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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

  • Light Scattering

Environmental Effects

  • Dolly Zooming

Content Pipeline

  • Meta Bones

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

  • Windows Phone #1: Getting Started
  • Windows Phone #2: Static Sprite
  • Windows Phone #3: Moving Sprites
  • Windows Phone: Dual Texture Effect
  • Farseer Physics for Windows Phone

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

Lights and Shadows

  • Volumetric Lighting
  • Sun Shader

A hybrid approach to procedural planets

  • Planets #1: Mercator Generation
  • Planets #2: Bump Mapping
  • Planets #3: Ice Worlds
  • Planets #4: Gas Giants
  • Planets #5: Airless Rocks
  • Planets #6: Molten Planets
  • Planets #7: Improvements and bug fixes
  • Planets #8: Physically based clouds
  • Planets #9: Atmospheric Scattering
  • Planets #10: Rings and Stars

Complete game creation walkthroughs

  • Asteroids with FRB (part 1)
  • Asteroids with FRB (part 2)
  • Asteroids with FRB (part 3)
  • Asteroids with FRB (part 4)
  • Asteroids with FRB (part 5)
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