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XNA Game studio 4.0 programming : developing for Windows phone and Xbox 360

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Miller, Tom, Author.
Contributor:
Johnson, Dean, Contributor.
Series:
Developer's library XNA Game studio 4.0 programming
Language:
English
Subjects (All):
Microsoft XNA (Computer file).
Windows phone (Computer file).
Video games--Programming.
Video games.
Video games--Design.
Xbox 360 (Video game console).
Xbox video games.
Physical Description:
1 online resource (xiii, 505 p.) : ill.
Edition:
1st edition
Place of Publication:
[Place of publication not identified] Addison Wesley 2011
Language Note:
English
System Details:
text file
Summary:
Get Started Fast with XNA Game Studio 4.0–and Build Great Games for Both Windows Phone 7 and Xbox LIVE This is the industry’s best reference and tutorial for all aspects of XNA Game Studio 4.0 programming on all supported platforms, from Xbox 360 to Windows Phone 7 and Windows PCs. The only game development book authored by Microsoft XNA development team members, itoffers deep insider insights you won’t get anywhere else – including thorough coverage of new Windows Phone APIs for mobile game development. You’ll quickly build simple games and get comfortable with Microsoft’s powerful XNA Game Studio 4.0 toolset. Next, you’ll drill down into every area of XNA, including graphics, input, audio, video, storage, GamerServices, and networking. Miller and Johnson present especially thorough coverage of 3D graphics, from Reach and HiDef to textures, effects, and avatars. Throughout, they introduce new concepts with downloadable code examples designed to help you jumpstart your own projects. Coverage includes · Downloading, installing, and getting started with XNA Game Studio 4 · Building on capabilities provided in the default game template · Using 2D sprites, textures, sprite operations, blending, and SpriteFonts · Creating high-performance 3D graphics with XNA’s newly simplified APIs · Supporting keyboards, mice, Xbox 360 controllers, Touch, accelerometer, and GPS inputs · Loading, generating, recording, and playing audio · Managing all types of XNA storage · Using avatars as characters in your games · Utilizing gamer types, player profiles, presence information, and other GamerServices · Supporting Xbox LIVE and networked games · Creating higher-level input systems that seamlessly manage cross-platform issues From Windows Phone 7 mobile gaming to Xbox LIVE Indie Games, XNA Game Studio 4.0 creates huge new opportunities for experienced Microsoft developers. This bookhelps you build on skills you already have, to create the compelling games millions of users are searching for.
Contents:
Cover
Contents
Foreword
Acknowledgments
About the Authors
Introduction
So You Want to be a Game Developer?
A Brief History of XNA Game Studio
What Is Available in Game Studio 4.0?
Why This Book?
1 Getting Started
Installing XNA Game Studio 4.0
Downloading the Tools
App Hub Membership
XNA Game Studio Connect
Writing Your First Game
Your First XNA Game Studio Windows Game
Your First XNA Game Studio XNA Xbox 360 Game
Your First XNA Game Studio Windows Phone 7 Game
Download Samples
Summary
2 Sprites and 2D Graphics
What Does 2D Mean?
Show Me Something on Screen
Spritebatch
Drawing
Moving Things Around
Animation
Controlling State
Rendering Text
3 The Game Object and the Default Game Loop
What Is in a New Project?
The Game Class
Virtual Methods
Methods
Properties
GameTime
Game Loop
Update and Draw
Components
GameComponents
4 Introduction to 3D Graphics
3D Graphics in XNA Game Studio
What Are 3D Graphics?
Makeup of a 3D Image
3D Math Basics
Coordinate Systems
Vectors in 3D Graphics
Matrix
Graphics Pipeline
Graphics Card
Vertex Shader
Backface Culling
Viewport Clipping
Rasterization
Pixel Shader
Pixel Tests
Blending
Final Output
Reach and HiDef Graphics Profiles
Graphics Profiles Define Platform Capabilities
The Reach Profile
The HiDef Profile
Let the 3D Rendering Start
GraphicsAdapter
GraphicsDevice
Drawing with Primitives
5 Lights, Camera, Action!
Why Do I See What I See?
View Matrix
Projection Matrix
Perspective
Orthographic
Camera Types
Static Cameras
Models
What Is a Model?
Rendering Models
6 Built-In Shader Effects
Using BasicEffect
Basic Lighting.
