Executive Editor
Chris Webb
Development Editor
Kenyon Brown
Technical Editor
Jim Perry
Production Editor
Angela Smith
Copy Editor
Kim Cofer
Editorial Manager
Mary Beth Wakefield
Production Manager
Tim Tate
Vice President and Executive Group Publisher
Richard Swadley
Vice President and Executive Publisher
Joseph B. Wikert
Composition
Craig Johnson, Happenstance Type-O-Rama
Proofreading
Sossity Smith
Indexing
Johnna VanHoose Dinse
Anniversary Logo Design
Richard Pacifico
Up until recently, the concept for the Xbox 360 as a platform for creating homebrew games was not even thinkable. For most people creating console games was just a pure
This has all changed. Microsoft’s new XNA Framework makes homebrew cross-platform games for Windows and the Xbox 360 possible. XNA is not only just a new framework, but it is also the best framework available today to create games. With no other language or tool you will be able to create powerful games with little effort. You will see throughout this book why this statement is true when you take a look at all the great games it covers. I would never have been able to create a great game like the Racing Game in such a short time frame if it was not for XNA.
This book is aimed at a variety of audiences. You should have knowledge of the programming language C#, but if you already know C++ or Java, it will be very easy to switch. If you have not worked with any high-level programming language before I suggest you pick up a C# book first. Even without knowledge of programming this book has many tips and tricks in it for upcoming game programmers, but for a more practical use of this book you should follow all examples and code right along. Most of the chapters are organized in a way that is equally useful to both
Part I, “XNA Framework Basics,” covers the basics of XNA. You will learn all about the XNA Framework and XNA Game Studio Express. Even if you already know some of the basics there are many useful tips and tricks in the first chapter. The second chapter already explains the creation process of your first game; it is a simple one, but the lessons learned here will help you out later. In Chapters 3 and 4 two more
Thanks to the many helper classes of Part I, writing the game engine in Part II, “Basic Graphics Engine,” is much easier and can focus on the hard
Part III, “Improving Your Game Engine,” goes back to the basics and talks about audio, UI, input handling, and managing your game engine in a meaningful way. Based on the XNA Graphics Engine and the Rocket Commander game you also create a new game called XNA Shooter, which is a really fun old-school shoot-’em-up game with cool 3D graphics and advanced shader effects.
In Part IV, “Writing a Racing Game,” you pull in all the knowledge you’ve
If you are ready to begin learning XNA game development, I suggest reading on and start with Chapter 1, “Introducing XNA.” Good luck creating your first XNA games and, above all, have fun! I hope you enjoy reading this book as much as I enjoyed writing it.

Microsoft XNA Game Studio Creator's Guide, Second Edition

Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zune

XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer's Library)

Microsoftu00ae XNAu00ae Game Studio 3.0: Learn Programming Now! (Pro - Developer)