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Author Miller, Tom, 1975-

Title XNA Game studio 4.0 programming : developing for Windows phone 7 and Xbox 360 / Tom Miller, Dean Johnson. [O'Reilly electronic resource]

Imprint Upper Saddle River, NJ : Addison-Wesley, ©2011.
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Description 1 online resource (xiii, 505 pages) : illustrations.
Series Developer's library
Developer's library.
Bibliography Includes bibliographical references and index.
Contents 1. Getting started : Installing XNA Game Studio 4.0 ; Writing your first game ; Download samples -- 2. Sprites and 2D graphics : What does 2D mean? ; Show me something on screen ; Spritebatch ; Rendering text -- 3. The game object and the default game loop : What is in a new project? ; The game class ; Game loop ; Components -- 4. Introduction to 3D graphics : 3D graphics in SNA Game Studio ; What are 3D graphics? ; Makeup of a 3D image ; 3D math basics ; Graphics pipeline ; Reach and HiDef graphics profiles -- Let the 3D rendering start -- 5. Lights, camera, action! : Why do I see what I see? ; View matrix ; Projection matrix ; Camera types ; Models -- 6. Built-in shader effects : Using BasicEffect ; Using the Effect interfaces ; Using DualTextureEffect ; Using AlphaTestEffect ; Using EnvironmentMapEffect ; Using SkinnedEffect -- 7. States, blending, and textures : Device states ; Render targets ; Back to device states ; SamplerStates -- 8. Introduction to custom effects : What is a custom effect? ; High level shading language ; Creating your first custom effect ; Parts of an effect file ; Drawing with a custom effect ; Vertex color ; Texturing ; Lighting ; Effect states -- 9. Using the content pipeline : Tracing content through the build system ; Content processors ; Content importers ; Combining it all and building assets -- 10. Having fun with avatars : Introduction to avatars ; Modifying avatar lighting ; Playing multiple animations ; Blending between animations ; Interacting with objects ; 2D avatars using render targets ; Custom avatar animations -- 11. Understanding performance : General performance ; Graphics performance ; Measuring performance ; Cost of built-in shaders -- 12. Adding interactivity with user input : Using input in XNA Game Studio ; Polling versus event-based input ; The many keys of a keyboard ; Precision control of a mouse ; Xbox 360 gamepad ; Multitouch input for Windows phones ; Windows phone sensors and feedback -- 13. Turn up the volume : Playing sound effects ; dynamic sound effects -- 14 Storage : What is storage? ; Isolated storage ; XNA Game Studio storage ; Loading loose files from your project -- 15. Gamer services : GamerServicesComponent ; Guide class ; Gamers and profiles -- 16. Multiplayer networking : Multiplayer games -- 17. Using media in XNA Game Studio : What is media? ; Media enumeration ; Video ; Visualizations -- A. Reach vs. HiDef chart -- B. Using the Windows phone FMRadio -- Windows phone 7 launchers and choosers -- D. Dealing with tombstoning.
Subject Microsoft XNA (Computer file)
Windows phone (Computer file)
Microsoft XNA (Computer file)
Windows phone (Computer file)
Microsoft XNA (Computer file)
Windows phone (Computer file)
Video games -- Programming.
Video games -- Design.
Xbox 360 (Video game console)
Xbox video games.
Jeux vidéo -- Programmation.
Jeux vidéo -- Conception.
Xbox 360 (Console de jeux vidéo)
Jeux vidéo Xbox.
Computer games -- Design
Video games -- Programming
Xbox 360 (Video game console)
Xbox video games
Added Author Johnson, Dean, 1982-
Other Form: Print version: 9786612916366
ISBN 9780672333453 (pbk. ; alk. paper)
0672333457 (pbk. ; alk. paper)
9780132620185
0132620189
Standard No. 9786612916366
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