E-Book, Englisch, 448 Seiten
Evangelista / Santos Lobao / Grootjans Beginning XNA 3.0 Game Programming
1. ed
ISBN: 978-1-4302-1818-0
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark
From Novice to Professional
E-Book, Englisch, 448 Seiten
ISBN: 978-1-4302-1818-0
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark
Would you like to create your own games, but never have the time to dig into the details of multimedia programming? Now you don't have to! XNA 3.0 makes it simple to create your own games, which will run on your PC and Xbox 360 console. Even if you don't know how to program at all, Beginning XNA 3.0 Game Programming: From Novice to Professional will teach you the basics of C# 2008 programming along the way. Don't get overwhelmed with details you don't need to know-just learn what you need to start creating your own games right now! This fast-paced introduction to XNA 3.0 and the C# language provides you with a quick-start guide to creating high-quality XNA games. You'll be introduced to the key concepts and ideas you need to know in a gradual fashion so that you master one concept before using it as a foundation for the next. Before long, you will have the skills to create smooth, professional-looking results in a range of gaming genres. By the end of the book, you will have constructed several working games and have an excellent knowledge base from which to investigate more advanced techniques.
Bruno Evangelista is a lead programmer at Tectoy Digital (TTD.com). Previously, he was a graphics programmer at Ilusis (Ilusis.com) and a software engineer at Olympya (Olympya.com). As an XNA developer, Bruno was a finalist in the first and second Microsoft XNA Challenge Brazil. He also maintains an open source skeletal animation library for XNA, named XNAnimation (Codeplex.com/xnanimation). Besides his professional experience, Bruno had hosted some talks and courses about game development at conferences, including SIBGRAPI, SBGAMES and Microsoft Gamefest (Brazil). Bruno received bachelor's degree in computer science from Pontifical Catholic University of Minas Gerais in Brazil, and is a master's student in computer science at the Federal University of Minas Gerais. He lives in the beautiful city of Belo Horizonte, Brazil. His works can be found at BrunoEvangelista.com.
Autoren/Hrsg.
Weitere Infos & Material
1;Contents at a Glance;4
2;Contents;5
3;Foreword;12
4;About the Authors;13
5;About the Technical Reviewer;15
6;Acknowledgments;16
7;Introduction;17
7.1;Who This Book Is For;18
7.2;How This Book Is Structured;18
7.3;Prerequisites;19
7.4;Book Code and Errata;20
7.5;Contacting the Authors;20
8;Chapter 1 Game Planning and Programming Basics;21
8.1;Planning the Game;21
8.2;XNA Game Programming Concepts;25
8.3;Summary;33
9;Chapter 2 2D Graphics, Audio, and Input Basics;35
9.1;2D Graphics;35
9.2;Game Input;49
9.3;Game Audio;52
9.4;Summary;57
10;Chapter 3 Creating Your First 2D Game;59
10.1;Design for the First Game: Rock Rain;59
10.2;Let’s Get to It;60
10.3;An Xbox 360 Version of Rock Rain;77
10.4;Summary;79
11;Chapter 4 Improving Your First 2D Game;80
11.1;Planning Rock Rain’s New Version;80
11.2;Creating the Game Screens;80
11.3;Navigating Between the Scenes;129
11.4;Summary;134
12;Chapter 5 Basics of Game Networking;135
12.1;Introducing Multiplayer Games;135
12.2;Introducing XNA Networking;144
12.3;Summary;167
13;Chapter 6 Rock Rain Live!;169
13.1;Planning Rock Rain Live;169
13.2;Adding the Support for Network Games;170
13.3;Changing the Opening Screen;171
13.4;Creating the Network Game Scene;173
13.5;Creating the Game Sessions;184
13.6;Let’s Talk;188
13.7;Synchronizing the Players;193
13.8;Summary;200
14;Chapter 7 Rock Rain Zune;201
14.1;Planning Rock Rain Zune;201
14.2;Organizing the Game;202
14.3;Modifying the Classes;204
14.4;Deploying the Game on the Zune;214
14.5;Summary;216
15;Chapter 8 3D Game Programming Basics;217
15.1;3D Coordinate Systems and Projections;217
15.2;Vertices and Primitives;219
15.3;Vectors, Matrices, and 3D Transformations;223
15.4;Lights, Camera . . . Effects!;227
15.5;Drawing the 3D Axis in XNA;228
15.6;Models and Meshes;238
15.7;Summary;242
16;Chapter 9 Rendering Pipeline, Shaders, and Effects;244
16.1;Rendering Pipeline;244
16.2;Shaders;245
16.3;High-Level Shading Language;247
16.4;Techniques, Passes, and Effects;252
16.5;Shader Authoring Tools;257
16.6;Summary;257
17;Chapter 10 Lights, Camera, Transformations!;258
17.1;Cameras;258
17.2;Lights;270
17.3;Camera and Light Managers;271
17.4;Object Transformation;274
17.5;Summary;276
18;Chapter 11 Generating a Terrain;277
18.1;Height Maps;277
18.2;Creating the Terrain Class;280
18.3;An Overview of Terrain Techniques;291
18.4;Creating the Terrain Effect;293
18.5;Drawing the Terrain;304
18.6;Extending the Terrain Effect with Normal Mapping;305
18.7;Querying the Terrain’s Height;307
18.8;Ray and Terrain Collision;310
18.9;Summary;313
19;Chapter 12 Skeletal Animation;314
19.1;Types of Animations;314
19.2;Skeleton and Bone Representation;317
19.3;Extending the Content Pipeline for Model Animation;319
19.4;Using the AnimatedModel Class in XNA;334
19.5;Summary;351
20;Chapter 13 Creating a Third-Person Shooter Game;352
20.1;Designing the Game;352
20.2;Starting the Game Engine;354
20.3;Creating Helper Classes;358
20.4;Creating the Game Logic;366
20.5;Finishing the Game Engine;394
20.6;Summary;409
21;Chapter 14 Closing Words;410
21.1;Where You Are Now;410
21.2;Where Do You Go from Here?;411
21.3;Create Your Own Game;412
22;Index;414




