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Microsoft XNA unleashed : graphics and game programming for Xbox 360 and Windows

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

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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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