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...
Otros Autores: | , |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
[Place of publication not identified]
Addison Wesley
2011
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Edición: | 1st edition |
Colección: | Developer's library XNA Game studio 4.0 programming
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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.