XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360

Author:   Tom Miller ,  Dean Johnson
Publisher:   Pearson Education (US)
ISBN:  

9780672333453


Pages:   528
Publication Date:   29 December 2010
Format:   Paperback
Availability:   Awaiting stock   Availability explained


Our Price $105.57 Quantity:  
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XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360


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Overview

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.  

Full Product Details

Author:   Tom Miller ,  Dean Johnson
Publisher:   Pearson Education (US)
Imprint:   Addison-Wesley Educational Publishers Inc
Dimensions:   Width: 17.80cm , Height: 2.80cm , Length: 22.60cm
Weight:   0.800kg
ISBN:  

9780672333453


ISBN 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   Availability explained

Table of Contents

Introduction    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    487  

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Author Information

Tom 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.  

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