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XNA 2.0 Game Programming Recipes: A Problem-Solution Approach (Books for Professionals by Professionals)

XNA 2.0 Game Programming Recipes: A Problem-Solution Approach (Books for Professionals by Professionals)

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Author: Riemer Grootjans
Publisher: Apress
Category: Book

List Price: $39.99
Buy New: $19.26
You Save: $20.73 (52%)



New (33) Used (9) from $19.26

Avg. Customer Rating: 5.0 out of 5 stars 8 reviews
Sales Rank: 48772

Media: Paperback
Number Of Items: 1
Pages: 648
Shipping Weight (lbs): 2.2
Dimensions (in): 9.2 x 7 x 1.4

ISBN: 159059925X
Dewey Decimal Number: 794.81526
EAN: 9781590599259
ASIN: 159059925X

Publication Date: July 11, 2008
Availability: Usually ships in 1-2 business days
Shipping: International shipping available
Condition: THIS IS ITEM IS UNUSED AND IN GOOD CONDITION. IT MAY HAVE SLIGHT SHELFWEAR BUT OTHERWISE IT IS FINE.

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  • Microsoft XNA Unleashed: Graphics and Game Programming for Xbox 360 and Windows (Unleashed)
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Editorial Reviews:

Product Description

Join the game development revolution today! XNA greatly simplifies the development of your own games, lowering the barrier for programmers to get into game development. In XNA, you can start coding your games from the very start, a true revelation compared to other game programming environments. XNA doesn't sacrifice power for this ease of use - it is built entirely on DirectX technology.

XNA expert Riemer Grootjans brings together a selection of the hottest recipes in XNA programming for the Windows PC and Xbox360 console. Advanced XNA programmers, experienced coders new to games development, and even complete beginners will find XNA 2.0 Game Programming Recipes an invaluable companion when building games for fun or as commercial products.

What you’ll learn

XNA 2.0 Game Programming Recipes covers virtually every feature of the XNA 2.0 framework. It focuses primarily on 2D and 3D graphics programming, but other game programming features such as Audio playback and Networking are also discussed in detail.

These are some of the topics that are being covered in-depth:

  • How to create 2D graphics
  • 3D rendering techniques at various levels of difficulty
  • Loading, rendering and animating 3D Models
  • To read input devices: Keyboard, Mouse, Xbox360 Controller
  • Use Audio to spice up your game
  • Add Networking to your game to challenge your friends
  • Learn about the architectural XNA features, such as GameComponents
  • The Content pipeline: one of the 3 major components in XNA Game Development
  • A whole list of HLSL techniques!
    • Who is this book for?

      This book is for everyone! Whatever your experience, you will find a recipe to suit your need and skill. Great care has been taken to ensure the easier recipes provide a great deal of detail so they can be followed by readers without a great deal of programming experience. Each chapter gradually builds in difficulty so you will be able to progress through it as your XNA coding improves and you want to move on to more sophisticated techniques.

      A brief look at the table of contents

      Chapter 1: Getting Started with XNA 2.0 (24 pages) Installing XNA 2.0 Game Studio and starting a new XNA 2.0 Project. Timing, GameComponents, GameServices and the StorageDevice.

      Chapter 2: Setting Up Different Camera Modes in Your 3D World (120 pages) Setting up a first-person and a Quaternion camera. Smooth camera fly-bys, octree and quadtree culling, setting up a HLSL post-processing framework.

      Chapter 3: Working with 2D Images/Textures in XNA 2.0 (102 pages) How to use the SpriteBatch to render 2D images. 2D-in-3D techniques such as billboarding, explosion particle systems and mirroring.

      Chapter 4: Working with Models (108 pages) Loading, rendering and animating 3D Models. Combining World matrices, multiple kinds of collision detection. Defining your own TypeWriters and TypeReaders.

      Chapter 5: Getting the Most Out of Vertices (144 pages) Rendering lines and triangles, storing them on the graphics card. Bilinear interpolation, pointer-to-terrain picking and bump mapping. 3D ocean and racing track generation.

      Chapter 6: Adding Light to Your Scene in XNA 2.0 (60 pages) Lighting basics, shadowing and deferred rendering for multiple lights.

      Chapter 7: Adding Sounds to Your XNA 2.0 Project (12 pages) Adding sounds to your XNA 2.0 game, both for 2D and 3D games.

      Chapter 8: Networking in XNA 2.0 (28 pages) Adding networking to your XNA 2.0 game.

      Development environment costs

      The software you need to develop your own games in XNA 2.0 is completely free. You'll need both the Visual Studio Express C# edition and XNA 2.0 Game Studio, which you can download for free from Microsoft's website.

      The only cost incurred will be if you want to upload your finished game to your XBox360 console, when an annual subscription is payable to Microsoft. If you're just targeting the PC development environment, you won't have to pay anything.




Customer Reviews:   Read 3 more reviews...

5 out of 5 stars Great book for any XNA beginner   November 18, 2008
This book is basically a series of tutorials (or "recipes"). The tutorials range from the very simple task of displaying an image on the screen to more complicated tasks such as terrain generation with HLSL.

The tutorials are organised well, with a contents section that allows you to quickly scan through and look up the feature you wish to implement in your code. Each tutorial has in depth code in the book itself as well as downloadable code from the author's web page.

This book makes a fantastic complement to the XNA documentation. Things that are explained abstractly or are hidden within the XNA documentation are explained in greater practical detail in this book; you'll save a lot of time and hassle. Highly recommended.



5 out of 5 stars Zither   November 16, 2008
 1 out of 1 found this review helpful

I'd never written a review in Amazon. But I cannot do that for this book! It's simply AWESOME! It almost answers every piece of my question mark in mind after going over several XNA fundamental books. In a nutshell, The book is perfect for those who already has some basic knowlodge of XNA.


4 out of 5 stars Perfect Reference Book   October 20, 2008
If your an average to expert c# programmer trying to get into XNA or have a little experience already, this book is great for code refrence and XNA class information. However, I dont recommend this book to entry level programmers as it requires basic c# knowledge.


5 out of 5 stars Excellent book for intermediate XNA developers   October 14, 2008
This is the best book on XNA.

I like that the book is not focused on beginner topics but rather on intermediary concepts. This book will help you grow once you got the basics i.e. once you are able to create a simple 2D game or setup a basic 3D scene.

The author is very focused and the recipie approach works great.
I surely hope the author will publish other books on XNA.



5 out of 5 stars Brilliant   August 1, 2008
 3 out of 3 found this review helpful

I wasn't convinced by the "recipe-based" approach before I ordered this book, but I enjoyed the author's online tutorials so thought I would give it a shot. I ended up buying and reading what is, pure and simple the best XNA book currently on the market.

Each "recipe" is direct and to the point with a minimum of fuss. Some are straightforward and can be skimmed over quickly, while others investigate the deepest corners of XNA and shine a light upon them. I've been writing games professionally for six years and there were recipes in this book that made me stop and say, "wow".

I'm not convinced it would be a great purchase for beginners - the direct and succinct writing style may not provide enough detail for those who aren't used to creating basic games already. However, there are a plethora of other XNA books targeted at beginners - this one says, "so you know a little bit about XNA? Now let me show you the good stuff."

If I had to pick up on anything, it would be that the book could have done with more diagrams. Sometimes the only way to actually see the results of a recipe, instead of just understanding it conceptually, is to copy out (or download) the example code. This is a minor quibble, because the explanations are clear and to the point, and more diagrams might have meant fewer recipes, which would have been a far bigger price to pay.


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