Title: Getting up with XNA GS 2.0
Slug: getting-up-with-xna-gs-2-0
Date: 2008-02-03 23:29:00
Author: Kartones
Lang: en
Tags: Game Dev, XNA, .NET
Description: A detailed exploration of XNA GS 2.0 features.

<p>Since <a href="https://slides.kartones.net">last year's speech with Vicente</a> (which was in may!), I've been very off from <strong>XNA</strong>. I have installed XNA GS 2.0 but still haven't played with it :/</p> <p>But it is never too late, so I'm digging deep into both the new features (networking mostly) and on every interesting post I find related to XNA.</p> <p>One series of posts I'm following now is about building an XNA Game Engine from scratch, step by step. I find this very useful (<b>in blogs, not in books</b>) as anybody can learn whatever level they have, and if you already know something you can always skip to the next chapter/post.</p> <p>Right now this are the written posts and their content:</p> <ul> <li><a href="http://roecode.wordpress.com/2008/01/09/xna-framework-gameengine-development-part-1/">Part I: Basic engine skeleton</a>  </li><li><a href="http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/">Part II: An FPS counter GameComponent</a>  </li><li><a href="http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-3-tdd/">Part III: Applying TDD (Test Driven Development)</a>  </li><li><a href="http://roecode.wordpress.com/2008/01/14/xna-framework-gameengine-development-part-4-shadermanagergamecomponent/">Part IV: ShaderManager GameComponent</a>  </li><li><a href="http://roecode.wordpress.com/2008/01/16/xna-framework-gameengine-development-part-5-texturemanagergamecomponent/">Part V: TextureManager GameComponent</a>  </li><li><a href="http://roecode.wordpress.com/2008/01/17/xna-framework-gameengine-development-part-6-inputgamecomponent/">Part VI: Input GameComponent</a>  </li><li><a href="http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/">Part VII: ScreenManager GameComponent (game state + GUI)</a>  </li><li><a href="http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/">Part VIII: Adding multi-threading to GameComponents</a></li><li><a href="http://roecode.wordpress.com/2008/02/04/xna-framework-gameengine-development-part-9-scenegraphmanager-gamecomponents/">Part IX: SceneGraphManager GameComponent</a></li><li><a href="http://roecode.wordpress.com/2008/02/11/xna-framework-gameengine-development-part-10-cameramanager-gamecomponents/">Part X: CameraManager GameComponent</a></li><li><a href="http://roecode.wordpress.com/2008/02/12/xna-framework-gameengine-development-part-11-static-meshes/">Part XI: Static meshes</a></li><li><a href="http://roecode.wordpress.com/2008/02/15/xna-framework-gameengine-development-part-12-culling-and-chase-camera/">Part XII: Culling and chase camera</a></li><li><a href="http://roecode.wordpress.com/2008/02/18/xna-framework-gameengine-development-part-13-occlusion-culling-and-frustum-culling/">Part XIII: Occlusion &amp; Frustum culling</a><br></li></ul>
