Essential XNA Game Studio 2.0 Programming
Essential XNA Game Studio 2.0 Programming provides both hobbyists and experienced programmers with the information they need to take advantage of Microsoft’s powerful XNA Framework and XNA Game Studio to produce professional-level games for both the PC and the Xbox 360. Beginners learn the fundamentals of 2D game development, creating a complete top-down shooter. Intermediate and advanced users can jump right into 3D game development and create a version of the 3D game that takes advantage of hardware acceleration using High-Level Shader Language (HLSL).Learn how to build an input system to receive events from devices; use the Microsoft Cross-Platform Audio Creation Tool (XACT) to integrate sounds and music into your game; design difficulty systems to tailor your game to players with different skill levels; create a multiplayer game using the networking features of the XNA Framework; implement an achievement system to provide incentive for continued play of your game.
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Essential XNA Game Studio 2.0 Programming
Essential XNA Game Studio 2.0 Programming provides both hobbyists and experienced programmers with the information they need to take advantage of Microsoft’s powerful XNA Framework and XNA Game Studio to produce professional-level games for both the PC and the Xbox 360. Beginners learn the fundamentals of 2D game development, creating a complete top-down shooter. Intermediate and advanced users can jump right into 3D game development and create a version of the 3D game that takes advantage of hardware acceleration using High-Level Shader Language (HLSL).Learn how to build an input system to receive events from devices; use the Microsoft Cross-Platform Audio Creation Tool (XACT) to integrate sounds and music into your game; design difficulty systems to tailor your game to players with different skill levels; create a multiplayer game using the networking features of the XNA Framework; implement an achievement system to provide incentive for continued play of your game.
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Essential XNA Game Studio 2.0 Programming

Essential XNA Game Studio 2.0 Programming

Essential XNA Game Studio 2.0 Programming

Essential XNA Game Studio 2.0 Programming

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Overview

Essential XNA Game Studio 2.0 Programming provides both hobbyists and experienced programmers with the information they need to take advantage of Microsoft’s powerful XNA Framework and XNA Game Studio to produce professional-level games for both the PC and the Xbox 360. Beginners learn the fundamentals of 2D game development, creating a complete top-down shooter. Intermediate and advanced users can jump right into 3D game development and create a version of the 3D game that takes advantage of hardware acceleration using High-Level Shader Language (HLSL).Learn how to build an input system to receive events from devices; use the Microsoft Cross-Platform Audio Creation Tool (XACT) to integrate sounds and music into your game; design difficulty systems to tailor your game to players with different skill levels; create a multiplayer game using the networking features of the XNA Framework; implement an achievement system to provide incentive for continued play of your game.

Product Details

ISBN-13: 9781449627331
Publisher: Jones & Bartlett Learning
Publication date: 06/16/2008
Sold by: Barnes & Noble
Format: eBook
Pages: 538
File size: 4 MB

