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3D game development with Microsoft Silverlight 3 : beginner's guide : a practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine / Gastón C. Hillar

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Format:
Book
Author/Creator:
Hillar, Gastón C.
Series:
Learn by doing : less theory, more results
Language:
English
Subjects (All):
Silverlight (Electronic resource).
Video games--Programming.
Video games.
Three-dimensional display systems.
Physical Description:
1 online resource (452 pages)
Edition:
1st ed.
Place of Publication:
Birmingham, United Kingdom : Packt Publishing, 2009
Language Note:
English
Biography/History:
C. Hillar Gaston: Gaston C. Hillar is Italian and has been working with computers since he was 8 years old. Gaston has a Bachelor's degree in computer science (graduated with honors) and an MBA. Currently, Gaston is an independent IT consultant and a freelance author who is always looking for new adventures anywhere in the world. He was a senior contributing editor at Dr. Dobb's, and has written more than a hundred articles on software development topics. He has received the prestigious Intel Black Belt Software Developer award eight times. He has written many articles about Java for Oracle Java Magazine. Gaston was also a former Microsoft MVP in technical computing. He lives with his wife, Vanesa, and his two sons, Kevin and Brandon.
Summary:
A practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine
Contents:
Cover; Table of Contents; Preface; Chapter 1: Lights, Camera, and Action!; UFOs in the sky!: Invaders; Time for action - preparing the development environment; Time for action - recognizing digital art assets; Time for action - creating the raster digital content; Digital Content Creation tools; Basic elements of a 2D and/or 3D real-time game; Programming responsibilities; Time for action - installing tools to manipulate; scalable digital content; XAML works fine with Silverlight 3; Time for action - creating the scalable digital content in XAML; Previewing and scaling XAML vector graphics
Time for action - testing the scalable digital contentusing XamlPad; Editing vector illustrations using Expression Design; Preparing a gaming framework; Time for action - creating Silverlight applications; Time for action - building and running Silverlight applications; Programming event handlers in the main page; Time for action - creating XBAP WPF applications; Time for action - building and running the; XBAP WPF applications; Summary; Chapter 2: Working with 2D Characters; Creating an accelerated graphics viewport; Time for action - enabling hardware acceleration
Time for action - transforming media using the GPUCaching rendered content; Scaling and rotating a vector-based illustration; Time for action - shaking many illustrations at the same time; Running loops faster; Accelerating transforms and blends; Using 2D vectors; Time for action - detecting GPU-acceleration problems; Understanding GPU acceleration limitations; Creating encapsulated object-oriented characters; Time for action - creating User Control classes to hold images; Time for action - displaying images and sprites; Showing a sprite on the screen; Defining the behavior
Understanding dimensionsManaging resolutions; Screen resolutions; Summary; Chapter 3: Combining Sprites with Backgrounds; The first remake assignment; Time for action - creating sprites based on XAML; vector-based graphics; Defining the relative center point; Time for action - creating a specialized sprite; management class; Taking full advantage of object-oriented capabilities; Preparing the classes for inheritance; Wrapping a UserControl to manage it; Time for action - creating a superclass for some characters; Time for action - creating the subclasses for the characters
Time for action - creating methods for the game loopCreating objects on the fly; Managing dynamic objects; Time for action - writing the game loop; Animating multiple sprites; Managing a complex game loop; Time for action - detecting collisions between 2D characters; Using colors to paint sprites; Summary; Chapter 4: Working with 3D Characters; The second remake assignment; Time for Action - exporting a 3D model without; considering textures; XAML 3D models; Time for action - from DCC tools to WPF; XBAP WPF applications with 3D content; Time for action - displaying a 3D model in a 2D screen
with WPF
Notes:
Includes index.
ISBN:
9786612305054
9781282305052
1282305050
9781847198938
1847198937
OCLC:
798536343

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