BN.com Gift Guide

Learning XNA 3.0

( 5 )

Overview

Do you have what it takes to become a game developer? With this hands-on book, you'll learn quickly and easily how to develop computer games with Microsoft's XNA 3.0 framework-not just for your PC, but for Xbox 360 and the Microsoft Zune as well.

Written by an experienced university-level game development instructor, Learning XNA 3.0 walks you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with lots of ...

See more details below
Other sellers (Paperback)
  • All (41) from $1.99   
  • New (10) from $1.99   
  • Used (31) from $1.99   
Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zune

Available on NOOK devices and apps  
  • NOOK Devices
  • Samsung Galaxy Tab 4 NOOK 7.0
  • Samsung Galaxy Tab 4 NOOK 10.1
  • NOOK HD Tablet
  • NOOK HD+ Tablet
  • NOOK eReaders
  • NOOK Color
  • NOOK Tablet
  • Tablet/Phone
  • NOOK for Windows 8 Tablet
  • NOOK for iOS
  • NOOK for Android
  • NOOK Kids for iPad
  • PC/Mac
  • NOOK for Windows 8
  • NOOK for PC
  • NOOK for Mac
  • NOOK for Web

Want a NOOK? Explore Now

NOOK Book (eBook)
$15.49
BN.com price
(Save 44%)$27.99 List Price

Overview

Do you have what it takes to become a game developer? With this hands-on book, you'll learn quickly and easily how to develop computer games with Microsoft's XNA 3.0 framework-not just for your PC, but for Xbox 360 and the Microsoft Zune as well.

Written by an experienced university-level game development instructor, Learning XNA 3.0 walks you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with lots of illustrations and annotated examples to help you master key concepts. Once you finish the book, you'll know how to develop sophisticated games from start to finish.

  • Learn game development concepts from 2D animation to 3D cameras and effects
  • Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts
  • Develop three complete and exciting games using 2D,3D and multiplayer concepts
  • Develop and deploy games to the Xbox 360 and the Microsoft Zune

While teaching XNA to beginning game developers, author Aaron Reed noticed that several key concepts were difficult for students to grasp. Learning XNA 3.0 was written specifically to address those issues. With this book, you can test your understanding and practice new skills as you go with unique "Test Your Knowledge" exercises and review questions in each chapter.

Why wait? Amaze your family and friends by building your own games for the PC, Xbox 360, and Zune-with Learning XNA 3.0.

"An outstanding book! Teaches you XNA development in a smart way, starting from 2D basics and going into 3D and shader development. What I really like is the 'peeling the onion' approach the author takes, which builds up knowledge from previous chapters."—David "LetsKillDave" Weller, CEO, Cogito Ergonomics, LLC, and former XNA program manager

Read More Show Less

Product Details

  • ISBN-13: 9780596521950
  • Publisher: O'Reilly Media, Incorporated
  • Publication date: 11/18/2008
  • Edition number: 1
  • Pages: 510
  • Product dimensions: 7.00 (w) x 9.10 (h) x 1.30 (d)

Meet the Author

Aaron Reed has extensive software development experience and more importantly, experience in software development education. Since 2004 he has taught courses at Neumont University in .NET, web development and web services, XNA, systems design and architecture, and more.

Aaron's experience in teaching both DirectX and XNA for several years to university-level students helps him understand what topics are easily understood and which ones need more depth and emphasis. Through experience in the classroom he also has a good understanding of what format and sequence makes the most sense to present the material. This book follows that format and is meant to present game development concepts in the way most efficient and most comprehendible as proven in the classroom.

