XNA Game Engine Tutorial Series #7 – First Person Camera

Note: Finish Chapter 6.5 before starting this chapter if you started the tutorial series before 12/10/2008 This one is quick because I’ve been very busy leading up to christmas, so here goes. This tutorial is on building a first person camera, the type used in most games these days. It can be moved and rotated. [...]

XNA Game Engine Tutorial Series #6.5 – Engine Update

Note: This section is not necessary if you started with tutorial #1 after 12/10/2008 In this mini-tutorial, we will be making some minor updates to the engine. First, we will be changing the utility classes to static classes. Remove the instances of MathUtil and GraphicsUtil from the Engine class. Then, add the modifier ‘static’ before [...]

XNA Game Engine Tutorial Series #6 – Input

In this tutorial we are going to be building an input system for our engine. This system will support the Xbox 360 game pad, keyboard, and mouse, but could be extended to support most if not all other types of devices (assuming you know how to interface with the device, as XNA doesn’t provide support [...]

XNA Game Engine Tutorial Series #5.5 – Component Update

Note: This section is not necessary if you started with tutorial #1 after 12/10/2008 I want to post a little update I’ve made to the engine that doesn’t really need to be a tutorial itself. You don’t need to do this, but I’ve found that it can help with debugging later on. The problem I [...]

XNA Game Engine Tutorial Series #5 – Physics

In this chapter of the tutorial, we will be implementing a physics simulation into our engine! We will not be writing the physics engine ourserlves, however, as that is far too complicated for this series. Instead, we will be writing some classes that are designed to interface with the open source JigLibX physics engine, which [...]

XNA Game Engine Tutorial Series #4 – DrawOrder

This tutorial is going to be a quick one. I originally had this as part of the next one, but it is getting to be too long for one post so I’m splitting it into two parts. In this chapter we are going to be adding a draw order property to the Component class. This [...]

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