Book description
Do you have what it takes to become a game developer? With this hands-on book, you'll learn quickly and easily how to develop computer games with Microsoft's XNA 3.0 framework-not just for your PC, but for Xbox 360 and the Microsoft Zune as well.
Written by an experienced university-level game development instructor, Learning XNA 3.0 walks you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with lots of illustrations and annotated examples to help you master key concepts. Once you finish the book, you'll know how to develop sophisticated games from start to finish.
- Learn game development concepts from 2D animation to 3D cameras and effects
- Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts
- Develop three complete and exciting games using 2D,3D and multiplayer concepts
- Develop and deploy games to the Xbox 360 and the Microsoft Zune
While teaching XNA to beginning game developers, author Aaron Reed noticed that several key concepts were difficult for students to grasp. Learning XNA 3.0 was written specifically to address those issues. With this book, you can test your understanding and practice new skills as you go with unique "Test Your Knowledge" exercises and review questions in each chapter.
Why wait? Amaze your family and friends by building your own games for the PC, Xbox 360, and Zune-with Learning XNA 3.0.
"An outstanding book! Teaches you XNA development in a smart way, starting from 2D basics and going into 3D and shader development. What I really like is the 'peeling the onion' approach the author takes, which builds up knowledge from previous chapters."--David "LetsKillDave" Weller, CEO, Cogito Ergonomics, LLC, and former XNA program manager
Table of contents
-
Learning XNA 3.0
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- A Note Regarding Supplemental Files
- Preface
- 1. Getting Started
-
2. Fun with Sprites
- A Look Behind the Scenes
- Game Development Versus Polling
- Modifying Your Game
- Adding a Sprite to Your Project
- Loading and Drawing Your Sprite
- Transparency and Other Options
- Layer Depth
- Let's Move
- Animation
- Adjusting the Framerate
- Adjusting the Animation Speed
- What You Just Did
- Summary
- Test Your Knowledge: Quiz
- Test Your Knowledge: Exercise
- 3. User Input and Collision Detection
- 4. Applying Some Object-Oriented Design
- 5. Sound Effects and Audio
- 6. Basic Artificial Intelligence
-
7. Putting It All Together
- Drawing 2D Text
- Randomly Generating Different Sprite Types
- Adding Some Variety to Your Sprites
- Adding a Background Image
- Game Scoring
- Game States
- Enabling/Disabling GameComponents
- Game-Over Logic and the Game-Over Screen
- Fine-Tuning Gameplay
- Creating Power-Ups
- What You Just Did
- Summary
- Test Your Knowledge: Quiz
- Test Your Knowledge: Exercise
-
8. Deploying to the Microsoft Zune
- Setting Up Your Zune Device Connection
- Creating a Zune Project
- Input on the Zune
- Audio on the Zune
- Resolution and Gameplay Issues
- Converting the Collision Game from Windows to Zune
- Conditional Compilation Symbols
- Converting the Collision Game Audio
- Converting the Collision Game's Player Input Code
- Converting the Collision Game's Screen Size
- Zune Performance
- What You Just Did
- Summary
- Test Your Knowledge: Quiz
- 9. 3D Game Development
- 10. 3D Models
- 11. Creating a First-Person Camera
- 12. 3D Collision Detection and Shooting
- 13. HLSL Basics
- 14. Particle Systems
- 15. Wrapping Up Your 3D Game
- 16. Deploying to the Xbox 360
-
17. Multiplayer Games
- Split-Screen Functionality
- Network Game Development
- Network Configurations
- Writing an XNA Network Game
- Modifying the Sprite Class
- Modifying the UserControlledSprite Class
- Coding Your Game1 Class
- Adding Update Code
- Adding Draw Code
- Adding Biohazard Bombs of Insanity!
- What You Just Did
- Summary
- Test Your Knowledge: Quiz
-
A. Answers to Quizzes and Exercises
- Chapter 1: Getting Started
- Chapter 2: Fun with Sprites
- Chapter 3: User Input and Collision Detection
- Chapter 4: Applying Some Object-Oriented Design
- Chapter 5: Sound Effects and Audio
- Chapter 6: Basic Artificial Intelligence
- Chapter 7: Putting It All Together
- Chapter 8: Deploying to the Microsoft Zune
- Chapter 9: 3D Game Development
- Chapter 10: 3D Models
- Chapter 11: Creating a First-Person Camera
- Chapter 12: 3D Collision Detection and Shooting
- Chapter 13: HLSL Basics
- Chapter 14: Particle Systems
- Chapter 15: Wrapping Up Your 3D Game
- Chapter 16: Deploying to the Xbox 360
- Chapter 17: Multiplayer Games
- Index
- About the Author
- Colophon
- SPECIAL OFFER: Upgrade this ebook with OâReilly
Product information
- Title: Learning XNA 3.0
- Author(s):
- Release date: November 2008
- Publisher(s): O'Reilly Media, Inc.
- ISBN: 9780596554293
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