XNA 4 3D Game Development by Example: Beginner's Guide. Create action-packed 3D games with the Microsoft XNA Framework with this book and Gliwice

Move beyond the world of flat 2D-based game development and discover how to create your own exciting 3D games with Microsoft XNA 4.0. Create a 3D maze, fire shells at enemy tanks, and drive a rover on the surface of Mars while being attacked by alien saucers.XNA 4 3D Game Development by Example: …

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Move beyond the world of flat 2D-based game development and discover how to create your own exciting 3D games with Microsoft XNA 4.0. Create a 3D maze, fire shells at enemy tanks, and drive a rover on the surface of Mars while being attacked by alien saucers.XNA 4 3D Game Development by Example: Beginner's Guide takes you step-by-step through the creation of three different 3D video games with Microsoft XNA 4.0. Learn by doing as you explore the worlds of 3D graphics and game design.This book takes a step-by-step approach to building 3D games with Microsoft XNA, describing each section of code in depth and explaining the topics and concepts covered in detail. From the basics of a 3D camera system to an introduction to writing DirectX shader code, the games in this book cover a wide variety of both 3D graphics and game design topics. Generate random mazes, load and animate 3D models, create particle-based explosions, and combine 2D and 3D techniques to build a user interface.XNA 4 3D Game Development by Example: Beginner's Guide will give you the knowledge to bring your own 3D game creations to life. Spis treści: XNA 4 3D Game Development by Example Beginners Guide Table of Contents XNA 4 3D Game Development by Example Beginner's Guide 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 Instant Updates on New Packt Books Preface What this book covers What you need for this book Who this book is for Conventions Time for action heading What just happened? Pop quiz heading Have a go hero heading Reader feedback Customer support Downloading the example code Errata Piracy Questions 1. Introduction to XNA System requirements Installing the Windows Phone SDK Time for action installing Windows Phone SDK What just happened? Speller Our first XNA game Time for action creating an XNA project What just happened? Managing content Time for action creating content assets What just happened? Member variables Time for action declaring new member variables What just happened? The Game1 constructor Initialization Time for action customizing the Initialize() method What just happened? Loading content Time for action creating a square texture What just happened? Updating Time for action customizing the Update() method What just happened? The Draw() method Time for action drawing Speller What just happened? Helper methods Time for action words and letters What just happened? Time for action completing the Speller project What just happened? Have a go hero Summary 2. Cube Chaser A Flat 3D World Designing the game 3D coordinates Creating the project Time for action creating the Cube Chaser project What just happened? Our view of the world Time for action beginning the Camera class What just happened? The Projection matrix Looking at something Time for action implementing a look-at point What just happened? The View matrix Time for action the View matrix What just happened? From the ground up Time for action creating the Maze classes What just happened? Drawing the floor Time for action drawing the floor What just happened? Moving around Time for action expanding the Camera What just happened? Time for action letting the player move What just happened? Summary 3. Cube Chaser It's A-Mazing! Maze generation Time for action defining a MazeCell What just happened? Time for action generating the Maze class What just happened? Constructing the walls Time for action building walls What just happened? Time for action drawing the walls What just happened? Solid walls Time for action bouncing off the walls What just happened? Have a go hero Summary 4. Cube Chaser Finding Your Way The cube Time for action placing the cube What just happened? Rotating the cube Time for action rotating the cube What just happened? Matrices big scary math things? The translation matrix The rotation matrix The scale matrix Combining matrices What does it all mean? Positioning the cube Time for action randomly positioning the cube What just happened? Catching the cube Time for action catching the cube What just happened? Have a go hero! Summary 5. Tank Battles A War-torn Land Creating the project Time for action creating the Tank Battles project What just happened? An arc-ball camera Time for action the ArcBallCamera class part 1 What just happened? Time for action finishing the ArcBallCamera class What just happened? Building the playfield Height maps Generating the terrain Time for action generating the terrain What just happened? Height data Time for action adding the ReadHeightMap() method What just happened? Building vertices Time for action adding the BuildVertexBuffer() method What just happened? Building the indices Time for action the buildIndexBuffer() method What just happened? Let's see the terrain already! Time for action drawing the terrain What