XNA Game studio 4.0 programming : developing for Windows phone and Xbox 360

Get Started Fast with XNA Game Studio 4.0–and Build Great Games for Both Windows Phone 7 and Xbox LIVE This is the industry’s best reference and tutorial for all aspects of XNA Game Studio 4.0 programming on all supported platforms, from Xbox 360 to Windows Phone 7 and Windows PCs. The only game dev...

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Detalles Bibliográficos
Otros Autores: Miller, Tom Author (author), Johnson, Dean Contributor (contributor)
Formato: Libro electrónico
Idioma:Inglés
Publicado: [Place of publication not identified] Addison Wesley 2011
Edición:1st edition
Colección:Developer's library XNA Game studio 4.0 programming
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009629252506719
Tabla de Contenidos:
  • Cover
  • Contents
  • Foreword
  • Acknowledgments
  • About the Authors
  • Introduction
  • So You Want to be a Game Developer?
  • A Brief History of XNA Game Studio
  • What Is Available in Game Studio 4.0?
  • Why This Book?
  • 1 Getting Started
  • Installing XNA Game Studio 4.0
  • Downloading the Tools
  • App Hub Membership
  • XNA Game Studio Connect
  • Writing Your First Game
  • Your First XNA Game Studio Windows Game
  • Your First XNA Game Studio XNA Xbox 360 Game
  • Your First XNA Game Studio Windows Phone 7 Game
  • Download Samples
  • Summary
  • 2 Sprites and 2D Graphics
  • What Does 2D Mean?
  • Show Me Something on Screen
  • Spritebatch
  • Drawing
  • Moving Things Around
  • Animation
  • Controlling State
  • Rendering Text
  • Summary
  • 3 The Game Object and the Default Game Loop
  • What Is in a New Project?
  • The Game Class
  • Virtual Methods
  • Methods
  • Properties
  • GameTime
  • Game Loop
  • Update and Draw
  • Components
  • GameComponents
  • Summary
  • 4 Introduction to 3D Graphics
  • 3D Graphics in XNA Game Studio
  • What Are 3D Graphics?
  • Makeup of a 3D Image
  • 3D Math Basics
  • Coordinate Systems
  • Vectors in 3D Graphics
  • Matrix
  • Graphics Pipeline
  • Graphics Card
  • Vertex Shader
  • Backface Culling
  • Viewport Clipping
  • Rasterization
  • Pixel Shader
  • Pixel Tests
  • Blending
  • Final Output
  • Reach and HiDef Graphics Profiles
  • Graphics Profiles Define Platform Capabilities
  • The Reach Profile
  • The HiDef Profile
  • Let the 3D Rendering Start
  • GraphicsAdapter
  • GraphicsDevice
  • Drawing with Primitives
  • Summary
  • 5 Lights, Camera, Action!
  • Why Do I See What I See?
  • View Matrix
  • Projection Matrix
  • Perspective
  • Orthographic
  • Camera Types
  • Static Cameras
  • Models
  • What Is a Model?
  • Rendering Models
  • Summary
  • 6 Built-In Shader Effects
  • Using BasicEffect
  • Basic Lighting.
  • Textures, Vertex Colors, and Fog
  • Using the Effect Interfaces
  • Using DualTextureEffect
  • Using AlphaTestEffect
  • Using EnvironmentMapEffect
  • Using SkinnedEffect
  • Summary
  • 7 States, Blending, and Textures
  • Device States
  • BlendState
  • DepthStencilState
  • Render Targets
  • Faking a Shadow with a Depth Buffer and Render Targets
  • Back to Device States
  • The Stencil Buffer
  • RasterizerState
  • SamplerStates
  • Other Texture Types
  • Summary
  • 8 Introduction to Custom Effects
  • What Is a Custom Effect?
