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OverviewFull Product DetailsAuthor: Tom Miller , Dean JohnsonPublisher: Pearson Education (US) Imprint: Addison-Wesley Educational Publishers Inc Dimensions: Width: 17.80cm , Height: 2.80cm , Length: 22.60cm Weight: 0.800kg ISBN: 9780672333453ISBN 10: 0672333457 Pages: 528 Publication Date: 29 December 2010 Audience: Professional and scholarly , Professional & Vocational Format: Paperback Publisher's Status: Out of Print Availability: Awaiting stock ![]() Table of ContentsIntroduction 1 So You Want to be a Game Developer? 1 A Brief History of XNA Game Studio 1 What Is Available in Game Studio 4.0? 3 Why This Book? 4 1 Getting Started 5 Installing XNA Game Studio 4.0 5 Downloading the Tools 6 App Hub Membership 6 XNA Game Studio Connect 9 Writing Your First Game 11 Your First XNA Game Studio Windows Game 11 Your First XNA Game Studio XNA Xbox 360 Game 11 Your First XNA Game Studio Windows Phone 7 Game 12 Download Samples 12 Summary 12 2 Sprites and 2D Graphics 13 What Does 2D Mean? 13 Show Me Something on Screen 14 Spritebatch 16 Drawing 16 Moving Things Around 19 Animation 20 Controlling State 21 Rendering Text 25 Summary 27 3 The Game Object and the Default Game Loop 29 What Is in a New Project? 29 The Game Class 32 Virtual Methods 32 Methods 33 Properties 34 GameTime 34 Game Loop 36 Update and Draw 36 Components 38 GameComponents 38 Summary 40 4 Introduction to 3D Graphics 41 3D Graphics in XNA Game Studio 41 What Are 3D Graphics? 42 Makeup of a 3D Image 42 3D Math Basics 43 Coordinate Systems 44 Vectors in 3D Graphics 46 Matrix 53 Graphics Pipeline 61 Graphics Card 62 Vertex Shader 62 Backface Culling 63 Viewport Clipping 63 Rasterization 64 Pixel Shader 64 Pixel Tests 64 Blending 65 Final Output 65 Reach and HiDef Graphics Profiles 65 Graphics Profiles Define Platform Capabilities 66 The Reach Profile 66 The HiDef Profile 66 Let the 3D Rendering Start 67 GraphicsAdapter 67 GraphicsDevice 69 Drawing with Primitives 71 Summary 83 5 Lights, Camera, Action! 85 Why Do I See What I See? 85 View Matrix 87 Projection Matrix 88 Perspective 89 Orthographic 93 Camera Types 93 Static Cameras 94 Models 95 What Is a Model? 95 Rendering Models 99 Summary 103 6 Built-In Shader Effects 105 Using BasicEffect 106 Basic Lighting 108 Textures, Vertex Colors, and Fog 114 Using the Effect Interfaces 121 Using DualTextureEffect 122 Using AlphaTestEffect 124 Using EnvironmentMapEffect 124 Using SkinnedEffect 127 Summary 140 7 States, Blending, and Textures 141 Device States 141 BlendState 142 DepthStencilState 149 Render Targets 155 Faking a Shadow with a Depth Buffer and Render Targets 158 Back to Device States 161 The Stencil Buffer 161 RasterizerState 164 SamplerStates 166 Other Texture Types 169 Summary 170 8 Introduction to Custom Effects 171 What Is a Custom Effect? 171 High Level Shading Language 172 Creating Your First Custom Effect 172 Parts of an Effect File 173 Global Variables 174 Vertex Structures 174 Drawing with a Custom Effect 177 Vertex Color 179 Texturing 180 Setting Sampler States in Effect File 183 Textures Repeating 184 Lighting 186 Ambient Lighting 186 Triangle Normals 190 Diffuse Lighting 192 Emissive Lighting 198 Specular Lighting 199 Fog 202 Point Lights 206 Effect States 209 Alpha Blending Using Effect States 211 Summary 213 9 Using the Content Pipeline 215 Tracing Content Through the Build System 215 Content Processors 216 Content Importers 223 Combining It All and Building Assets 226 Combining What You Learned So Far 235 Summary 238 10 Having Fun with Avatars 239 Introduction to Avatars 239 Accessing Avatar Information Using AvatarDescription 240 Loading Avatar Animations with AvatarAnimation 243 Drawing the Avatar Using AvatarRenderer 246 Modifying Avatar Lighting 248 Playing Multiple Animations 249 Blending Between Animations 253 Interacting with Objects 260 2D Avatars Using Render Targets 263 Custom Avatar Animations 265 Creating the Custom Animation 266 Building the Custom Animation Type 267 Creating the Content Processor 273 Adding the Custom Animation to Your Game 283 Updating Your Game to Use the Custom Animation 284 Summary 285 11 Understanding Performance 287 General Performance 287 Who Takes Out the Garbage? 