
Texture filtering
Adding targets
Point sprites
Alpha blending
DirectSound
Sounds in 3D
Playing MP3 files
Displaying text
Going fullscreen
Series 3: HLSL (19)
Starting point
HLSL Introduction
Vertex Shader
Shaded triangle
Pixel Shader
Textured Triangle
Triangle Strip
World transform
Adding normals
The first light
Shadow mapping
Render To Texture
Projective texturing
The first shadow
Shaping the light
Preshaders
Multiple lights
Adjusting Z values
Finishing touch
Short Tuts (2)
Resizing problem
Checking Device caps
DirectX using C++ (15)
Series 1: Terrain (15)
Opening a window
Ending the game loop
Linking to the Device
Clearing your window
Drawing a triangle
Culling
Camera
Rotation - Translation
Indices
Terrain creation
Terrain from file
DirectInput
Importing .bmp files
Adding colors
DirectX Light basics
DirectX using VB (2)
Series 1: Intro (2)
The first triangle
Rotation - translation
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