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XNA Game Studio 4 0 Programming Developing for Windows Phone and Xbox Live Developer's Library 1st Edition by Tom Miller, Dean Johnson ISBN 0672333457 978-0672333453

  • SKU: BELL-2021800
XNA Game Studio 4 0 Programming Developing for Windows Phone and Xbox Live Developer's Library 1st Edition by Tom Miller, Dean Johnson ISBN 0672333457 978-0672333453
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XNA Game Studio 4 0 Programming Developing for Windows Phone and Xbox Live Developer's Library 1st Edition by Tom Miller, Dean Johnson ISBN 0672333457 978-0672333453 instant download after payment.

Publisher: Addison-Wesley Professional
File Extension: PDF
File size: 5.88 MB
Pages: 526
Author: Tom Miller, Dean Johnson
ISBN: 9780672333453, 0672333457
Language: English
Year: 2010

Product desciption

XNA Game Studio 4 0 Programming Developing for Windows Phone and Xbox Live Developer's Library 1st Edition by Tom Miller, Dean Johnson ISBN 0672333457 978-0672333453 by Tom Miller, Dean Johnson 9780672333453, 0672333457 instant download after payment.

XNA Game Studio 4.0 Programming: Developing for Windows Phone and Xbox Live (Developer's Library) 1st Edition by Tom Miller, Dean Johnson - Ebook PDF Instant Download/Delivery: 0672333457, 978-0672333453

Full download XNA Game Studio 4.0 Programming: Developing for Windows Phone and Xbox Live (Developer's Library) 1st Edition after payment

 

Product details:

ISBN 10: 0672333457

ISBN 13:  978-0672333453 

Author: Tom Miller, Dean Johnson 

Get Started Fast with XNA Game Studio 4.0–and Build Great Games for Both Windows® Phone 7 and Xbox 360®

 

This is the industry’s best reference and tutorial for all aspects of XNA Game Studio 4.0 programming on all supported platforms, from Xbox 360 to Windows Phone 7 and Windows PCs. The only game development book authored by Microsoft XNA development team members, it offers deep insider insights you won’t get anywhere else–including thorough coverage of new Windows Phone APIs for mobile game development.

 

You’ll quickly build simple games and get comfortable with Microsoft’s powerful XNA Game Studio 4.0 toolset. Next, you’ll drill down into every area of XNA, including graphics, input, audio, video, storage, GamerServices, and networking. Miller and Johnson present especially thorough coverage of 3D graphics, from Reach and HiDef to textures, effects, and avatars. Throughout, they introduce new concepts with downloadable code examples designed to help you jumpstart your own projects. Coverage includes

  • Downloading, installing, and getting started with XNA Game Studio 4
  • Building on capabilities provided in the default game template
  • Using 2D sprites, textures, sprite operations, blending, and SpriteFonts
  • Creating high-performance 3D graphics with XNA’s newly simplified APIs
  • Loading, generating, recording, and playing audio
  • Supporting keyboards, mice, Xbox 360 controllers, Touch, accelerometer, and GPS inputs
  • Managing all types of XNA storage
  • Using avatars as characters in your games
  • Utilizing gamer types, player profiles, presence information, and other GamerServices
  • Supporting Xbox LIVE and networked games
  • Creating higher-level input systems that seamlessly manage cross-platform issues

From Windows Phone 7 mobile gaming to Xbox 360, XNA Game Studio 4.0 creates huge new opportunities for experienced Microsoft developers. This book helps you build on skills you already have, to create the compelling games millions of users are searching for.

Table of contents:

  • Contents

  • Foreword

  • Acknowledgments

  • About the Authors

  • A Brief History of XNA Game Studio

  • What Is Available in Game Studio 4.0?

  • Why This Book?

  • Installing XNA Game Studio 4.0

  • App Hub Membership

  • XNA Game Studio Connect

  • Your First XNA Game Studio Xbox 360 Game

  • Summary

2D Graphics

  • What Does 2D Mean?

  • Show Me Something on Screen

  • Drawing

  • Moving Things Around

  • Animation

  • Controlling State

  • Rendering Text

  • Summary

Project Structure and Game Loop

  • What Is in a New Project?

  • Virtual Methods

  • Methods

  • GameTime

  • Update and Draw

  • GameComponents

  • Summary

3D Graphics in XNA Game Studio

  • Makeup of a 3D Image

  • 3D Math Basics

  • Coordinate Systems

  • Vectors in 3D Graphics

  • Matrix

  • Graphics Pipeline

  • Vertex Shader

  • Viewport Clipping

  • Pixel Tests

  • Reach and HiDef Graphics Profiles

  • The HiDef Profile

  • GraphicsAdapter

  • GraphicsDevice

  • Drawing with Primitives

  • Summary

Camera and Viewing

  • Why Do I See What I See?

