Programming in C# with XNA (Chapter 1)

Programming in C# with XNA (Chapter 1)Short Description
I skipped the introduction, as I know that the majority of you reading this know what XNA is, what it can do for you, however, you aren’t 100 per cent certain on what you need to do to tap into this wonderful API. The XNA API has been out sinc1e August 2006 (when the beta came out, the final version [1.0] came out in December 2006) and has gathered quite a community around it, I’ve been a part of that community since it was known as a fancy marketing term that meant nothing more than great tools maketh a great game.

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Before i begin, I’d like to clarify one important thing, you’ll see sprites and textures used on some places, usually they are talking about sprites when they write texture. The difference is a texture is something applied to a 3D mesh, like the tank model in some of the XNA samples. Sprites are avatars, text and other things like that, some particle systems use point sprites, these are indeed sprites, although they are applied to a 2D mesh so that is why they are considered sprites and not textures.
With that out of the way, let’s begin, now I don’t know about you but I like to use images to show what I’m doing, rather than text (mainly it’s because I’m dyslexic, but there you go). So I’ll use images gratuitously throughout the tutorials when I can. For simple things like directing you to a website to download things, I will not, for showing where some of the items are in the IDE (integrated development environment) I will.

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