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Professional Windows Phone 7 Game Development Creating Games using XNA Game Studio 4 1st Edition by Chris G Williams, George W Clingerman ISBN 0470922443 9780470922446

  • SKU: BELL-2102690
Professional Windows Phone 7 Game Development Creating Games using XNA Game Studio 4 1st Edition by Chris G Williams, George W Clingerman ISBN 0470922443 9780470922446
$ 31.00 $ 45.00 (-31%)

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Professional Windows Phone 7 Game Development Creating Games using XNA Game Studio 4 1st Edition by Chris G Williams, George W Clingerman ISBN 0470922443 9780470922446 instant download after payment.

Publisher: Wrox
File Extension: PDF
File size: 9.83 MB
Pages: 554
Author: Chris G. Williams, George W. Clingerman
ISBN: 0470922443, 9780470922446, 9781118067987, 9781118067970
Language: English
Year: 2011

Product desciption

Professional Windows Phone 7 Game Development Creating Games using XNA Game Studio 4 1st Edition by Chris G Williams, George W Clingerman ISBN 0470922443 9780470922446 by Chris G. Williams, George W. Clingerman 0470922443, 9780470922446, 9781118067987, 9781118067970 instant download after payment.

Professional Windows Phone 7 Game Development Creating Games using XNA Game Studio 4 1st Edition by Chris G Williams, George W Clingerman - Ebook PDF Instant Download/Delivery: 0470922443, 9780470922446
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Product details:

ISBN 10: 0470922443 
ISBN 13: 9780470922446
Author: Chris G Williams, George W Clingerman

Create the next generation of gaming titles for Windows Phone 7!

Providing an overview of developing games for Windows Phone 7 while working within XNA Game Studio 4, this comprehensive resource covers such essential topics as device/emulator, development tools, device orientation, tilt and accelerometer sensors, multi-touch, working with Cloud and Web services, and more. Three complete games are included within the book plus hands-on explanations and clear example codes help you gain a deeper understanding of the Windows Phone 7 features so that you can start building a game right away.

  • Serves as a comprehensive reference on Windows Phone 7 game development with XNA Game Studio 4
  • Includes real-world examples and anecdotes, making this book a popular choice for those taking their first steps into the game development industry
  • Demonstrates how to program for device orientation, incorporate Touch Input, add music to a game, work with 3D, and take your game to the marketplace

    Put your game face on and start designing games for Windows Phone 7 with Professional Windows Phone 7 Game Development!

Professional Windows Phone 7 Game Development Creating Games using XNA Game Studio 4 1st Table of contents:

  • Part I: Getting Started with Windows Phone 7 and XNA

    • Chapter 1: Introducing Windows Phone 7 and XNA Game Studio 4.0
      • Overview of Windows Phone 7 platform and its features for gaming
      • Introduction to XNA Game Studio 4.0 and its capabilities
      • Setting up your development environment (Visual Studio, WP7 SDK, XNA)
      • Creating your first basic XNA project for Windows Phone 7
      • Deploying to the emulator and a physical device
    • Chapter 2: The Core of an XNA Game
      • Understanding the Game class and its lifecycle (Initialize, LoadContent, Update, Draw, UnloadContent)
      • Game components and services
      • GameTime and managing game loops
      • Basic project structure and content pipeline overview
    • Chapter 3: Input for Mobile Devices
      • Handling Touch Input (multi-touch, gestures)
      • Working with the Accelerometer and Gyroscope (tilt, motion)
      • Device Orientation and Display Management (portrait vs. landscape)
      • Using the Microphone (audio input)
      • Supporting virtual keypads and physical buttons (if applicable)
  • Part II: 2D Graphics and Animation

    • Chapter 4: Working with 2D Sprites and Textures
      • Loading and displaying textures
      • SpriteBatch for 2D drawing
      • Basic sprite manipulation (position, rotation, scale, color)
      • SpriteFonts for rendering text
    • Chapter 5: Animation and Effects
      • Creating sprite sheet animations
      • Advanced sprite batching techniques
      • Color blending and transparency
      • Basic shader effects for 2D (if introduced simply)
    • Chapter 6: Collision Detection in 2D
      • Bounding boxes and bounding circles
      • Pixel-perfect collision detection
      • Responding to collisions
  • Part III: Sound, Music, and Game State Management

    • Chapter 7: Adding Audio to Your Game
      • Playing SoundEffects (short, one-shot sounds)
      • Playing Songs (background music)
      • Controlling volume, pitch, and panning
      • Audio engine considerations for mobile
    • Chapter 8: Managing Game State
      • Introduction to game states (title screen, main menu, gameplay, pause, game over)
      • Implementing a simple state machine
      • Loading and unloading content based on state
  • Part IV: Advanced Topics and Platform Features

    • Chapter 9: Working with 3D Graphics (Introduction)
      • Basic 3D concepts (vertices, models, cameras)
      • Loading and displaying 3D models (using the content pipeline)
      • Simple lighting and effects in 3D
      • (Note: Full 3D graphics could be a separate book, this would be an introduction for WP7)
    • Chapter 10: Persisting Game Data (Storage)
      • Saving and loading game data (Isolated Storage)
      • Using XML or binary serialization for game progress
      • Player preferences and high scores
    • Chapter 11: Networking and Web Services (for online features)
      • Introduction to connecting to web services from WP7
      • Basic HTTP requests and responses
      • Working with JSON or XML data from services
      • (Potentially: Leaderboards, simple multiplayer concepts via services)
    • Chapter 12: Integrating with Device Features
      • Vibration control
      • Using the camera for game elements (e.g., textures, backgrounds)
      • GPS and Location Services (if relevant for game mechanics)
      • Live Tiles and Push Notifications (basic integration for game updates)
  • Part V: Preparing for the Marketplace

    • Chapter 13: Performance Optimization
      • Profiling your XNA game
      • Memory management and garbage collection
      • Optimizing rendering and update loops
      • Dealing with frame rate drops
    • Chapter 14: Monetization and Advertising
      • (Likely brief overview given the time period)
      • Strategies for in-app purchases (if applicable via marketplace features)
      • Integrating advertising (if SDKs were available for XNA WP7 at the time)
    • Chapter 15: Submitting Your Game to the Windows Phone Marketplace
      • Microsoft App Hub (or equivalent developer portal)
      • Packaging your XNA game for submission
      • Certification requirements and common pitfalls
      • Marketing and promoting your game
  • Chapter 16: Complete Game Examples (Typically 2-3 full game projects)

    • Chapter dedicated to walking through the development of a small, complete game (e.g., a simple arcade game, a puzzle game).
    • Another chapter for a slightly more complex game.

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Tags: Chris G Williams, George W Clingerman, Professional, Windows

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