This sample applies a normal mapping effect to a mesh, and uses a custom content processor to demonstrate adding and removing per-vertex data and reading opaque data.
This sample shows how to go beyond the limits of the standard Model class by loading geometry data into an entirely custom class that can be extended more easily to cope with specialized requirements.
This sample shows how to implement sprite sheets, combining many separate sprite images into a single larger texture that will be more efficient for graphics hardware.
This sample contains a two-dimensional role-playing game that utilizes a tile engine, complete with character classes, multiple party members, items, and quests.
Movipa is a puzzle game that demonstrates game features such as non-continuous rendering, asynchronous asset loading, game state saving and loading, multiple gameplay modes and complex scene-description system for layered 2D scenes.
This sample shows you how to implement basic shadow mapping from a directional light, where the view and projection of the shadow map adapt to the viewing frustum of the viewer's camera.