just happened? Adding texture a gentle introduction to HLSL Declaring variables Time for action HLSL declarations What just happened? The vertex shader structures Time for action Vertex Shader Input and Output definition What just happened? The vertex shader Time for action the vertex shader What just happened? The pixel shader Time for action the pixel shader What just happened? Time for action utilizing Terrain.fx What just happened? Moving the camera Time for action moving the camera with the mouse What just happened? Summary 6. Tank Battles The Big Guns Adding the tank model Time for action adding the tank model What just happened? Building tanks Time for action building the Tank class What just happened? Bringing things down to earth Time for action terrain heights What just happened? Animating the tank Time for action tank animation What just happened? The combatants Time for action positioning tanks What just happened? Summary 7. Tank Battles Shooting Things Interface components The UIWidget class Time for action creating the UIWidget class What just happened? UITextblocks Time for action creating UITextblocks What just happened? UIButtons Time for action creating buttons What just happened? Working with our UI objects Time for action adding the UIHelper class What just happened? Creating the user interface Time for action creating the UI What just happened? Responding to interface events Time for action responding to events What just happened? Firing shots Time for action ShotManager-part 1 What just happened? Particles in 3D Billboarded particles Time for action the Particle class-part 1 What just happened? Time for action finishing the Particle class What just happened? Managing particles Time for action the ParticleManager class What just happened? HLSL for our particles Time for action building Particles.fx What just happened? Adding particles Time for action implementing particles What just happened? Summary 8. Tank Battles Ending the War Managing game states Time for action implementing a title screen What just happened? From Playing to GameOver Time for action detecting hits What just happened? Managing turns Time for action managing turns What just happened? Visual improvements Lighting Time for action computing normals What just happened? Diffuse lighting Time for action HLSL for lighting What just happened? Ambient lighting Time for action using ambient light What just happened? Multitexturing Time for action multitexturing What just happened? Have a go hero! Summary 9. Mars Runner Design of Mars Runner Getting started with the GSM sample Time for action creating the Mars Runner solution What just happened? The GameScreen abstract class Customizing the default ScreenManager screens Time for action customizing the BackgroundScreen class What just happened? Time for action updating the menu What just happened? Adding a new screen Time for action creating the MarsRunnerPlayScreen class What just happened? A new camera Time for action the stationary camera What just happened? Creating the background Time for action creating a skybox What just happened? Building the Martian surface Simplified heightmaps Time for action beginning the MarsTrack class What just happened? Time for action generating the track What just happened? Drawing the track Time for action drawing the track What just happened? Summary 10. Mars Runner Reaching the Finish Line Abstracting support for 3D models Time for action the GameEntity class What just happened? Building the rover Time for action building the rover What just happened? Time for action accepting user input What just happened? Animating the planet Time for action moving the world What just happened? Animating the rover Time for action animating the rover What just happened? Crashing into craters Time for action detecting craters What just happened? Adding an enemy Time for action the basic flying saucer What just happened? Time for action flying the saucer What just happened? Shots and collisions Time for action Shot classes What just happened? Time for action the ShotManager class What just happened? Enemy shots Time for action enemy shots What just happened? Time for action player shots versus aliens What just happened? Time for action enemy shots versus the rover What just happened? Scoring Time for action scoring What just happened? Time for action the GameOver screen What just happened? Sound effects Time for action building the SFXManager class What just happened? Triggering sounds Time for action playing sound effects What just happened? Have a go hero! Summary Index O autorze: Kurt Jaegers is an Oracle Database Administrator and Windows Network Administrator, as well as a long-time hobbyist game developer. He has built games for everything from the Commodore 64 to the Xbox 360. He is the owner of xnaresources.com, and the author of XNA 4.0 Game Development by Example: Beginner's Guide (C# edition) and XNA 4.0 Game Development by Example: Beginner's Guide – Visual Basic Edition, both of which were published by Packt Publishing.

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Podstawowe informacje

Autor
  • Kurt Jaegers
Wybrane wydawnictwa
  • Packt Publishing
Format
  • PDF
  • MOBI
  • EPUB
Ilość stron
  • 322
Rok wydania
  • 2012