parallax mapping, 206
parameters
shaders, 168–169
shaders tutorial, 157–159
physics
gravity, 379–382
initial difficulties, identifying and solving, 32–33
introduction, 371
loopings, 387–390
Newton’s laws of motion, 372–373
Racing Game and, 374–378
spring physics, 390–393
Physics and Math Library, 386
physics engines, 382–383
Bullet Physics Library, 386
Havok, 384–385
Newton Game Dynamics, 385
nV Physics Engine, 386
ODE, 385
Physics and Math Library, 386
PhysX, 384
Tokamak Game Physics, 386
PhysicsAsteroidManager class, 394–397
PhysX, 384
pipe (|) operator, 15
pipeline. See content pipeline
Pixel Shader
optimizations, 189–191
shaders tutorials and, 163–166
Pixel Shader 3.0, 175
pixels, outputting to screen, 163–166
planning. See game design
Player class, 297
XNA Shooter game, 319–321
player input, Pong game, coding, 43–47
player synchronization, network games, 5
point lights, 158
polygons, asteroids, 180–181
Pong
Agile Methodology, 30–32
basic idea formulation, 29
coding
ball, 41
ball speed, 45–46
bounding boxes, 50–51
missed ball, 51
overview, 34
paddle speed and position, 44–45
paddles, 42
player input, 43–47
player lives, 41
rectangles, 35
sprites, 34–35
design overview, 28
history, 27
initial difficulties, identifying and solving, 32–33
planning development technology, 30
planning features and game play, 29–30
planning phase, 28–29
Rumble support for Gamepad controller, 57
sound files, 34
adding, 52–55
textures, 33
troubleshooting, 58–59
unit testing, 35–39
ball, 40
collisions, 47–51
menus, 36
sound files, 55
Xbox 360, preparing for, 56–57
post-screen shaders
color correction, 230–233
implementation, 221
PostScreenDarkenBorder class, 223–226
RenderToTexture class, 222–223
unit testing results, 226–227
menu effects, 233–234
motion blur, 229–230
PostScreenDarkenBorder class, 223–226
PostScreenGlow, 228
RenderToTexture class, 222–223
sky cube mapping, 210–216
writing, 216–219
PostScreenDarkenBorder class, 223–226
PostScreenDarkenBorder.fx, 216
PostScreenGlow, 228
PPUs (physics processing units), 371
Program.cs file
contents, 14
unit testing and, 71
programming
Breakout game
game loop, 85–87
levels, 83–85
Pong
ball, 40–41
bounding boxes, 50–51
menu testing, 36
missed ball, 51
overview, 34
paddles, 42
player input, 43–47
player lives, 41
rectangles, 35
sprites, 34–35
unit testing, 35–39
RenderSprite method, 37
StartTest, 37
TestDelagate, 36–37
TestMenuSprites, 37–38
Projectile class, 298
XNA Shooter game, 325–327
projectiles, 326–327
projects
creating, 13–14
file properties, accessing, 16
Game class, 5
quitting, 15
starting, 14
textures, adding, 16
properties
Asset Name, 16
Content Importer, 16
Contnet Processor, 16
files in projects, accessing, 16
GameComponent class, Component, 6