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Microsoft XNA 4.0 game development cookbook : over 35 intermediate-advanced recipes for taking your XNA development arsenal further / Luke Drumm.

EBSCOhost Academic eBook Collection (North America) Available online

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Format:
Book
Author/Creator:
Drumm, Luke.
Language:
English
Subjects (All):
Microsoft XNA (Computer file).
Video games--Programming.
Video games.
Physical Description:
1 online resource (357 p.)
Edition:
1st ed.
Place of Publication:
Birmingham : Packt Pub., 2012.
Language Note:
English
Biography/History:
Drumm Luke: Luke Drumm is an experienced software developer and consultant who wrote his first computer game at age 10 and has been enthusiastically exploring the world of game development ever since. With the first public release of XNA in 2006, Luke quickly latched onto the technology and began creating and talking about how to create games within XNA at every possible opportunity, culminating in his regular presence at conferences, game camps and user groups and his becoming a recipient of a Microsoft MVP award for XNA and DirectX for at least four successive years. Luke lives in Sydney, Australia, with his amazing, patient, and supportive wife Cheryl and two dogs that may or may not rule the roost.
Summary:
Over 40 intermediateto advanced recipes for taking your XNA development arsenal further in this book and e-book
Contents:
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Applying Special Effects; Introduction; Creating shadows within the Reach profile; Creating shadows within the HiDef profile; Implementing lens flare within the Reach profile; Implementing lens flare within the HiDef profile; Implementing smoke within the Reach profile; Creating explosions within the Reach profile; Creating explosions within the HiDef profile; Chapter 2: Building 2D and 3D Terrain; Introduction; Displaying hexagonal maps; Displaying 2D isometric maps
Importing and displaying 3D isometric mapsGenerating 3D height maps; Creating block worlds within the Reach profile; Creating block worlds within the HiDef profile; Chapter 3: Procedural Modeling; Introduction; Modeling triangles; Modeling discs; Modeling spheres; Modeling tori; Modeling trees; Chapter 4: Creating Water and Sky; Introduction; Creating water within the HiDef profile; Building skyboxes within the Reach profile; Building skyboxes within the HiDef profile; Cloud generation within the Reach profile; Chapter 5: Non-Player Characters; Introduction; A* pathfinding
Character state machinesConstructing dialogue; Decentralizing behavior; Chapter 6: Playing with Animation; Introduction; Applying animation with SkinnedEffect; Motion capture with Kinect; Integrating rag doll physics; Rendering crowds; Chapter 7: Creating Vehicles; Introduction; Applying simple car physics; Implementing simple plane controls; Rendering reflective materials within the Reach profile; Chapter 8: Receiving Player Input; Introduction; Adding text fields; Creating dialog wheels; Dragging, dropping, and sliding; Chapter 9: Networking; Introduction; Connecting across a LAN
Connecting across the webSynchronizing client states; Index
Notes:
"Quick answers to common problems."
Includes index.
ISBN:
9786613775559
9781281090195
1281090190
9781849691994
1849691991
OCLC:
798535910

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