Microsoft XNA unleashed : graphics and game programming for Xbox 360 and Windows
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 advanta...
Otros Autores: | |
---|---|
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
[Place of publication not identified]
Sams Pub
2008
|
Edición: | 1st edition |
Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009626975106719 |
Tabla de Contenidos:
- 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
- Summary
- 3 Performance Considerations
- Measure, Measure, Measure
- Managing Memory
- Understanding the Garbage Collector
- Optimization Suggestions
- Summary
- 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
- Summary
- 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
- Summary
- Part III: Content Pipeline
- 6 Loading and Texturing 3D Objects
- Understanding the Content Pipeline
- Loading 3D Models
- Texturing 3D Models
- Summary
- 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
- Summary
- 8 Extending the Content Pipeline
- Creating a Skybox
- Using the Skybox.
- Debugging the Content Pipeline Extension
- Summary
- Part IV: 2D in XNA
- 9 2D Basics
- Sprite Batches
- Practical Sprite Batches
- Using Sprite Fonts
- Summary
- 10 2D Effects
- Cel Animation
- Rotating and Scaling
- Blending Mode Example
- Fade to Color
- Making Fire Old School Style
- Explosions
- Summary
- 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
- Summary
- 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
- Summary
- 13 Advanced HLSL
- Vertex Displacement
- Postprocessing
- More Postprocessing Examples
- Summary
- Part VI: Physics and Artificial Intelligence
- 14 Physics Basics
- Kinesmatics
- Force
- Collisions
- Summary
- 15 Finite State Machines and Game State Management
- Finite State Machine
- Object-Oriented Design
- Managing Game States
- Managing Game States Demo
- Summary
- 16 AI Algorithms
- Setting Up Our Demo
- Chase Algorithm
- A Better Chase Algorithm
- Evading Algorithm
- Random Movement
- Creating a Finite State Machine
- Summary
- Part VII: 3D Effects
- 17 Advanced Texturing Techniques
- 3D Lighting
- Bump Mapping
- Normal Mapping
- Parallax Mapping
- Relief Mapping
- Texture Animation
- Summary
- 18 Special Effects
- Transitions
- Making Fire
- Summary
- 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
- Summary
- 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
- Summary
- 21 Improving the Game
- Creating the Radar
- Creating the Tunnel
- Creating the Level Timer
- Creating the HUD
- Adding Scoring
- Keeping Track of High Scores
- Summary
- 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
- Summary
- Index.