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Riemer's XNA Tutorials


Welcome to my XNA Tutorials. On these pages you can find everything you need to start writing your own XNA project! The aim of these XNA Tutorials is to kickstart your XNA programming in the shortest possible time. If you have some basic programming experience, whether it be using Microsoft Visual Basic or Java, you can start coding on your XNA project right away. All the software you need to start writing your XNA application is completely free! On the first page of Series 1 you can find the link where you can download Microsoft’s Game Studio Express.

The XNA Tutorials are presented in series of tutorials. Instead of writing small stand-alone chapters, I've opted to introduce you to the various XNA concepts one at a time, and gradually integrate the new concepts into our project as we move on. This way, you can see a real-use example of all the features explained in the chapters. The major aim of these XNA Tutorials is to produce nice-looking results within the shortest possible time. Let me show you the final screens of the 4 projects we create during the tutorials:







Series 1: Terrain


Series 2: Flightsim


Series 3: HLSL Intro


Series 4: Advanced Terrain





During the first Series you’ll create a true three-dimensional landscape. Linking to your graphics card, drawing a few triangles and lighting basics will be introduced here.



In this second series of XNA Tutorials, you'll learn how to create a complete flight simulator! This will include flying your aircraft in a true 3D city and firing bullets at objects! Including basic collision detection, this series already contains enough content to write your own 3D game!!



In the 3rd Series of XNA Tutorials, we’ll start exploring Shaders. Shaders are used to improve the visual quality of the displayed image, so it’s clear you should start with the first 2 Series before moving on to this more advanced Series. As a final goal to demonstrate the strength of shaders, I have chosen my example of real lighting. Our scene is lit by a light, and all objects cast real shadows. Series 3 is used to show you how you can master some of the power inside your NVidia or ATI graphics board.



I'm happy to announce that coding on the fourth series has been finished! Taking these tutorials to the next level, we’ll see some more advanced techniques that will allow us to create a real 3D world that you can use as a start for your own game. Multitexturing and reflective water are just a few of the techniques covered. Of course, since this Series relies heavily on HLSL, an understanding of the first 3 Series are mandatory.



You can also find how to code these series using DirectX for C#, and the first series has also been ported to DirectX for C++ and DirectX for VB. You can find these DirectX Tutorials in the Contents menu, on the rights side of the page.

Any comments on grammatical errors, errors in the code, or on anything else are greatly appreciated. I will update the site as soon as I see your post here. Also, if you have any questions, feel free to ask them there!


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- Website design & XNA + DirectX code : Riemer Grootjans -
©2003 - 2008 Riemer Grootjans
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Microsoft MVP Award



2007 MVP Award
DirectX - XNA

Contents

News
Home
Forum
Downloads
Extra Reading (3)
Matrices: geometrical
Matrix Mathematics
Homogenous matrices
Tutorials (131)
XNA using C# (60)
Series 1: Terrain (XNA 2.0) (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
Series 2: Flightsim (13)
Series 3: HLSL (18)
Series 4: Advanced terrain (13)
Short Tuts (3)
Run XNA on older pcs
MessageBox in XNA
Normal generation
DirectX using C# (54)
DirectX using C++ (15)
DirectX using VB (2)
-- Expand all --


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