CHAPTER 5XNA Fundamental GameProgramming Concepts

In the previous chapter, you learned about all things Zune, from handling input to playing music. Now that you have a functional Zune game under your belt, it's time to address some of the fundamental concepts that underlie game programming in general.

There are at least two approaches to writing games in XNA. The first is the approach we followed in Chapter 4 to create the OutBreak game. This approach is also known as quick-and-dirty or maverick, and it generally works fine for a small project. However, if you are working on a larger-scale project, you will need to be more vigilant about writing good, solid, object-oriented code. By doing so, you will make less work for yourself in the long ...

Get Zune Game Development Using XNA 3.0 now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.