289 Multithreading 292 Graphics Performance 293 Measuring Performance 295 Performance Measurement Tools 306 Cost of Built-In Shaders 307 Summary 309 12 Adding Interactivity with User Input 311 Using Input in XNA Game Studio 311 Polling versus Event-Based Input 312 The Many Keys Of A Keyboard 312 Reading Keyboard State 313 Moving Sprite Based on Keyboard Input 315 Onscreen Keyboard 316 Precision Control of a Mouse 320 Reading Mouse State 320 Moving Sprite Based on Mouse Input 322 Setting the Mouse Position 324 Xbox 360 Gamepad 324 Reading Gamepad State 325 Moving Sprites Based on Gamepad Input 329 Thumb Stick Dead Zones 332 Other Types of Controllers 332 Is the Gamepad Connected? 333 Multitouch Input For Windows Phones 334 Reading the TouchPanel Device State 334 Determine Number of Touch Points 336 TouchPanel Width, Height, and Orientation 337 Moving Sprite Based on Multitouch Input 337 Reading Gestures from the TouchPanel 339 Displaying GestureSample Data 341 Windows Phone Sensors and Feedback 342 Acceleration Data using the Accelerometer 344 Locating a Windows Phone with the Location Service 348 Providing User Feedback using Vibration 351 Summary 351 13 Turn Up the Volume 353 Playing Sound Effects 353 Using SoundEffect for Audio Playback 354 Microsoft Cross-Platform Audio Creations Tool (XACT) 360 Dynamic Sound Effects 368 Recording Audio with a Microphone 368 Generating Dynamic Sound Effects 371 Summary 374 14 Storage 375 What Is Storage? 375 Isolated Storage 375 Saving and Loading Data 377 The IsolatedStorageFile Object 379 XNA Game Studio Storage 380 Recreating the Project on Xbox 380 Devices and Containers 382 Getting a Device 383 Looking at the API 387 Loading Loose Files from Your Project 388 Summary 390 15 Gamer Services 391 GamerServicesComponent 391 Guide Class 392 Trial Mode 392 Now the Bad News 397 Platform-Specific Guide Functionality 397 Gamers and Profiles 402 GameDefaults 405 Presence 406 Privileges 406 With Friends Like This... 407 Summary 408 16 Multiplayer Networking 409 Multiplayer Games 409 Getting Ready for Networking Development 410 Main Menu and State Management 412 Creating a Network Session 416 Building a Game Lobby 423 Playing the Game 425 Searching for an Available Network Session 430 Joining an Available Network Session 435 Sending Player Invites 438 Simulating Real World Network Conditions 439 Summary 440 17 Using Media in XNA Game Studio 441 What Is Media? 441 Playing a Song 441 MediaPlayer 442 Songs and Metadata 443 Media Enumeration 444 Media Library 444 Video 448 Rendering a Video 448 Visualizations 451 Rendering Visualization Data 451 Summary 453 A Reach vs. HiDef Chart 455 B Using the Windows Phone FMRadio 459 C Windows Phone 7 Launchers and Choosers 463 D Dealing with Tombstoning 479 Index 487ReviewsAuthor InformationTom Miller has been with Microsoft for a full decade. He specializes in bringing together managed code and gaming. He wrote and supported Managed DirectX, and for the past few years, he has been largely responsible for implementing the framework (graphics, audio, input, storage, and other core features) included in XNA Game Studio products. He currently works for Microsoft Game Studios. Dean Johnson joined Microsoft in 2006 and helped launch the XNA Creators Club pipeline allowing hobbyists and independent developers to release their games on the Xbox LIVE Indie Games Marketplace. He currently is a Lead Software Development Engineer working on the XNA Game Studio product team. Both authors actively blog and participate in game development conferences. Tab Content 6Author Website:Countries AvailableAll regions |