Table of Contents


Introduction     xi
XNA Framework and Game Studio     1
What Is XNA?     1
What Is the XNA Framework?     2
Game Assembly     2
Game Class     2
GameComponent/DrawableGameComponent Class     5
GameServiceContainer Class     5
GameTime Class     6
GameWindow Class     6
GraphicsDeviceManager     6
Framework Namespace Interfaces     9
Pipeline Assembly     10
Framework Assembly     11
What Is XNA Game Studio?     17
Installing XNA Game Studio     18
Project Types     19
Windows Game     19
Windows Game Library     23
Xbox 360 Game     23
Xbox 360 Game Library     23
Starter Kits     23
Spacewar     24
Marblets     24
Racing Game     25
Ship Game     25
Content Pipeline Overview     26
Summary     28
Game Development Overview     29
Parts of a Game     29
Graphics     30
Input Device(s)     31
Networking     32
AI     34
GUI/User Interface     35
Physics System     35
Sound/Music     36
Game States     37
The Game Loop - XNA Style     41
Calculating Frame Rate     42
Game Components     43
Game Services     46
Creating Your First Application     51
2D Graphics     63
Texture2D     64
SpriteBatch     66
Rotation     69
Scaling     71
Flipping     72
Transparency     73
Coloring     76
Tiling     79
Animating Sprites     84
Multiple Batch Rendering     86
Text Drawing     88
Rendering with Multiple Viewports     92
2D Shooter Game Version 1     96
Player and Enemy Sprites     97
Showing the Score, Frame Rate, and Countdown     105
Summary     110
Input     111
Gamepad, Keyboard, and Mouse Classes     111
Gamepad     112
Keyboard     114
Mouse     114
[left angle bracket]Device[right angle bracket] State Classes     114
GamePadState     115
KeyboardState     116
MouseState     117
Controlling Sprite Movement     118
Collision Detection     118
Rectangle Collision Detection     119
Per-pixel Collision Detection     125
Transformed Sprite Collision Detection     127
Creating a Configurable Control System     133
2D Shooter Game Version 2     142
Running and Gunning     156
Setting Up User-Configurable Controls     182
Sound     189
XACT and Sound Creation     191
Playing 2D Sound     194
Playing 3D Sound     198
2D Shooter Game Version 3     200
Adding Music and Sound     200
Summary     202
I/O     203
The StorageDevice and StorageContainer Classes     204
Standard I/O Files and Operations     206
Data Serialization     209
2D Shooter Game Version 4     213
Basic Effects     223
BasicEffect Class Methods     224
Colors, Textures, and Alpha     227
Implementing Textured Models     228
Fog in XNA     232
Implementing Fog     233
Lighting     237
Emissive and Ambient Light     239
Diffuse Light     241
Specular Light     242
Implementing Lighting     243
Additional Basic Effect Information     246
Summary     248
3D Math Basics     249
Vectors     249
Vector Arithmetic     251
Clamping with Vectors     254
The Cross Product     255
Distance between Vectors     256
The Dot Product     256
The Length of a Vector     257
Interpolating Vectors     257
Finding the Minimum and Maximum Vector     258
Negating Vectors     259
Normalizing Vectors     260
Reflecting Vectors     260
Smooth Interpolation     261
Vector/Matrix Transformation     262
Additional Vector Operations     263
Matrices     267
Matrix Operations     270
Quaternion Rotations     277
Quaternion Fields, Properties, and Functions     278
Rays     280
Ray Properties and Operations      282
Planes     283
Plane Properties and Operations     283
Bounding Geometry     285
Bounding Spheres, Boxes, and Frustums     285
Summary     292
3D Graphics     293
Primitives     293
Points     294
Lines     294
Triangles     295
Indexed Geometry     297
Models and Meshes     299
XSI and XNA     300
Loading and Rendering Models     302
3D Models Implementation     303
Virtual Cameras     305
3D Camera Implementation     307
Animations     314
Straight-Path Animation Implementation     314
Skeleton Animation     322
3D Shooter Game Version 1     329
Game and Menu Screens     332
The Player and Camera     333
Loading the Level and the Game     341
Summary     355
Importers/Converters     357
Standard Importers and Content Processors     357
Autodesk FBX (.fbx) Importer     358
Effect (.fx) Importer and Processor     358
Model Processor     359
No Processing Required     360
Sprite Font Descriptor Importer and Processors     360
Texture Importer and Processor     360
X File Importer     361
XACT Importer and Processor     361
XML Importer     362
Extending the Standard Content Processing     362
A Simple Example of Extending a Standard Processor     362
Writing a Custom Importer and Processor     366
Creating the Importer's Project     368
Storing Imported and Compiled Data     370
Creating the Importer     370
Creating the Processor     371
Creating the Content Writer     373
Creating the Content Reader     374
Testing the Custom Importer in an Application     375
3D Shooter Game Version 2     377
Game Enemies     377
Version 2 of the Game     382
Adding Custom Content     394
Summary     395
Shaders and Custom Effects     397
Shader Models     399
Shader Model 1.0     399
Shader Model 2.0     400
Shader Model 3.0     401
Shader Model 4.0     402
Vertex and Pixel Shaders      402
Vertex Shaders     403
Pixel Shaders     405
Geometry Shaders     407
An Overview of the High-Level Shading Language (HLSL)     408
Data Types and Swizzling     409
Semantics     412
Techniques and Passes     413
Simple Shader Demo     414
Summary     421
Game Distribution, the Creators Club, and the Xbox 360     423
Sharing Your Games     423
Joining the Creators Club     424
Setting Up Your PC and Xbox 360 for XNA Games     425
Programming Considerations for the Xbox 360     428
Safe Regions     429
Aspect Ratio     430
Graphics, Input, Audio, and Storage Differences between Platforms     430
Graphics     430
Input     431
Audio     432
Storage     432
Setting Up Code for Cross-Platform Sharing     433
Debugging     434
XNA Framework Remote Performance Monitor     434
Creating a Difficulty System     437
Types of Difficulty Systems     437
Determining Our Difficulty Settings     438
Determining Levels of Difficulty      440
Storing Difficulty Settings     440
Implementing the Difficulty System     443
Testing the Difficulty System     448
Moving On...     449
Networking     451
Networking Models     452
Peer-to-Peer     452
Client/Server     454
Networking Topologies     455
Bus Topology     456
Star Topology     456
Ring Topology     456
Mesh Topology     456
Hybrid Topology     457
Preparing the Game for Networking     457
Gamer Services     458
Implementing Networking in Ghost Arena 3D     464
Changes to the Game Screens     465
Changes to the Player and Ghost Classes     470
Creating a Networking Session     473
Hosting and Joining Games     476
The Game Lobby     478
Adding Networking to the Game     488
New Variables and Objects     488
Updated Initialization Functions     489
Updated Game Over     493
Updated Draw and Update Functions     495
Updated Firing     505
Future Improvements     506
Summary      508
Creating an Achievement System     509
Our Achievements     510
The Achievement Class     511
Capturing Achievements     520
Sharing Achievements     526
Summary     526
Additional Resources     527
Index     530
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