Read More Show Less

Table of Contents

Dedication;
Preface;
Who This Book Is For;
How This Book Is Organized;
Support;
Conventions Used in This Book;
Using Code Examples;
We'd Like to Hear from You;
Safari® Books Online;
Acknowledgments;
Chapter 1: Getting Started;
1.1 System Requirements;
1.2 Additional Resources;
1.3 Installation;
1.4 Creating Your First XNA Application;
1.5 What You Just Did;
1.6 Summary;
1.7 Test Your Knowledge: Quiz;
Chapter 2: Fun with Sprites;
2.1 A Look Behind the Scenes;
2.2 Game Development Versus Polling;
2.3 Modifying Your Game;
2.4 Adding a Sprite to Your Project;
2.5 Loading and Drawing Your Sprite;
2.6 Transparency and Other Options;
2.7 Layer Depth;
2.8 Let's Move;
2.9 Animation;
2.10 Adjusting the Framerate;
2.11 Adjusting the Animation Speed;
2.12 What You Just Did;
2.13 Summary;
2.14 Test Your Knowledge: Quiz;
2.15 Test Your Knowledge: Exercise;
Chapter 3: User Input and Collision Detection;
3.1 More Sprites;
3.2 Keyboard Input;
3.3 Mouse Input;
3.4 Gamepad Input;
3.5 Keeping the Sprite in the Game Window;
3.6 Collision Detection;
3.7 What You Just Did;
3.8 Summary;
3.9 Test Your Knowledge: Quiz;
3.10 Test Your Knowledge: Exercise;
Chapter 4: Applying Some Object-Oriented Design;
4.1 Designing Your Classes;
4.2 Creating a Sprite Class;
4.3 Creating a User-Controlled Sprite Class;
4.4 Creating an Automated Sprite;
4.5 Game Components;
4.6 Coding the SpriteManager;
4.7 Cleaning Up;
4.8 Making Them Move;
4.9 What You Just Did;
4.10 Summary;
4.11 Test Your Knowledge: Quiz;
4.12 Test Your Knowledge: Exercise;
Chapter 5: Sound Effects and Audio;
5.1 Using XACT;
5.2 Implementing XACT Audio Files in Code;
5.3 Using the Simplified API for Sound and Audio;
5.4 Adding More Sound to Your Game;
5.5 What You Just Did;
5.6 Summary;
5.7 Test Your Knowledge: Quiz;
5.8 Test Your Knowledge: Exercise;
Chapter 6: Basic Artificial Intelligence;
6.1 The Turing Test;
6.2 Creating Sprites at Random Intervals;
6.3 Randomly Spawning Sprites;
6.4 Irrelevant Objects;
6.5 Creating a Chasing Sprite;
6.6 Creating an Evading Sprite;
6.7 What You Just Did;
6.8 Summary;
6.9 Test Your Knowledge: Quiz;
6.10 Test Your Knowledge: Exercise;
Chapter 7: Putting It All Together;
7.1 Drawing 2D Text;
7.2 Randomly Generating Different Sprite Types;
7.3 Adding Some Variety to Your Sprites;
7.4 Adding a Background Image;
7.5 Game Scoring;
7.6 Game States;
7.7 Enabling/Disabling GameComponents;
7.8 Game-Over Logic and the Game-Over Screen;
7.9 Fine-Tuning Gameplay;
7.10 Creating Power-Ups;
7.11 What You Just Did;
7.12 Summary;
7.13 Test Your Knowledge: Quiz;
7.14 Test Your Knowledge: Exercise;
Chapter 8: Deploying to the Microsoft Zune;
8.1 Setting Up Your Zune Device Connection;
8.2 Creating a Zune Project;
8.3 Input on the Zune;
8.4 Audio on the Zune;
8.5 Resolution and Gameplay Issues;
8.6 Converting the Collision Game from Windows to Zune;
8.7 Conditional Compilation Symbols;
8.8 Converting the Collision Game Audio;
8.9 Converting the Collision Game's Player Input Code;
8.10 Converting the Collision Game's Screen Size;
8.11 Zune Performance;
8.12 What You Just Did;
8.13 Summary;
8.14 Test Your Knowledge: Quiz;
Chapter 9: 3D Game Development;
9.1 Coordinate Systems;
9.2 Cameras;
9.3 Creating a 3D Camera;
9.4 Drawing Primitives;
9.5 Matrix Multiplication;
9.6 Movement and Rotation;
9.7 Backface Culling;
9.8 More on Rotations;
