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XNA Game studio 4.0 programming : developing for Windows phone 7 and Xbox 360 /

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Miller, Tom, 1975-
Otros Autores: Johnson, Dean, 1982-
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Upper Saddle River, NJ : Addison-Wesley, ©2011.
Colección:Developer's library.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • 1. Getting started : Installing XNA Game Studio 4.0 ; Writing your first game ; Download samples
  • 2. Sprites and 2D graphics : What does 2D mean? ; Show me something on screen ; Spritebatch ; Rendering text
  • 3. The game object and the default game loop : What is in a new project? ; The game class ; Game loop ; Components
  • 4. Introduction to 3D graphics : 3D graphics in SNA Game Studio ; What are 3D graphics? ; Makeup of a 3D image ; 3D math basics ; Graphics pipeline ; Reach and HiDef graphics profiles
  • Let the 3D rendering start
  • 5. Lights, camera, action! : Why do I see what I see? ; View matrix ; Projection matrix ; Camera types ; Models
  • 6. Built-in shader effects : Using BasicEffect ; Using the Effect interfaces ; Using DualTextureEffect ; Using AlphaTestEffect ; Using EnvironmentMapEffect ; Using SkinnedEffect
  • 7. States, blending, and textures : Device states ; Render targets ; Back to device states ; SamplerStates
  • 8. Introduction to custom effects : What is a custom effect? ; High level shading language ; Creating your first custom effect ; Parts of an effect file ; Drawing with a custom effect ; Vertex color ; Texturing ; Lighting ; Effect states
  • 9. Using the content pipeline : Tracing content through the build system ; Content processors ; Content importers ; Combining it all and building assets
  • 10. Having fun with avatars : Introduction to avatars ; Modifying avatar lighting ; Playing multiple animations ; Blending between animations ; Interacting with objects ; 2D avatars using render targets ; Custom avatar animations
  • 11. Understanding performance : General performance ; Graphics performance ; Measuring performance ; Cost of built-in shaders
  • 12. Adding interactivity with user input : Using input in XNA Game Studio ; Polling versus event-based input ; The many keys of a keyboard ; Precision control of a mouse ; Xbox 360 gamepad ; Multitouch input for Windows phones ; Windows phone sensors and feedback
  • 13. Turn up the volume : Playing sound effects ; dynamic sound effects
  • 14 Storage : What is storage? ; Isolated storage ; XNA Game Studio storage ; Loading loose files from your project
  • 15. Gamer services : GamerServicesComponent ; Guide class ; Gamers and profiles
  • 16. Multiplayer networking : Multiplayer games
  • 17. Using media in XNA Game Studio : What is media? ; Media enumeration ; Video ; Visualizations
  • A. Reach vs. HiDef chart
  • B. Using the Windows phone FMRadio
  • Windows phone 7 launchers and choosers
  • D. Dealing with tombstoning.