Microsoft XNA 4.0 Game Development Cookbook
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- Accelerate your XNA learning with a myriad of tips and tricks to solve your everyday problems
- Get to grips with adding special effects, virtual atmospheres and computer controlled characters with this book and e-book
- A fast-paced cookbook packed with screenshots to illustrate each advanced step by step task
- Apply the techniques learned for wiring games for PC, Xbox 360 and Windows Phone 7
Book Details
Language : EnglishPaperback : 356 pages [ 235mm x 191mm ]
Release Date : June 2012
ISBN : 1849691983
ISBN 13 : 9781849691987
Author(s) : Luke Drumm
Topics and Technologies : All Books, Cookbooks, Games, Microsoft
Table of Contents
PrefaceChapter 1: Applying Special Effects
Chapter 2: Building 2D and 3D Terrain
Chapter 3: Procedural Modeling
Chapter 4: Creating Water and Sky
Chapter 5: Non-Player Characters
Chapter 6: Playing with Animation
Chapter 7: Creating Vehicles
Chapter 8: Receiving Player Input
Chapter 9: Networking
Index
- Chapter 1: Applying Special Effects
- Introduction
- Creating shadows within the Reach profile
- Creating shadows within the HiDef profile
- Implementing lens flare within the Reach profile
- Implementing lens flare within the HiDef profile
- Implementing smoke within the Reach profile
- Creating explosions within the Reach profile
- Creating explosions within the HiDef profile
- Chapter 2: Building 2D and 3D Terrain
- Introduction
- Displaying hexagonal maps
- Displaying 2D isometric maps
- Importing and displaying 3D isometric maps
- Generating 3D height maps
- Creating block worlds within the Reach profile
- Creating block worlds within the HiDef profile
- Chapter 3: Procedural Modeling
- Introduction
- Modeling triangles
- Modeling discs
- Modeling spheres
- Modeling tori
- Modeling trees
- Chapter 4: Creating Water and Sky
- Introduction
- Creating water within the HiDef profile
- Building skyboxes within the Reach profile
- Building skyboxes within the HiDef profile
- Cloud generation within the Reach profile
- Chapter 5: Non-Player Characters
- Introduction
- A* pathfinding
- Character state machines
- Constructing dialogue
- Decentralizing behavior
- Chapter 6: Playing with Animation
- Introduction
- Applying animation with SkinnedEffect
- Motion capture with Kinect
- Integrating rag doll physics
- Rendering crowds
- Chapter 7: Creating Vehicles
- Introduction
- Applying simple car physics
- Implementing simple plane controls
- Rendering reflective materials within the Reach profile
- Chapter 8: Receiving Player Input
- Introduction
- Adding text fields
- Creating dialog wheels
- Dragging, dropping, and sliding
- Chapter 9: Networking
- Introduction
- Connecting across a LAN
- Connecting across the Web
- Synchronizing client states
Luke Drumm
Code Downloads
Download the code and support files for this book.
Submit Errata
Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.
Errata
- 1 submitted: last submission 26 Feb 2013Page no.: 69 Errata type: Code
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} Sample chapters
You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.
- Dive straight in to creating Special Effects like shadows, smoke and explosions
- Get up to speed with creating both 2D and 3D terrain, including height maps and block worlds
- Create more natural character animation with shortcuts like motion capture through Kinect and Rag Doll physics
- Create 3D objects like spheres, tori and trees with code instead of modeling software
- Add atmosphere to your world with virtual water, sky and clouds
- Understand how to set the foundation for multiplayer gaming with networking
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” 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.
“Microsoft XNA 4.0 Game Development Cookbook” is a fast-paced cookbook for taking your knowledge of the framework further with advanced game development tasks. Packed with step-by-step instructions and screenshots, the book will solve an experienced developer’s everyday coding problems.
If you are an XNA developer who has already successfully mastered simple 2D and 3D XNA tasks, dive into “Microsoft XNA 4.0 Game Development Cookbook” for something more challenging. You should be comfortable with the basics of the XNA framework, and have experience with C#.