9.9 Even More Rotations;
9.10 Primitive Types;
9.11 Applying Textures;
9.12 What You Just Did;
9.13 Summary;
9.14 Test Your Knowledge: Quiz;
9.15 Test Your Knowledge: Exercise;
Chapter 10: 3D Models;
10.1 Using 3D Models;
10.2 Setting Up the Project;
10.3 Adding a Model to Your Project;
10.4 Drawing a Model Using a BasicModel Class;
10.5 Adding a Model Manager;
10.6 Rotating Your Model;
10.7 What You Just Did;
10.8 Summary;
10.9 Test Your Knowledge: Quiz;
10.10 Test Your Knowledge: Exercise;
Chapter 11: Creating a First-Person Camera;
11.1 Components of a Moving 3D Camera;
11.2 Moving in a First-Person Camera;
11.3 Rotations in a First-Person Camera;
11.4 Coding the Camera for the 3D Game;
11.5 What You Just Did;
11.6 Summary;
11.7 Test Your Knowledge: Quiz;
11.8 Test Your Knowledge: Exercise;
Chapter 12: 3D Collision Detection and Shooting;
12.1 Creating a Moving Enemy;
12.2 Adding Some Game Logic;
12.3 Firing Shots;
12.4 3D Collision Detection and Bounding Spheres;
12.5 Adding a Crosshair;
12.6 Adding Sound;
12.7 What You Just Did;
12.8 Summary;
12.9 Test Your Knowledge: Quiz;
12.10 Test Your Knowledge: Exercise;
Chapter 13: HLSL Basics;
13.1 HLSL Syntax;
13.2 Dissecting a Sample HLSL Effect File;
13.3 Applying an HLSL Effect in C#;
13.4 Applying HLSL Using Textures;
13.5 HLSL Effects: Creating a Negative;
13.6 HLSL Effects: Blur;
13.7 HLSL Effects: Grayscale;
13.8 What You Just Did;
13.9 Summary;
13.10 Test Your Knowledge: Quiz;
13.11 Test Your Knowledge: Exercise;
Chapter 14: Particle Systems;
14.1 Creating a Custom Vertex;
14.2 Creating a Particle Engine;
14.3 Adding a Particle Effect File;
14.4 Adding Your Particle Engine to Your Game;
14.5 Adding a Starfield;
14.6 What You Just Did;
14.7 Summary;
14.8 Test Your Knowledge: Quiz;
Chapter 15: Wrapping Up Your 3D Game;
15.1 Adding a Splash Screen Game Component;
15.2 Keeping Score;
15.3 Adding a Power-Up;
15.4 What You Just Did;
15.5 Test Your Knowledge: Exercise;
Chapter 16: Deploying to the Xbox 360;
16.1 Adding an Xbox 360 Device;
16.2 Converting a Project to Run on the Xbox 360;
16.3 Supporting Gamepad Input;
16.4 Deploying to the Xbox 360;
16.5 Xbox 360 Display Settings;
16.6 The Title Safe Region;
16.7 What You Just Did;
16.8 Summary;
16.9 Test Your Knowledge: Quiz;
Chapter 17: Multiplayer Games;
17.1 Split-Screen Functionality;
17.2 Network Game Development;
17.3 Network Configurations;
17.4 Writing an XNA Network Game;
17.5 Modifying the Sprite Class;
17.6 Modifying the UserControlledSprite Class;
17.7 Coding Your Game1 Class;
17.8 Adding Update Code;
17.9 Adding Draw Code;
17.10 Adding Biohazard Bombs of Insanity!;
17.11 What You Just Did;
17.12 Summary;
17.13 Test Your Knowledge: Quiz;
Answers to Quizzes and Exercises;
Chapter 1: Getting Started;
Chapter 2: Fun with Sprites;
Chapter 3: User Input and Collision Detection;
Chapter 4: Applying Some Object-Oriented Design;
Chapter 5: Sound Effects and Audio;
Chapter 6: Basic Artificial Intelligence;
Chapter 7: Putting It All Together;
Chapter 8: Deploying to the Microsoft Zune;
Chapter 9: 3D Game Development;
Chapter 10: 3D Models;
Chapter 11: Creating a First-Person Camera;
Chapter 12: 3D Collision Detection and Shooting;
Chapter 13: HLSL Basics;
Chapter 14: Particle Systems;
Chapter 15: Wrapping Up Your 3D Game;
Chapter 16: Deploying to the Xbox 360;
Chapter 17: Multiplayer Games;
Colophon;

