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Beginning .NET
Game Programming
in VB.NET
DAVID WELLER, ALEXANDRE SANTOS LOBÃO,
AND ELLEN HATTON
Beginning .NET Game Programming in VB.NET
Copyright © 2004 by David Weller, Alexandre Santos Lobão, and Ellen Hatton
All rights reserved. No part of this work may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, recording, or by any information storage
or retrieval system, without the prior written permission of the copyright owner and the publisher.
ISBN (pbk): 1-59059-401-1
Printed and bound in the United States of America 9 8 7 6 5 4 3 2 1
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occurrence of a trademarked name, we use the names only in an editorial fashion and to the
benefit of the trademark owner, with no intention of infringement of the trademark.
Technical Reviewer: Andrew Jenks
Editorial Board: Steve Anglin, Dan Appleman, Ewan Buckingham, Gary Cornell, Tony Davis,
Jason Gilmore, Chris Mills, Dominic Shakeshaft, Jim Sumser
Assistant Publisher: Grace Wong
Project Manager: Sofia Marchant
Copy Editor: Ami Knox
Production Manager: Kari Brooks
Proofreader: Linda Seifert
Compositor: Dina Quan
Indexer: Rebecca Plunkett
Cover Designer: Kurt Krames
Manufacturing Manager: Tom Debolski
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Para Ana: Mi esperanza, mi corazón,
mi tesoro, mi amiga, mi amor.
Contents at a Glance
Foreword
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xi
About the Authors
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xiii
About the Technical Reviewer
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xv
Credits
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xvi
Acknowledgments
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xvii
Preface
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xix
Introduction
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .xxi
Chapter 1 .Nettrix: GDI+ and Collision Detection
. . . . . . .1
Chapter 2 .Netterpillars: Artificial Intelligence
and Sprites
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .65
Chapter 3 Managed DirectX First Steps: Direct3D
Basics and DirectX vs. GDI+
. . . . . . . . . . . . . . . . .141
Chapter 4 Space Donuts: Sprites Revisited
. . . . . . . . . . . .207
Chapter 5 Spacewar!
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .245
Chapter 6 Spacewar3D: Meshes and Buffers and
Textures, Oh My!
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .271
Chapter 7 Adding Visual Effects to Spacewar3D
. . . . . . . .327
Epilogue Taking Your Next Steps
. . . . . . . . . . . . . . . . . . . . . .343
Bonus Chapter Porting .Nettrix to Pocket PC
. . . . . . . . . . . . . .351
Appendix A Suggested Reading
. . . . . . . . . . . . . . . . . . . . . . . . . . . . .371
Appendix B Motivations in Games
. . . . . . . . . . . . . . . . . . . . . . . . .375
Appendix C How Do I Make Games?
. . . . . . . . . . . . . . . . . . . . . . . . .381
Appendix D Guidelines for Developing
Successful Games
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .391
Index
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .399
v
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