  • High Level Shading Language
  • Creating Your First Custom Effect
  • Parts of an Effect File
  • Global Variables
  • Vertex Structures
  • Drawing with a Custom Effect
  • Vertex Color
  • Texturing
  • Setting Sampler States in Effect File
  • Textures Repeating
  • Lighting
  • Ambient Lighting
  • Triangle Normals
  • Diffuse Lighting
  • Emissive Lighting
  • Specular Lighting
  • Fog
  • Point Lights
  • Effect States
  • Alpha Blending Using Effect States
  • Summary
  • 9 Using the Content Pipeline
  • Tracing Content Through the Build System
  • Content Processors
  • Content Importers
  • Combining It All and Building Assets
  • Combining What You Learned So Far
  • Summary
  • 10 Having Fun with Avatars
  • Introduction to Avatars
  • Accessing Avatar Information Using AvatarDescription
  • Loading Avatar Animations with AvatarAnimation
  • Drawing the Avatar Using AvatarRenderer
  • Modifying Avatar Lighting
  • Playing Multiple Animations
  • Blending Between Animations
  • Interacting with Objects
  • 2D Avatars Using Render Targets
  • Custom Avatar Animations
  • Creating the Custom Animation
  • Building the Custom Animation Type
  • Creating the Content Processor
  • Adding the Custom Animation to Your Game
  • Updating Your Game to Use the Custom Animation
  • Summary
  • 11 Understanding Performance
  • General Performance
  • Who Takes Out the Garbage?.
  • Multithreading
  • Graphics Performance
  • Measuring Performance
  • Performance Measurement Tools
  • Cost of Built-In Shaders
  • Summary
  • 12 Adding Interactivity with User Input
  • Using Input in XNA Game Studio
  • Polling versus Event-Based Input
  • The Many Keys Of A Keyboard
  • Reading Keyboard State
  • Moving Sprite Based on Keyboard Input
  • Onscreen Keyboard
  • Precision Control of a Mouse
  • Reading Mouse State
  • Moving Sprite Based on Mouse Input
  • Setting the Mouse Position
  • Xbox 360 Gamepad
  • Reading Gamepad State
  • Moving Sprites Based on Gamepad Input
  • Thumb Stick Dead Zones
  • Other Types of Controllers
  • Is the Gamepad Connected?
  • Multitouch Input For Windows Phones
  • Reading the TouchPanel Device State
  • Determine Number of Touch Points
  • TouchPanel Width, Height, and Orientation
  • Moving Sprite Based on Multitouch Input
  • Reading Gestures from the TouchPanel
  • Displaying GestureSample Data
  • Windows Phone Sensors and Feedback
  • Acceleration Data using the Accelerometer
  • Locating a Windows Phone with the Location Service
  • Providing User Feedback using Vibration
  • Summary
  • 13 Turn Up the Volume
  • Playing Sound Effects
  • Using SoundEffect for Audio Playback
  • Microsoft Cross-Platform Audio Creations Tool (XACT)
  • Dynamic Sound Effects
  • Recording Audio with a Microphone
  • Generating Dynamic Sound Effects
  • Summary
  • 14 Storage
  • What Is Storage?
  • Isolated Storage
  • Saving and Loading Data
  • The IsolatedStorageFile Object
  • XNA Game Studio Storage
  • Recreating the Project on Xbox
  • Devices and Containers
  • Getting a Device
  • Looking at the API
  • Loading Loose Files from Your Project
  • Summary
  • 15 Gamer Services
  • GamerServicesComponent
  • Guide Class
  • Trial Mode
  • Now the Bad News
  • Platform-Specific Guide Functionality
  • Gamers and Profiles
  • GameDefaults
  • Presence
  • Privileges.
  • With Friends Like This...
  • Summary
  • 16 Multiplayer Networking
  • Multiplayer Games
  • Getting Ready for Networking Development
  • Main Menu and State Management
  • Creating a Network Session
  • Building a Game Lobby
  • Playing the Game
  • Searching for an Available Network Session
  • Joining an Available Network Session
  • Sending Player Invites
  • Simulating Real World Network Conditions
  • Summary
  • 17 Using Media in XNA Game Studio
  • What Is Media?
  • Playing a Song
  • MediaPlayer
  • Songs and Metadata
  • Media Enumeration
  • Media Library
  • Video
  • Rendering a Video
  • Visualizations
  • Rendering Visualization Data
  • Summary
  • A: Reach vs. HiDef Chart
  • B: Using the Windows Phone FMRadio
  • C: Windows Phone 7 Launchers and Choosers
  • D: Dealing with Tombstoning
  • Index.