: Bruno Evangelista, Alexandre Santos Lobao, Riemer Grootjans, Jose ANTONIO LEAL DEFARIAS
: Beginning XNA 3.0 Game Programming From Novice to Professional
: Apress
: 9781430218180
: 1
: CHF 31.30
:
: Allgemeines, Lexika
: English
: 448
: Wasserzeichen/DRM
: PC/MAC/eReader/Tablet
: PDF

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.
Contents at a Glance4
Contents5
Foreword12
About the Authors13
About the Technical Reviewer15
Acknowledgments16
Introduction17
Who This Book Is For18
How This Book Is Structured18
Prerequisites19
Book Code and Errata20
Contacting the Authors20
Chapter 1 Game Planning and Programming Basics21
Planning the Game21
XNA Game Programming Concepts25
Summary33
Chapter 2 2D Graphics, Audio, and Input Basics35
2D Graphics35
Game Input49
Game Audio52
Summary57
Chapter 3 Creating Your First 2D Game59
Design for the First Game: Rock Rain59
Let s Get to It60
An Xbox 360 Version of Rock Rain77
Summary79
Chapter 4 Improving Your First 2D Game80
Planning Rock Rain s New Version80
Creating the Game Screens80
Navigating Between the Scenes129
Summary134
Chapter 5 Basics of Game Networking135
Introducing Multiplayer Games135
Introducing XNA Networking144
Summary167
Chapter 6 Rock Rain Live!169
Planning Rock Rain Live169
Adding the Support for Network Games170
Changing the Opening Screen171
Creating the Network Game Scene173
Creating the Game Sessions184
Let s Talk188
Synchronizing the Players193
Summary200
Chapter 7 Rock Rain Zune201
Planning Rock Rain Zune201
Organizing the Game202
Modifying the Classes204
Deploying the Game on the Zune214
Summary216
Chapter 8 3D Game Programming Basics217
3D Coordinate Systems and Projections217
Vertices and Primitives219
Vectors, Matrices, and 3D Transformations223
Lights, Camera . . . Effects!227
Drawing the 3D Axis in XNA228
Models and Meshes238
Summary242
Chapter 9 Rendering Pipeline, Shaders, and Effects244
Rendering Pipeline244
Shaders245
High-Level Shading Language247
Techniques, Passes, and Effects252
Shader Authoring Tools257
Summary257
Chapter 10 Lights, Camera, Transformations!258
Cameras258
Lights270
Camera and Light Managers271
Object Transformation274
Summary276
Chapter 11 Generating a Terrain277
Height Maps277
Creating the Terrain Class280
An Overview of Terrain Techniques291
Creating the Terrain Effect293
Drawing the Terrain304
Extending the Terrain Effect with Normal Mapping305
Querying the Terrain s Height307
Ray and Terrain Collision310
Summary313
Chapter 12 Skeletal Animation314
Types of Animations314
Skeleton and Bone Representation317
Extending the Content Pipeline for Model Animation319
Using the AnimatedModel Class in XNA334
Summary351
Chapter 13 Creating a Third-Person Shooter Game352
Designing the Game352
Starting the Game Engine354
Creating Helper Classes358
Creating the Game Logic366
Finishing the Game Engine394
Summary409
Chapter 14 Closing Words410
Where You Are Now410
Where Do You Go from Here?411
Create Your Own Game412
Index414