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Learning XNA 3.0by Aaron Reed
Synopses & Reviews
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.
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.
Book News Annotation:
Reed (Neumont U., South Jordan, Utah) has extensive experience in software development and has taught many classes on .NET, web development and web services, DirectX, XNA, and systems design and architecture. He offers an introduction to game development for readers who have basic knowledge of the .NET Framework and C#, or similar technologies. The text introduces XNA game development concepts while walking the reader through the development of three different games--a 2D game, which is deployed to the Microsoft Zune; a 3D game for the PC, which is then tweaked and deployed to the Xbox 360; and a network game in XNA. Each chapter includes exercises and review questions to test the reader's understanding and to practice new skills learned along the way. The material is also supported by Reed's companion blog which contains source code for the book and other XNA-related content. Annotation ©2009 Book News, Inc., Portland, OR (booknews.com)
language (HLSL) and introductory artificial intelligence concepts. The book will walk you through development of two complete and exciting games using 2D and 3D concepts. Then you'll see how to port that code and make those games playable on the Xbox 360. You'll also create a game for the Microsoft Zune and explore issues developers need to think about when targeting that platform. The author focuses on what you want most--developing games from start to finish. The author is an experienced university-level game development instructor and the book was written specifically as a resource for first time game developers. The hands-on approach walks you through the XNA 3.0 framework in a concise and easy to follow format.
XNA 3.0 Game Development for the PC, Xbox 360, and Zune
Want to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away — even if you have no experience developing games. Although XNA includes several key concepts that can be difficult for beginning web developers to grasp, Learning XNA 4.0 shortens the learning curve by walking you through the framework in a clear and understandable step-by-step format.
Each chapter offers a self-contained lesson with illustrations and annotated examples, along with exercises and review questions to help you test your understanding and practice new skills as you go. Once you've finished this book, you'll know how to develop your own sophisticated games from start to finish.
About 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.
Table of Contents
DedicationPrefaceChapter 1: Getting StartedChapter 2: Fun with SpritesChapter 3: User Input and Collision DetectionChapter 4: Applying Some Object-Oriented DesignChapter 5: Sound Effects and AudioChapter 6: Basic Artificial IntelligenceChapter 7: Putting It All TogetherChapter 8: Deploying to the Microsoft ZuneChapter 9: 3D Game DevelopmentChapter 10: 3D ModelsChapter 11: Creating a First-Person CameraChapter 12: 3D Collision Detection and ShootingChapter 13: HLSL BasicsChapter 14: Particle SystemsChapter 15: Wrapping Up Your 3D GameChapter 16: Deploying to the Xbox 360Chapter 17: Multiplayer GamesAnswers to Quizzes and ExercisesColophon
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