  • View Matrix

  • Projection Matrix

  • Perspective

  • Camera Types

  • Static Cameras

  • What Is a Model?

  • Rendering Models

  • Summary

Built-In Shader Effects

  • Using BasicEffect

  • Basic Lighting

  • Textures, Vertex Colors, and Fog

  • Using the Effect Interfaces

  • Using DualTextureEffect

  • Using EnvironmentMapEffect

  • Using SkinnedEffect

  • Summary

Advanced Graphics States

  • Device States

  • BlendState

  • DepthStencilState

  • Render Targets

  • Faking a Shadow with a Depth Buffer and Render Targets

  • The Stencil Buffer

  • RasterizerState

  • SamplerStates

  • Other Texture Types

  • Summary

Custom Shader Effects

  • What Is a Custom Effect?

  • Creating Your First Custom Effect

  • Parts of an Effect File

  • Vertex Structures

  • Drawing with a Custom Effect

  • Vertex Color

  • Texturing

  • Setting Sampler States in Effect File

  • Textures Repeating

  • Ambient Lighting

  • Triangle Normals

  • Diffuse Lighting

  • Emissive Lighting

  • Specular Lighting

  • Fog

  • Point Lights

  • Effect States

  • Alpha Blending Using Effect States

  • Summary

Content Pipeline

  • Tracing Content Through the Build System

  • Content Processors

  • Content Importers

  • Combining It All and Building Assets

  • Combining What You Learned So Far

  • Summary

Avatars

  • Introduction to Avatars

  • Accessing Avatar Information Using AvatarDescription

  • Loading Avatar Animations with AvatarAnimation

  • Drawing the Avatar Using AvatarRenderer

  • Modifying Avatar Lighting

  • Playing Multiple Animations

  • Blending Between Animations

  • Interacting with Objects

  • 2D Avatars Using Render Targets

  • Custom Avatar Animations

  • Creating the Custom Animation

  • Building the Custom Animation Type

  • Creating the Content Processor

  • Adding the Custom Animation to Your Game

  • Updating Your Game to Use the Custom Animation

  • Summary

Performance

  • General Performance

  • Who Takes Out the Garbage?

  • Multithreading

  • Graphics Performance

  • Measuring Performance

  • Performance Measurement Tools

  • Cost of Built-In Shaders

  • Summary

Input

  • Using Input in XNA Game Studio

  • The Many Keys Of A Keyboard

  • Reading Keyboard State

  • Moving Sprite Based on Keyboard Input

  • Onscreen Keyboard

  • Reading Mouse State

  • Moving Sprite Based on Mouse Input

  • Xbox 360 Gamepad

  • Reading Gamepad State

  • Moving Sprites Based on Gamepad Input

  • Other Types of Controllers

  • Is the Gamepad Connected?

  • Reading the TouchPanel Device State

  • Determine Number of Touch Points

  • Moving Sprite Based on Multitouch Input

  • Reading Gestures from the TouchPanel

  • Displaying GestureSample Data

  • Windows Phone Sensors and Feedback

  • Acceleration Data Using the Accelerometer

  • Locating a Windows Phone with the Location Service

  • Summary

Audio

  • Playing Sound Effects

  • Using SoundEffect for Audio Playback

  • Microsoft Cross-Platform Audio Creations Tool (XACT)

  • Recording Audio with a Microphone

  • Generating Dynamic Sound Effects

  • Summary

Storage

  • Isolated Storage

  • Saving and Loading Data

  • The IsolatedStorageFile Object

  • Recreating the Project on Xbox

  • Devices and Containers

  • Getting a Device

  • Looking at the API

  • Loading Loose Files from Your Project

  • Summary

Gamer Services

  • GamerServicesComponent

  • Trial Mode

  • Platform-Specific Guide Functionality

  • Gamers and Profiles

  • GameDefaults

  • Privileges

  • With Friends Like This

  • Summary

Networking and Multiplayer

  • Multiplayer Games

  • Getting Ready for Networking Development

  • Main Menu and State Management

  • Creating a Network Session

  • Building a Game Lobby

  • Playing the Game

  • Searching for an Available Network Session

  • Joining an Available Network Session

  • Sending Player Invites

  • Simulating Real World Network Conditions

  • Summary

Media

  • Playing a Song

  • MediaPlayer

  • Songs and Metadata

  • Media Library

  • Rendering a Video

  • Rendering Visualization Data

  • Summary

Appendices

  • A: Reach vs. HiDef Chart

  • B: Using the Windows Phone FMRadio

  • C: Windows Phone 7 Launchers and Choosers

  • D: Dealing with Tombstoning

Index

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Tags: Tom Miller, Dean Johnson, XNA, Game Studio, Programming, Windows Phone, Xbox Live, Developer's Library

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