We learned a lot in this chapter about GPU hardware acceleration, 2D vectors, resolutions, sprites, and animation. Specifically, we made some configurations to take advantage of the Silverlight 3D GPU-acceleration capabilities. We used the digital art assets to create sprites and to develop a precise animation rendering process. We understood the advantages and trade-offs related to hardware-accelerated operations in Silverlight 3.
Now that we've learned about the principles of 2D sprites and time-based animation combined with frame-based rendering, we're ready to combine multiple sprites with nice backgrounds, which is the topic of the next chapter.