Textures, Vertex Colors, and Fog
Using the Effect Interfaces
Using DualTextureEffect
Using AlphaTestEffect
Using EnvironmentMapEffect
Using SkinnedEffect
7 States, Blending, and Textures
Device States
BlendState
DepthStencilState
Render Targets
Faking a Shadow with a Depth Buffer and Render Targets
Back to Device States
The Stencil Buffer
RasterizerState
SamplerStates
Other Texture Types
8 Introduction to Custom Effects
What Is a Custom Effect?
High Level Shading Language
Creating Your First Custom Effect
Parts of an Effect File
Global Variables
Vertex Structures
Drawing with a Custom Effect
Vertex Color
Texturing
Setting Sampler States in Effect File
Textures Repeating
Lighting
Ambient Lighting
Triangle Normals
Diffuse Lighting
Emissive Lighting
Specular Lighting
Fog
Point Lights
Effect States
Alpha Blending Using Effect States
9 Using the Content Pipeline
Tracing Content Through the Build System
Content Processors
Content Importers
Combining It All and Building Assets
Combining What You Learned So Far
10 Having Fun with Avatars
Introduction to Avatars
Accessing Avatar Information Using AvatarDescription
Loading Avatar Animations with AvatarAnimation
Drawing the Avatar Using AvatarRenderer
Modifying Avatar Lighting
Playing Multiple Animations
Blending Between Animations
Interacting with Objects
2D Avatars Using Render Targets
Custom Avatar Animations
Creating the Custom Animation
Building the Custom Animation Type
Creating the Content Processor
Adding the Custom Animation to Your Game
Updating Your Game to Use the Custom Animation
11 Understanding Performance
General Performance
Who Takes Out the Garbage?.
Multithreading
Graphics Performance
Measuring Performance
Performance Measurement Tools
Cost of Built-In Shaders
12 Adding Interactivity with User Input
Using Input in XNA Game Studio
Polling versus Event-Based Input
The Many Keys Of A Keyboard
Reading Keyboard State
Moving Sprite Based on Keyboard Input
Onscreen Keyboard
Precision Control of a Mouse
Reading Mouse State
Moving Sprite Based on Mouse Input
Setting the Mouse Position
Xbox 360 Gamepad
Reading Gamepad State
Moving Sprites Based on Gamepad Input
Thumb Stick Dead Zones
Other Types of Controllers
Is the Gamepad Connected?
Multitouch Input For Windows Phones
Reading the TouchPanel Device State
Determine Number of Touch Points
TouchPanel Width, Height, and Orientation
Moving Sprite Based on Multitouch Input
Reading Gestures from the TouchPanel
Displaying GestureSample Data
Windows Phone Sensors and Feedback
Acceleration Data using the Accelerometer
Locating a Windows Phone with the Location Service
Providing User Feedback using Vibration
13 Turn Up the Volume
Playing Sound Effects
Using SoundEffect for Audio Playback
Microsoft Cross-Platform Audio Creations Tool (XACT)
Dynamic Sound Effects
Recording Audio with a Microphone
Generating Dynamic Sound Effects
14 Storage
What Is Storage?
Isolated Storage
Saving and Loading Data
The IsolatedStorageFile Object
XNA Game Studio Storage
Recreating the Project on Xbox
Devices and Containers
Getting a Device
Looking at the API
Loading Loose Files from Your Project
15 Gamer Services
GamerServicesComponent
Guide Class
Trial Mode
Now the Bad News
Platform-Specific Guide Functionality
Gamers and Profiles
GameDefaults
Presence
Privileges.
With Friends Like This...
16 Multiplayer Networking
Multiplayer Games
Getting Ready for Networking Development
Main Menu and State Management
Creating a Network Session
Building a Game Lobby
Playing the Game
Searching for an Available Network Session
Joining an Available Network Session
Sending Player Invites
Simulating Real World Network Conditions
17 Using Media in XNA Game Studio
What Is Media?
Playing a Song
MediaPlayer
Songs and Metadata
Media Enumeration
Media Library
Video
Rendering a Video
Visualizations
Rendering Visualization Data
A: Reach vs. HiDef Chart
B: Using the Windows Phone FMRadio
C: Windows Phone 7 Launchers and Choosers
D: Dealing with Tombstoning
Index.
Notes:
Bibliographic Level Mode of Issuance: Monograph
Includes bibliographical references and index.
Description based on publisher supplied metadata and other sources.
ISBN:
9786612916366
9781282916364
128291636X
9780132620123
013262012X
OCLC:
1027177579

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