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XNA Game studio 4.0 programming : developing for Windows phone and Xbox 360
- Format:
- Book
- Author/Creator:
- Miller, Tom, Author.
- 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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