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Professional XNA Programming: Building Games for Xbox 360 and Windows with XNA Game Studio 2.0
Professional XNA Programming: Building Games for Xbox 360 and Windows with XNA Game Studio 2.0
ISBN: 0470261285
EAN: 2147483647
Year: 2007
Pages: 138
Authors:
Benjamin Nitschke
BUY ON AMAZON
Table of Contents
Back Cover
Professional XNA Game Programming-For Xbox 360 and Windows
Credits
Introduction
What This Book Covers and How Its Structured
Source Code
Errata
p2p.wrox.com
Part I: XNA Framework Basics
Chapter 1: Introducing XNA
Get the Free XNA Game Studio Express
Getting Started
Notes about XNA
Troubleshooting
Summary
Chapter 2: Creating Your First Game-Pong
Game Ideas
Lets Write Pong
How This Looks on the Xbox 360
Challenge: Improve the Pong Game
Troubleshooting
Summary
Chapter 3: Helper Classes
Managing the Content Pipeline
Logging Error Messages
Unit Testing in XNA
RandomHelper Class
StringHelper Class
Other Helpers
The Breakout Game
Challenge: Improve the Breakout Game
Summary
Chapter 4: Game Components
The Game Class
Game Components
More Helper Classes
Tetris, Tetris, Tetris
Challenge: Create the NextBlock Game Component
Summary
Part II: Basic Graphics Engine
Chapter 5: Writing Your Own XNA Graphics Engine
What Should Your Engine be Able to Do?
3D Programming
Plugging in More Game Components
Making Sure Games Run on the Xbox 360
Challenge: Write a Game Component
Summary
Chapter 6: Shader Management
Step-by-Step Shader Tutorial
Importing the Shader into Your Engine
Challenge
Summary
Chapter 7: Realism through Normal Mapping
Adding Detail to Objects
So How Do Shaders Work?
ShaderEffect Class
More Shaders
Challenge: Add Parallax Mapping
Summary
Chapter 8: Post-Screen Shaders and the Rocket Commander Game
Handling Post-Screen Shaders
Implementing Post-Screen Shaders
More Post-Screen Shaders
Rocket Commander Game
Challenge: Write an Edge Detection Shader
Summary
Part III: Improving Your Game Engine
Chapter 9: Adding Sound with XACT
No DirectSound
Using XACT
Sound Class
Challenge: Create Your XACT Project
Summary
Chapter 10: Player Input and the User Interface
Input Class
Game Screens
Cameras
Space Camera
Challenge: Write a Free Camera Class
Summary
Chapter 11: Creating XNA Shooter
Putting It All Together
Landscape Rendering
XNA Shooter Game
Challenge: Write a Game with Your Engine
Summary
Part IV: Writing a Racing Game
Chapter 12: Generating Landscapes and Tracks
Game Comparisons
Landscape Rendering
Tracks
Challenge: Create a New Unit Test Track
Summary
Chapter 13: Physics
Newtons Laws of Motion
Physics Engines
Implementing Physics
Car Collision
Challenge: Figure out the Road Collision
Summary
Chapter 14: Fine-Tuning and Modding the Racing Game
Game Concept
Game Screens
Final Unit Testing and Tweaking
Additional Ideas
Challenge: Write Your Own Mod
Summary
Appendix A: Resources
Code Download Structure
Books
Graphics and Shader Technologies
Golden Rules and Tips
Class Overviews
Index
A
B
C
D
E
F
G
H
I
K
L
M
N
O
P
R
S
T
U
V
W
X
Professional XNA Programming: Building Games for Xbox 360 and Windows with XNA Game Studio 2.0
ISBN: 0470261285
EAN: 2147483647
Year: 2007
Pages: 138
Authors:
Benjamin Nitschke
BUY ON AMAZON
Java I/O
Input Streams
Performance
Customizing the Serialization Format
USB Architecture
Service Records
SQL Tips & Techniques (Miscellaneous)
Working with Functions, Parameters, and Data Types
Understanding SQL Subqueries
Writing External Applications to Query and Manipulate Database Data
Working with Data BLOBs and Text
Monitoring and Enhancing MS-SQL Server Performance
Kanban Made Simple: Demystifying and Applying Toyotas Legendary Manufacturing Process
Introduction to Kanban
Developing a Kanban Design
Training
Appendix H Case Study 1: Motor Plant Casting Kanban
Appendix I Case Study 2: Rubber Extrusion Plant
Network Security Architectures
General Design Considerations
E-Mail
Basic Foundation Identity Concepts
High-End Resilient Campus Security Design
Network Security Is a System
C++ GUI Programming with Qt 3
The Central Widget
Subclassing QTableItem
Customizing Qt Widgets
Printing
QString and QVariant
C++ How to Program (5th Edition)
Wrap-Up
Summary
Self-Review Exercises
Container Adapters
Appendix C. Fundamental Types
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