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Microsoft XNA 4.0 Game Development Cookbook. This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers - Helion

Microsoft XNA 4.0 Game Development Cookbook. This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers
ebook
Autor: Luke Drumm
Tytuł oryginału: Microsoft XNA 4.0 Game Development Cookbook. This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers.
ISBN: 9781849691994
stron: 356, Format: ebook
Data wydania: 2012-06-22
Księgarnia: Helion

Cena książki: 159,00 zł

Dodaj do koszyka Microsoft XNA 4.0 Game Development Cookbook. This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers

Microsoft XNA attempts to free game developers from writing "repetitive boilerplate code", allowing them to focus on producing enjoyable gameplay rather than tedious and complicated setup. The Framework has reduced the once steep learning curve for game development, transforming it into something more attainable, and this cookbook will help you to take full advantage of XNA to bring reality into your virtual worlds.
"Microsoft XNA 4.0 Game Development Cookbook" is the perfect resource for propelling your game development capabilities from the simple 2D demo towards engaging and exciting, professional looking games. With a diverse selection of game-related topics covered, discover how to create rich 2D and 3D worlds filled with interesting characters, detailed scenery and dynamic special effects applicable to PC, Xbox 360, and Windows Phone 7 game play.
There is no shortage of introductory texts available for XNA, a number of which are fantastic for getting started with simple 2D games, but "Microsoft XNA 4.0 Game Development Cookbook"ù will help you take the steps to start producing games that have deeper gameplay, compelling graphics and that little bit of extra polish!
The book's recipes will get you up and going quickly with the next level of game features such as 3D graphics, AI, and network play.
With this practical cookbook to hand, even the more experienced developer will be better equipped to achieve high level tasks with XNA in a quick and efficient manner.

Dodaj do koszyka Microsoft XNA 4.0 Game Development Cookbook. This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers

 

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Dodaj do koszyka Microsoft XNA 4.0 Game Development Cookbook. This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers

Spis treści

Microsoft XNA 4.0 Game Development Cookbook. This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers eBook -- spis treści

  • Microsoft XNA 4.0 Game Development Cookbook
    • Table of Contents
    • Microsoft XNA 4.0 Game Development Cookbook
    • Credits
    • About the Author
    • About the Reviewers
    • www.PacktPub.com
      • Support files, eBooks, discount offers, and more
        • Why Subscribe?
        • Free Access for Packt account holders
    • Preface
      • What this book covers
      • What you need for this book
      • Who this book is for
      • Conventions
      • Reader feedback
      • Customer support
        • Downloading the example code
        • Errata
        • Piracy
        • Questions
    • 1. Applying Special Effects
      • Introduction
      • Creating shadows within the Reach profile
        • Getting ready
        • How to do it...
        • How it works...
        • Theres more...
        • See also
      • Creating shadows within the HiDef profile
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
          • See also
      • Implementing lens flare within the Reach profile
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
      • Implementing lens flare within the HiDef profile
        • Getting ready
        • How to do it...
          • How it works...
      • Implementing smoke within the Reach profile
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
      • Creating explosions within the Reach profile
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
      • Creating explosions within the HiDef profile
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
          • See also...
    • 2. Building 2D and 3D Terrain
      • Introduction
      • Displaying hexagonal maps
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
      • Displaying 2D isometric maps
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
          • See also
      • Importing and displaying 3D isometric maps
        • Getting ready
        • How to do it...
          • How it works...
      • Generating 3D height maps
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
      • Creating block worlds within the Reach profile
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
            • Textures
      • Creating block worlds within the HiDef profile
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
    • 3. Procedural Modeling
      • Introduction
      • Modeling triangles
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
            • Dynamic vertex buffers
          • See also
      • Modeling discs
        • Getting ready
        • How to do it...
          • How it works...
          • See also...
      • Modeling spheres
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
          • See also
      • Modeling tori
        • Getting ready
        • How to do it...
          • How it works...
          • See also
      • Modeling trees
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
    • 4. Creating Water and Sky
      • Introduction
      • Creating water within the HiDef profile
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
            • Shallow water
            • Deep water
      • Building skyboxes within the Reach profile
        • Getting ready
        • How to do it...
          • How it works...
      • Building skyboxes within the HiDef profile
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
      • Cloud generation within the Reach profile
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
            • Billboarding
          • See also
    • 5. Non-Player Characters
      • Introduction
      • A* pathfinding
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
            • Distance estimation
          • See also
      • Character state machines
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
            • Scripting
            • Animation
          • See also
      • Constructing dialogue
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
            • Scripting
          • See also
      • Decentralizing behavior
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
          • See also
    • 6. Playing with Animation
      • Introduction
      • Applying animation with SkinnedEffect
        • Getting ready
        • How to do it...
        • How it works...
      • Motion capture with Kinect
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
            • Under voice command
      • Integrating rag doll physics
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
            • Part time action
      • Rendering crowds
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
    • 7. Creating Vehicles
      • Introduction
      • Applying simple car physics
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
            • Getting more physical
          • See also
      • Implementing simple plane controls
        • Getting ready
        • How to do it...
        • How it works...
        • There's more...
        • See also
      • Rendering reflective materials within the Reach profile
        • Getting ready
        • How to do it...
        • How it works...
        • There's more...
          • The cost of reflecting
        • See also
    • 8. Receiving Player Input
      • Introduction
      • Adding text fields
        • Getting ready
        • How to do it...
        • How it works...
        • There's more...
          • On the phone
      • Creating dialog wheels
        • Getting ready
        • How to do it...
        • How it works...
        • There's more...
      • Dragging, dropping, and sliding
        • Getting ready
        • How to do it...
        • How it works...
        • There's more...
    • 9. Networking
      • Introduction
      • Connecting across a LAN
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
          • See also
      • Connecting across the Web
        • Getting ready
        • How to do it...
          • How it works...
          • There's more...
          • See also
      • Synchronizing client states
        • Getting ready
        • How to do it...
        • How it works...
        • There's more...
    • Index

Dodaj do koszyka Microsoft XNA 4.0 Game Development Cookbook. This book goes further than the basic manuals to help you exploit Microsoft XNA to create fantastic virtual worlds and effects in your 2D or 3D games. Includes 35 essential recipes for game developers

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