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Microsoft XNA unleashed : graphics and game programming for Xbox 360 and Windows
- Format:
- Book
- Author/Creator:
- Carter, Chad, Author.
- Language:
- English
- Subjects (All):
- Microsoft XNA (Computer file).
- Video games--Programming.
- Video games.
- Physical Description:
- 1 online resource (552 pages)
- Edition:
- 1st edition
- Place of Publication:
- [Place of publication not identified] Sams Pub 2008
- Language Note:
- English
- System Details:
- text file
- Summary:
- Foreword by Tom Miller Developer, XNA Game Studio Express, Microsoft Corporation Microsoft XNA Unleashed provides comprehensive coverage and solid instruction on how to leverage the XNA Framework to create high quality games for Windows and the Xbox 360. The author shows you how to take full advantage of the many features the XNA Framework provides; you will learn the intricacies of important tasks such as adding sound and music to games, as well as creating, loading, and texturing 3D objects. In addition to providing coverage of 2D programming, the author shows you how to create sophisticated 3D games. All the important topics such as physics, artificial intelligence, and special effects are covered in detail. Chad Carter is the CTO at Robertson Marketing Group. Many Fortune 500 companies use the ecommerce system he architected and developed from the ground up for the promotional business sector. He has been creating DirectX applications since 1996 and has developed games using Managed DirectX. Chad created a 3D locomotive simulator for Norfolk Southern that is used to teach children to obey railroad crossings signals. Chad’s website devoted to the XNA Framework can be found at www.xnaessentials.com. Learn how to install and use XNA Game Studio Express Discover how to build, deploy, and debug games for the Xbox 360 and Windows Examine the XNA Framework in depth: 2D, 3D, sound, input, and HLSL Learn how to create game components and game services Delve into performance tuning techniques Discover how to extend the Content Pipeline Learn how to use the Microsoft Cross-Platform Audio Creation Tool (XACT) to add sound and music to games Create a full 2D parallax side-scroller game Discover how to use sprite batches Learn to make the most of sprite fonts Create 2D components such as splash screens and progress bars Examine the different sprite batch blending modes Discover 2D cel animation Examine the High Level Shader Language (HLSL) in detail covering basic HLSL as well as vertex deformations and post-processing effects Create a full 3D game that includes a 2D radar in the Heads Up Display (HUD), and much, much more CD-ROM includes • All C# examples and source code presented in this book. • Explosion Generator tool for generating explosion animations. Introduction Part I Get Up and Running with XNA on Your PC and Xbox 360 1 Introducing XNA and XNA Game Studio Express 2 XNA and the Xbox 360 3 Performance...
- Contents:
- Cover
- Contents
- Introduction
- Part I: Get Up and Running with XNA on Your PC and Xbox 360
- 1 Introducing XNA and XNA Game Studio Express
- What Is the XNA Framework?
- Installing Visual C# Express
- Installing the DirectX Runtime
- Installing XNA Game Studio Express
- Creating Spacewar Windows Project
- Compiling and Running Spacewar
- Summary
- 2 XNA and the Xbox 360
- Creating Spacewar Xbox 360 Project
- Buying the XNA Creators Club Subscription
- Connecting the Xbox 360 to the PC
- Deploying on the Xbox 360
- Debugging on the Xbox 360
- Creating a Test Demo for the Xbox 360
- Programming for Dual Platforms
- The .NET Compact Framework on the Xbox 360
- 3 Performance Considerations
- Measure, Measure, Measure
- Managing Memory
- Understanding the Garbage Collector
- Optimization Suggestions
- Part II: Understanding XNA Basics
- 4 Creating 3D Objects
- Vertices
- Vectors
- Matrices
- Transformations
- Transformations Reloaded
- Creating a Camera
- Vertex Buffers
- Effects
- Textures
- Index Buffers
- XNA Game Components
- Checking Performance
- Transformations Revolutions
- 5 Input Devices and Cameras
- Creating a Game Service
- Starting a Library
- Working with Input Devices
- Creating a Stationary Camera
- Creating a First Person Camera
- Creating a Split Screen
- Part III: Content Pipeline
- 6 Loading and Texturing 3D Objects
- Understanding the Content Pipeline
- Loading 3D Models
- Texturing 3D Models
- 7 Sounds and Music
- Microsoft Cross-Platform Audio Creation Tool (XACT)
- Wave Banks
- Sounds Banks
- Understanding Variations
- Updating Our Input Handlers
- Plugging In Our Sound Manager
- Creating a Sound Demo
- 8 Extending the Content Pipeline
- Creating a Skybox
- Using the Skybox.
- Debugging the Content Pipeline Extension
- Part IV: 2D in XNA
- 9 2D Basics
- Sprite Batches
- Practical Sprite Batches
- Using Sprite Fonts
- 10 2D Effects
- Cel Animation
- Rotating and Scaling
- Blending Mode Example
- Fade to Color
- Making Fire Old School Style
- Explosions
- 11 Creating a 2D Game
- Setting Up the Game Skeleton
- Creating Parallax Scrolling
- Switching States
- Drawing Our Hero
- Drawing Our Enemies
- Handling Collision Detection
- Winning and Losing
- Adding Transitions
- Adding Explosions
- Adding Sounds
- Part V: High Level Shader Language
- 12 HLSL Basics
- Understanding the Shader Process
- HLSL Syntax
- Vertext Shaders
- Pixel Shaders
- Techniques
- Passes
- Passing Application Data to the GPU
- HLSL Demo
- 13 Advanced HLSL
- Vertex Displacement
- Postprocessing
- More Postprocessing Examples
- Part VI: Physics and Artificial Intelligence
- 14 Physics Basics
- Kinesmatics
- Force
- Collisions
- 15 Finite State Machines and Game State Management
- Finite State Machine
- Object-Oriented Design
- Managing Game States
- Managing Game States Demo
- 16 AI Algorithms
- Setting Up Our Demo
- Chase Algorithm
- A Better Chase Algorithm
- Evading Algorithm
- Random Movement
- Creating a Finite State Machine
- Part VII: 3D Effects
- 17 Advanced Texturing Techniques
- 3D Lighting
- Bump Mapping
- Normal Mapping
- Parallax Mapping
- Relief Mapping
- Texture Animation
- 18 Special Effects
- Transitions
- Making Fire
- 19 Particle System
- Particle System Defined
- Point Sprite Defined
- Creating the Particle Class
- Creating the VertexPointerSprite Struct
- Creating the Particle System Engine
- Point Sprite Effect File
- Particle System Demo.
- Creating Particle Effects
- Part VIII: Putting It Into Practice
- 20 Creating a 3D Game
- Creating the Tunnel Vision Game
- Creating the Game Logic
- Creating the Crosshair
- Creating the Game-Specific Camera
- 21 Improving the Game
- Creating the Radar
- Creating the Tunnel
- Creating the Level Timer
- Creating the HUD
- Adding Scoring
- Keeping Track of High Scores
- 22 Finishing Touches
- Updating the Title Screen
- Updating the Start Menu
- Creating the High Score Screen
- Updating the Options Menu
- Updating the Remaining States
- Using the Particle System
- Adding Sound
- Suggested Improvements
- Index.
- Notes:
- Bibliographic Level Mode of Issuance: Monograph
- Description based on publisher supplied metadata and other sources.
- ISBN:
- 9786612649325
- 9781282649323
- 1282649329
- 9780768676716
- 0768676711
- OCLC:
- 1027157677
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