What this book covers
Chapter 1, Getting Started with Direct3D, looks at how we can initialize Direct3D in Windows 8 and prepare all of the resources to display something on the screen.
Chapter 2, Drawing 2D Sprites, is where we will take our first steps into drawing images on the screen. You'll learn about the different concepts involved in drawing 2D images, as well as some useful libraries to make 2D rendering even easier.
Chapter 3, Adding the Input, will teach you how to read from the touch screen, keyboard, mouse, and GamePad to implement the interactive element of your game.
Chapter 4, Adding the Play in the Gameplay, will show you how to structure your game and add the mechanics that make the game fun. We'll look at code structure and the subsystems you will need to complete the game.
Chapter 5, Tilting the World, is an introduction to the sensors on the device that will enable new gameplay genres and opportunities. You will learn about the different options available and how to easily work with them to get different types of input.
Chapter 6, Bragging Rights, will look at the Share Charm and Live Tiles in Windows 8. Here you will learn how to take advantage of these features to quickly add support for social media, and keep your players engaged outside of the game.
Chapter 7, Playing Games with Friends, looks at the networking options available in Windows 8, as well as how to add a user interface system to support this.
Chapter 8, Getting into the Store, will lift the lid on the Windows Store submission and certification process. We'll look at the important things to remember, as well as some tips and tricks to make certification painless.
Chapter 9, Monetization, investigates the different options and methods you can use to make some money from your game.
Appendix, Adding the Third Dimension, will give a light introduction to the next step in game development: 3D. You will learn the basic concepts involved so you know where to start when you want to add in another dimension to your game.