XNA 4.0
The tutorials are sorted by category:
- Shader Series
- Lights and Shadows
- Environmental Effects
- Content Pipeline
- Kinect for Windows Games
- Windows Phone
Note: the XNA 3.1 tutorials are listed right after the XNA 4.0 section.
Shader Series
- Shaders #1: Introduction to HLSL, Ambient light (alternative: previous version updated)
- Shaders #2: Diffuse light (alternative: previous version updated)
- Shaders #3: Specular light (alternative: previous version updated)
- Shaders #4: Normal mapping
- Shaders #5: Deform Shader (alternative: previous version updated)
- Shaders #6: Simple Ocean Shader
- Shaders #7: Toon Shading (XNA 4.0 update of the original 3.1 version)
- Shaders #8: Gloss Map (XNA 4.0 update of the original 3.1 version)
- Shaders #9: Post Process Wiggling (XNA 4.0 update of the original 3.1 version)
- Shaders #10: Post Process Negative (XNA 4.0 update of the original 3.1 version)
- Shaders #11: Post Process Grayscale (XNA 4.0 update of the original 3.1 version)
- Shaders #12: Post Process Noise/Distortion (XNA 4.0 update of the original 3.1 version)
- Shaders #25: Perlin Noise using the GPU
- Shaders #26: Bump Mapping Perlin Noise
Lights and Shadows
Environmental Effects
Content Pipeline
Kinect for Windows Games
- Kinect for Windows Games #1: Installation and setup
- Kinect for Windows Games #2: Basic programming using XNA
- Kinect for Windows Games #3: Getting distance-data from the Depth sensor
- Kinect for Windows Games #4: Implementing Skeletal Tracking
Windows Phone 7
XNA 3.0 & 3.1
The tutorials are sorted by category:
- Getting Started with XNA
- Shader Series
- Miscellaneous Shaders
- Lights and Shadows
- A hybrid approach to procedural planets
- Complete Game creation walkthroughs
Getting Started with XNA
- 2D Animation
- 2D Basic Drawing
- Keyboard Input
- Collision of Rectangles
- Mouse Input
- 2D Video Playback
- Writing Text
- Mouse Collision with Inclined Sprite
- 2D Reflection Effect
- 2D Brightness Effect
- How to Create Buttons
- Introduction to the Pixel Shader
- Game Component
- Drawable Game Component
- Scrolling Map
- Capturing a Screen
- Storing Game Data
Shader Series
- Shaders #1: Introduction to HLSL, Ambient light
- Shaders #2: Diffuse light
- Shaders #3: Specular light
- Shaders #4: Normal mapping
- Shaders #5: Deform Shader
- Shaders #6: Simple Ocean Shader
- Shaders #7: Toon Shading
- Shaders #8: Gloss Map
- Shaders #9: Post Process Wiggling
- Shaders #10: Post Process Negative
- Shaders #11: Post GreyScale
- Shaders #12: Post Process Noise/Distortion
- Shaders #13: Alpha Mapping
- Shaders #14: Transmittance
- Shaders #15: Dynamic Environment Mapping
- Shaders #16: Refraction
- Shaders #17: Point Light and Self Shadowing
- Shaders #18: Multiple Point Lights
- Shaders #19: Hemispheric Ambient Lighting
- Shaders #20: Depth of Field
- Shaders #21: Transition Fade
- Shaders #22: Transition Cross
- Shaders #23: Blur Post Process Shader
- Shaders #24: Bloom Post Process Shader
Miscellaneous Shaders
- HDR
- Video & Transparency
- Transition Effect
- Creating a twinkling Star Backdrop