Read More Show Less

Customer Reviews

Average Rating 4
( 5 )
Rating Distribution

5 Star

(3)

4 Star

(1)

3 Star

(0)

2 Star

(0)

1 Star

(1)

Your Rating:

Your Name: Create a Pen Name or

Barnes & Noble.com Review Rules

Our reader reviews allow you to share your comments on titles you liked, or didn't, with others. By submitting an online review, you are representing to Barnes & Noble.com that all information contained in your review is original and accurate in all respects, and that the submission of such content by you and the posting of such content by Barnes & Noble.com does not and will not violate the rights of any third party. Please follow the rules below to help ensure that your review can be posted.

Reviews by Our Customers Under the Age of 13

We highly value and respect everyone's opinion concerning the titles we offer. However, we cannot allow persons under the age of 13 to have accounts at BN.com or to post customer reviews. Please see our Terms of Use for more details.

What to exclude from your review:

Please do not write about reviews, commentary, or information posted on the product page. If you see any errors in the information on the product page, please send us an email.

Reviews should not contain any of the following:

  • - HTML tags, profanity, obscenities, vulgarities, or comments that defame anyone
  • - Time-sensitive information such as tour dates, signings, lectures, etc.
  • - Single-word reviews. Other people will read your review to discover why you liked or didn't like the title. Be descriptive.
  • - Comments focusing on the author or that may ruin the ending for others
  • - Phone numbers, addresses, URLs
  • - Pricing and availability information or alternative ordering information
  • - Advertisements or commercial solicitation

Reminder:

  • - By submitting a review, you grant to Barnes & Noble.com and its sublicensees the royalty-free, perpetual, irrevocable right and license to use the review in accordance with the Barnes & Noble.com Terms of Use.
  • - Barnes & Noble.com reserves the right not to post any review -- particularly those that do not follow the terms and conditions of these Rules. Barnes & Noble.com also reserves the right to remove any review at any time without notice.
  • - See Terms of Use for other conditions and disclaimers.
Search for Products You'd Like to Recommend

Recommend other products that relate to your review. Just search for them below and share!

Create a Pen Name

Your Pen Name is your unique identity on BN.com. It will appear on the reviews you write and other website activities. Your Pen Name cannot be edited, changed or deleted once submitted.

 
Your Pen Name can be any combination of alphanumeric characters (plus - and _), and must be at least two characters long.

Continue Anonymously
Sort by: Showing all of 5 Customer Reviews
  • Anonymous

    Posted March 21, 2009

    A Good Place to Start

    Although this book states it's for people with C# programming knowledge, I was able to follow along without knowing anything about C#. This book covers most of the foundations of XNA game development, and the projects inside even walk you through the creation of a rudimentary 2D game. That said, the projects included aren't anywhere near the complexity or refinement you find in the XNA GSE starter kits on the XNA Creator's Club website. To be fair, the documentation in the starter kits seem geared to people with more programming knowledge than me, so your mileage may vary.
    In summary, I'd say this book is worth a place on your bookshelf even if you're new to programming. Those with more programming experience can probably skip it.

    Was this review helpful? Yes  No   Report this review
  • Anonymous

    Posted April 7, 2009

    No text was provided for this review.

  • Anonymous

    Posted April 18, 2009

    No text was provided for this review.

  • Anonymous

    Posted March 31, 2009

    No text was provided for this review.

  • Anonymous

    Posted December 18, 2010

    No text was provided for this review.

Sort by: Showing all of 5 Customer Reviews

If you find inappropriate content, please report it to Barnes & Noble
Why is this product inappropriate?
Comments (optional)