Search and Find

Book Title

Author/Publisher

Table of Contents

Show eBooks for my device only:

 

Beginning XNA 3.0 Game Programming - From Novice to Professional

of: Bruno Evangelista, Alexandre Santos Lobao, Riemer Grootjans, Jose ANTONIO LEAL DEFARIAS

Apress, 2009

ISBN: 9781430218180 , 448 Pages

Format: PDF, Read online

Copy protection: DRM

Windows PC,Mac OSX,Windows PC,Mac OSX geeignet für alle DRM-fähigen eReader Apple iPad, Android Tablet PC's Read Online for: Windows PC,Mac OSX,Linux

Price: 35,30 EUR



More of the content

Beginning XNA 3.0 Game Programming - From Novice to Professional


 

Contents at a Glance

4

Contents

5

Foreword

12

About the Authors

13

About the Technical Reviewer

15

Acknowledgments

16

Introduction

17

Who This Book Is For

18

How This Book Is Structured

18

Prerequisites

19

Book Code and Errata

20

Contacting the Authors

20

Chapter 1 Game Planning and Programming Basics

21

Planning the Game

21

XNA Game Programming Concepts

25

Summary

33

Chapter 2 2D Graphics, Audio, and Input Basics

35

2D Graphics

35

Game Input

49

Game Audio

52

Summary

57

Chapter 3 Creating Your First 2D Game

59

Design for the First Game: Rock Rain

59

Let’s Get to It

60

An Xbox 360 Version of Rock Rain

77

Summary

79

Chapter 4 Improving Your First 2D Game

80

Planning Rock Rain’s New Version

80

Creating the Game Screens

80

Navigating Between the Scenes

129

Summary

134

Chapter 5 Basics of Game Networking

135

Introducing Multiplayer Games

135

Introducing XNA Networking

144

Summary

167

Chapter 6 Rock Rain Live!

169

Planning Rock Rain Live

169

Adding the Support for Network Games

170

Changing the Opening Screen

171

Creating the Network Game Scene

173

Creating the Game Sessions

184

Let’s Talk

188

Synchronizing the Players

193

Summary

200

Chapter 7 Rock Rain Zune

201

Planning Rock Rain Zune

201

Organizing the Game

202

Modifying the Classes

204

Deploying the Game on the Zune

214

Summary

216

Chapter 8 3D Game Programming Basics

217

3D Coordinate Systems and Projections

217

Vertices and Primitives

219

Vectors, Matrices, and 3D Transformations

223

Lights, Camera . . . Effects!

227

Drawing the 3D Axis in XNA

228

Models and Meshes

238

Summary

242

Chapter 9 Rendering Pipeline, Shaders, and Effects

244

Rendering Pipeline

244

Shaders

245

High-Level Shading Language

247

Techniques, Passes, and Effects

252

Shader Authoring Tools

257

Summary

257

Chapter 10 Lights, Camera, Transformations!

258

Cameras

258

Lights

270

Camera and Light Managers

271

Object Transformation

274

Summary

276

Chapter 11 Generating a Terrain

277

Height Maps

277

Creating the Terrain Class

280

An Overview of Terrain Techniques

291

Creating the Terrain Effect

293

Drawing the Terrain

304

Extending the Terrain Effect with Normal Mapping

305

Querying the Terrain’s Height

307

Ray and Terrain Collision

310

Summary

313

Chapter 12 Skeletal Animation

314

Types of Animations

314

Skeleton and Bone Representation

317

Extending the Content Pipeline for Model Animation

319

Using the AnimatedModel Class in XNA

334

Summary

351

Chapter 13 Creating a Third-Person Shooter Game

352

Designing the Game

352

Starting the Game Engine

354

Creating Helper Classes

358

Creating the Game Logic

366

Finishing the Game Engine

394

Summary

409

Chapter 14 Closing Words

410

Where You Are Now

410

Where Do You Go from Here?

411

Create Your Own Game

412

Index

414