Microsoft XNA Game Studio 3.0 Unleashed - Chad Carter

Microsoft XNA Game Studio 3.0 Unleashed

Chad Carter (Autor)

Media-Kombination
792 Seiten
2009
Sams Publishing
978-0-672-33022-3 (ISBN)
43,80 inkl. MwSt
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Using XNA Game Studio 3.0, any programmer can master the art of game development and begin selling games to millions of Xbox 360 users worldwide. Now, there’s a practical, comprehensive guide to game development with Microsoft’s powerful new XNA Game Studio 3.0 and the entire XNA Framework.

 

In Microsoft® XNA® Game Studio 3.0 Unleashed, XNA expert Chad Carter covers the entire XNA platform, presents extensive sample code, and explains that code line by line. Carter walks you through the entire process of game development, including installing XNA, creating objects, handling input, managing and extending the content pipeline, optimizing game performance, and creating both 3D and 2D games. Carter presents sophisticated coverage of using XNA’s high level shader language; creating physical effects; and endowing characters with realistic artificial intelligence.

 

A case study section walks through the entire process of planning and coding a game, improving it, and putting on the finishing touches that make it marketable. This edition contains nine new chapters, including all-new sections on creating networked games, programming games for the Zune handheld, and preparing and submitting games to Xbox LIVE, where accepted titles will reach gamers worldwide.



Plan your games to deliver solid performance on the platforms you’ve targeted
Understand essential XNA Framework concepts, including object creation, cameras, input handling, libraries, game services, and managing and extending the content pipeline
Create a 2D game that will run across 3 platforms (Windows, Xbox 360, and Zune) with a single code base
Create a Visualizer media player for the Microsoft Zune
Use the High Level Shader Language (HLSL) to communicate directly with graphics hardware
Bring realistic physics to your game action and realistic artificial intelligence to your characters
Create sophisticated 3D effects that use advanced texturing and a particle system
Build networked games, including multiplayer demos, turn-based games, and real-time network games
Create 4 full games–2D parallax side scroller, 3D shooter, multiplayer turn-based 2D card game, and a multiplayer real-time 3D game
Discover best practices for creating Xbox LIVE Community Games
Sell your finished game on Xbox LIVE Marketplace 

CD-ROM includes: All C# examples and source code presented in this book.

Chad Carter, Chief Technology Officer at Robertson Marketing Group, authored the previous edition of this book, Microsoft® XNA™ Unleashed: Graphics and Game Programming for Xbox 360 and Windows. Chad has been writing games and graphics software for more than 15 years.

Introduction    1

Part I Get Up and Running with XNA Game Studio on Your PC and Xbox   360

1 Introducing the XNA Framework and XNA Game Studio    7

2 XNA Game Studio and the Xbox 360   19

3 Performance Considerations    33

Part II Understanding XNA Framework Basics

4 Creating 3D Objects    55

5 Handling Input to Move Our Camera    83

Part III Content Pipeline

6 Loading and Texturing 3D Objects    113

7 Sound and Music   123

8 Extending the Content Pipeline   151

Part IV 2D in XNA Game Studio

9 2D Basics   171

10 2D Effects    191

11 Creating a 2D Game    217

Part V XNA Game Studio and the Zune

12 Programming for the Zune   255

13 Running the Game on the Zune    273

Part VI High Level Shader Language

14 HLSL Basics   291

15 Advanced HLSL   311

Part VII Physics and Artificial Intelligence

16 Physics Basics    325

17 Finite State Machines and Game State Management   343

18 AI Algorithms   375

Part VIII 3D Effects

19 Advanced Texturing Techniques   391

20 Special Effects   417

21 Particle System   435

Part IX Putting It into Practice

22 Creating a 3D Game   471

23 Improving the Game   501

24 Finishing Touches   525

Part X XNA Framework Networking

25 Networking Basics    549

26 Creating Multiplayer Demos    565

27 Creating a Networking Game Skeleton   583

28 Creating a Turn-based Multiplayer Game   631

29 Creating a Real-time Multiplayer Game   671

Part XI Xbox LIVE Community Games

30 Best Practices for Creating an Xbox LIVE Community Game   719

31 Selling the Game on Xbox LIVE Marketplace    727

Index    739

Erscheint lt. Verlag 12.3.2009
Verlagsort Indianapolis
Sprache englisch
Maße 179 x 231 mm
Gewicht 1226 g
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 0-672-33022-9 / 0672330229
ISBN-13 978-0-672-33022-3 / 9780672330223
Zustand Neuware
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