By Alexandre Santos Lobao, Ellen Hatton, David Weller, Apress
The authors use a really pleasant voice, and cite a number of famous video games as indicates of the basics they describe during the text.
— Jason Salas, Microsoft MVP, ASP.NET
This long-awaited name presents a transparent creation to online game programming for you, C# programmers! Microsoft insiders have written an easy-to-read advisor, so that you can begin programming video games speedy. This publication even contains an creation to controlled DirectX9, and different complicated .NET gains, like animation and sounds.
Code examples are literally entire video games, and contain .Nettrix , .Netterpillars, River Pla.NET, Magic KindergarteN., D-iNfEcT, Nettrix II (for the Pocket PC), and a model of the vintage video game, Spacewars.
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Extra info for Beginning dotNET Game Programming in VB.NET
Square/Circle proximity algorithm in action Optimizing the Number of Calculations As the number of objects in the game grows, it becomes increasingly difficult to perform all the necessary calculations, so you’ll need to find a way to speed things up. Because there’s a limit to how far you can simplify the calculations, you need to keep the number of calculations low. The first method to consider is only to perform calculations for the objects that are currently on screen. If you really need to do calculations for off-screen objects, you’ll perform them less frequently than those for on-screen objects.
As you’ll see later, using a timer isn’t a recommended practice when creating games that need to run at full speed, but that’s not the case here. Writing pseudo-code is helpful for validating the class diagram, checking whether you use every method and property, and determining whether you can achieve the results stated in the game proposal with those class members. The pseudo-code for your game is shown in the following code sample: Form_Load Creates an object (named CurrentBlock) of block class You’ll use the CurrentBlock object in all other events, so it must have the same scope as the form.
Object-oriented (OO) techniques are the best to use in game projects, because games usually deal with some representation (sometimes a very twisted one) of the real world, as OO techniques do. qxd 8/20/04 1:29 PM Page 26 Chapter 1 don’t have real fighters on the screen; you have some moving drawings, controlled by the player or the computer, that create the illusion of a fight. Using an OO approach to project creation is roughly the same thing: You decide the important characteristics from the real-world objects that you want to represent in your program, and write them down.
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