Microsoft XNA Unleashed: Graphics and Game Programming for Xbox 360 and Windows

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ISBN: 0672329646, 9780672329647

Size: 5 MB (4992356 bytes)

Pages: 542/542

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Chad Carter0672329646, 9780672329647

Microsoft XNA Unleashed provides comprehensive coverage and solid instruction on how to leverage the XNA Framework to create high quality games for Windows and the Xbox 360. The author shows you how to take full advantage of the many features the XNA Framework provides; you will learn the intricacies of important tasks such as adding sound and music to games, as well as creating, loading, and texturing 3D objects. In addition to providing coverage of 2D programming, the author shows you how to create sophisticated 3D games. All the important topics such as physics, artificial intelligence, and special effects are covered in detail. Chad Carter is the CTO at Robertson Marketing Group. Many Fortune 500 companies use the ecommerce system he architected and developed from the ground up for the promotional business sector. He has been creating DirectX applications since 1996 and has developed games using Managed DirectX. Chad created a 3D locomotive simulator for Norfolk Southern that is used to teach children to obey railroad crossings signals. Chad’s website devoted to the XNA Framework can be found at www.xnaessentials.com. – Learn how to install and use XNA Game Studio Express- Discover how to build, deploy, and debug games for the Xbox 360 and Windows- Examine the XNA Framework in depth: 2D, 3D, sound, input, and HLSL- Learn how to create game components and game services- Delve into performance tuning techniques- Discover how to extend the Content Pipeline- Learn how to use the Microsoft Cross-Platform Audio Creation Tool (XACT) to add sound and music to games- Create a full 2D parallax side-scroller game- Discover how to use sprite batches- Learn to make the most of sprite fonts- Create 2D components such as splash screens and progress bars- Examine the different sprite batch blending modes- Discover 2D cel animation- Examine the High Level Shader Language (HLSL) in detail covering basic HLSL as well as vertex deformations and post-processing effects- Create a full 3D game that includes a 2D radar in the Heads Up Display (HUD), and much, much more”

Table of contents :
Microsoft XNA Unleashed:……Page 1
Table of Contents……Page 5
Introduction……Page 18
Part I: Get Up and Running with XNA on Your PC and Xbox 360……Page 22
What Is the XNA Framework?……Page 24
Installing Visual C# Express……Page 27
Installing the DirectX Runtime……Page 31
Installing XNA Game Studio Express……Page 32
Summary……Page 34
Creating Spacewar Xbox 360 Project……Page 36
Buying the XNA Creators Club Subscription……Page 37
Connecting the Xbox 360 to the PC……Page 39
Deploying on the Xbox 360……Page 40
Creating a Test Demo for the Xbox 360……Page 42
Programming for Dual Platforms……Page 45
Summary……Page 50
Measure, Measure, Measure……Page 52
Managing Memory……Page 57
Understanding the Garbage Collector……Page 58
Optimization Suggestions……Page 60
Summary……Page 71
Part II: Understanding XNA Basics……Page 74
Vectors……Page 76
Transformations Reloaded……Page 77
Creating a Camera……Page 78
Vertex Buffers……Page 80
Effects……Page 83
Textures……Page 85
Index Buffers……Page 86
XNA Game Components……Page 89
Checking Performance……Page 92
Transformations Revolutions……Page 96
Summary……Page 100
Creating a Game Service……Page 102
Starting a Library……Page 105
Working with Input Devices……Page 108
Creating a Stationary Camera……Page 117
Creating a First Person Camera……Page 120
Creating a Split Screen……Page 123
Summary……Page 127
Part III: Content Pipeline……Page 128
Understanding the Content Pipeline……Page 130
Loading 3D Models……Page 131
Texturing 3D Models……Page 137
Summary……Page 138
Microsoft Cross-Platform Audio Creation Tool (XACT)……Page 140
Wave Banks……Page 141
Understanding Variations……Page 142
Updating Our Input Handlers……Page 151
Plugging In Our Sound Manager……Page 157
Creating a Sound Demo……Page 164
Summary……Page 168
Creating a Skybox……Page 170
Using the Skybox……Page 182
Debugging the Content Pipeline Extension……Page 184
Summary……Page 185
Part IV: 2D in XNA……Page 186
Sprite Batches……Page 188
Practical Sprite Batches……Page 192
Using Sprite Fonts……Page 205
Summary……Page 207
Cel Animation……Page 208
Rotating and Scaling……Page 218
Blending Mode Example……Page 220
Fade to Color……Page 221
Making Fire Old School Style……Page 223
Explosions……Page 231
Summary……Page 233
Setting Up the Game Skeleton……Page 234
Creating Parallax Scrolling……Page 237
Switching States……Page 246
Drawing Our Hero……Page 247
Drawing Our Enemies……Page 252
Handling Collision Detection……Page 258
Winning and Losing……Page 260
Adding Transitions……Page 261
Adding Explosions……Page 264
Summary……Page 269
Part V: High Level Shader Language……Page 270
12 HLSL Basics……Page 272
Understanding the Shader Process……Page 274
HLSL Syntax……Page 275
Vertext Shaders……Page 284
Pixel Shaders……Page 285
Passes……Page 286
HLSL Demo……Page 287
Summary……Page 291
Vertex Displacement……Page 292
Postprocessing……Page 294
More Postprocessing Examples……Page 298
Summary……Page 302
Part VI: Physics and Artificial Intelligence……Page 304
Kinesmatics……Page 306
Force……Page 311
Collisions……Page 312
Summary……Page 322
Finite State Machine……Page 324
Object-Oriented Design……Page 325
Managing Game States……Page 326
Managing Game States Demo……Page 329
Summary……Page 352
Setting Up Our Demo……Page 354
Chase Algorithm……Page 359
A Better Chase Algorithm……Page 360
Random Movement……Page 361
Creating a Finite State Machine……Page 363
Summary……Page 366
Part VII: 3D Effects……Page 368
3D Lighting……Page 370
Bump Mapping……Page 381
Normal Mapping……Page 382
Parallax Mapping……Page 386
Relief Mapping……Page 389
Texture Animation……Page 393
Summary……Page 395
Transitions……Page 396
Making Fire……Page 407
Summary……Page 413
Particle System Defined……Page 414
Creating the Particle Class……Page 415
Creating the VertexPointerSprite Struct……Page 421
Creating the Particle System Engine……Page 422
Point Sprite Effect File……Page 431
Particle System Demo……Page 434
Creating Particle Effects……Page 437
Summary……Page 447
Part VIII: Putting It Into Practice……Page 448
Creating the Tunnel Vision Game……Page 450
Creating the Game Logic……Page 452
Creating the Crosshair……Page 473
Creating the Game-Specific Camera……Page 474
Summary……Page 478
Creating the Radar……Page 480
Creating the Tunnel……Page 482
Creating the Level Timer……Page 486
Creating the HUD……Page 488
Adding Scoring……Page 489
Keeping Track of High Scores……Page 491
Summary……Page 495
Updating the Title Screen……Page 496
Updating the Start Menu……Page 500
Creating the High Score Screen……Page 504
Updating the Options Menu……Page 509
Using the Particle System……Page 512
Adding Sound……Page 514
Suggested Improvements……Page 516
Summary……Page 517
Index……Page 518
A……Page 519
C……Page 521
D……Page 523
F……Page 524
G……Page 525
H……Page 527
I……Page 528
L……Page 529
M……Page 530
P……Page 532
S……Page 535
T……Page 538
V……Page 540
X-Y-Z……Page 541

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