Thursday, April 7, 2011

XNA 3.0 Game Programming Recipes

Format : PDF
Author : Riemer Grootjans
Publisher : Apress Company
ISBN-13 (pbk): 978-1-4302-1855-5
ISBN-13 (electronic): 978-1-4302-1856-2
Pages  : 650
Size :  3Mb

Indowebster Server:

When Microsoft released XNA in December 2006, it immediately became clear that this new technology would have a major impact on the possibilities for game developers. XNA was designed from the ground up with ease of use in mind, while not sacrificing performance or capabilities to achieve this goal. As a bonus, any game you create in XNA for the PC also runs
on the Xbox 360 console! With the coming of XNA 3.0, you can even run your 2D game on the
Zune handheld device.
In the span of two years, a large user community has grown around XNA. You can find code examples on a vast number of sites, ask your questions in one of the lively forums, or even meet local people who share the same passion in one of the XNA user groups. Whether you want to get up to speed with XNA quickly or you have tried some of the tutorial sites and are looking for the next step, this book is for you. With almost 100 recipes dealing with various challenges you may encounter during your journey with XNA, this book covers each corner of the XNA Framework.

The first recipes of the chapters in this book explain some stand-alone concepts and have been kept as clear as possible. As an example, a recipe explaining how to load a 3D MODEL from a file and render it to the screen will not render any trees in the background to make the final result look nicer, because this would clutter the code and make it more complex than it should be.

CHAPTER 1 Getting Started with XNA 3.0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
CHAPTER 2 Setting Up Different Camera Modes in Your 3D World . . . . . . . . . . . . 29
CHAPTER 3 Working with 2D Images/Textures in XNA 3.0 . . . . . . . . . . . . . . . . . . . 173
CHAPTER 4 Working with Models . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281
CHAPTER 5 Getting the Most Out of Vertices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 393
CHAPTER 6 Adding Light to Your Scene in XNA 3.0 . . . . . . . . . . . . . . . . . . . . . . . . . 521
CHAPTER 7 Adding Sounds to Your XNA 3.0 Project . . . . . . . . . . . . . . . . . . . . . . . . . 583
CHAPTER 8 Networking in XNA 3.0 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 599
INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 631

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