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Description
Do you have what it takes to become a game developer? With this hands-on book, you'll learn 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. Learning XNA 3.0 walks you through the framework in a clear and understandable step-by-step format. Once you finish the book, you'll know how to develop sophisticated games from start to finish.
Full Description
Table of Contents
  1. Chapter 1 Getting Started

    1. System Requirements

    2. Additional Resources

    3. Installation

    4. Creating Your First XNA Application

    5. What You Just Did

    6. Summary

    7. Test Your Knowledge: Quiz

  2. Chapter 2 Fun with Sprites

    1. A Look Behind the Scenes

    2. Game Development Versus Polling

    3. Modifying Your Game

    4. Adding a Sprite to Your Project

    5. Loading and Drawing Your Sprite

    6. Transparency and Other Options

    7. Layer Depth

    8. Let's Move

    9. Animation

    10. Adjusting the Framerate

    11. Adjusting the Animation Speed

    12. What You Just Did

    13. Summary

    14. Test Your Knowledge: Quiz

    15. Test Your Knowledge: Exercise

  3. Chapter 3 User Input and Collision Detection

    1. More Sprites

    2. Keyboard Input

    3. Mouse Input

    4. Gamepad Input

    5. Keeping the Sprite in the Game Window

    6. Collision Detection

    7. What You Just Did

    8. Summary

    9. Test Your Knowledge: Quiz

    10. Test Your Knowledge: Exercise

  4. Chapter 4 Applying Some Object-Oriented Design

    1. Designing Your Classes

    2. Creating a Sprite Class

    3. Creating a User-Controlled Sprite Class

    4. Creating an Automated Sprite

    5. Game Components

    6. Coding the SpriteManager

    7. Cleaning Up

    8. Making Them Move

    9. What You Just Did

    10. Summary

    11. Test Your Knowledge: Quiz

    12. Test Your Knowledge: Exercise

  5. Chapter 5 Sound Effects and Audio

    1. Using XACT

    2. Implementing XACT Audio Files in Code

    3. