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XNA 4 3D game development by example : beginner's guide / Kurt Jaegers.

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Format:
Book
Author/Creator:
Jaegers, Kurt.
Language:
English
Subjects (All):
Video games--Programming.
Video games.
Video games--Design.
Physical Description:
1 online resource (322 p.)
Edition:
1st ed.
Place of Publication:
Birmingham : Packt Publishing, 2012.
Language Note:
English
Summary:
Create action-packed 3D games with the Microsoft XNA Framework
Contents:
Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1:Introduction to XNA; System requirements; Installing the Windows Phone SDK; Time for action - installing Windows Phone SDK; Speller - Our first XNA game; Time for action - creating an XNA project; Managing content; Time for action - creating content assets; Member variables; Time for action - declaring new member variables; The Game1 constructor; Initialization; Time for action - customizing the Initialize() method; Loading content
Time for action - creating a square textureUpdating; Time for action - customizing the Update() method; The Draw() method; Time for action - drawing Speller; Helper methods; Time for action - words and letters; Time for action - completing the Speller project; Summary; Chapter 2:Cube Chaser - A Flat 3D World; Designing the game; 3D coordinates; Creating the project; Time for action - creating the Cube Chaser project; Our view of the world; Time for action - beginning the Camera class; The Projection matrix; Looking at something; Time for action - implementing a look at point; The View matrix
Time for action - the View matrixFrom the ground up; Time for action - creating the Maze classes; Drawing the floor; Time for action - drawing the floor; Moving around; Time for action - expanding Camera; Time for action - letting the player move; Summary; Chapter 3:Cube Chaser - It's A-Mazing!; Maze generation; Time for action - defining a MazeCell; Time for action - generating the Maze class; Constructing the walls; Time for action - building walls; Time for action - drawing the walls; Solid walls; Time for action - bouncing off the walls; Summary; Chapter 4:Cube Chaser - Finding Your Way
The cubeTime for action - placing the cube; Rotating the cube; Time for action - rotating the cube; Matrices - big scary math things?; The translation matrix; The rotation matrix; The scale matrix; Combining matrices; What does it all mean?; Positioning the cube; Time for action - randomly positioning the cube; Catching the cube; Time for action - catching the cube; Summary; Chapter 5:Tank Battles - A War-torn Land; Creating the project; Time for action - creating the Tank Battles project; An arc-ball camera; Time for action - the ArcBallCamera class - part 1
Time for action - finishing the ArcBallCamera classBuilding the playfield; Height maps; Generating the terrain; Time for action - generating terrain; Height data; Time for action - adding the ReadHeightMap() method; Building vertices; Time for action - adding the BuildVertexBuffer() method; Building the indices; Time for action - the buildIndexBuffer() method; Let's see the terrain already!; Time for action - drawing the terrain; Adding texture - a gentle introduction to HLSL; Declaring variables; Time for action - HLSL declarations; The vertex shader structures
Time for action - Vertex Shader Input and Output definition
Notes:
Includes index.
ISBN:
9781283637411
1283637413
9781849687096
1849687099
OCLC:
815979478

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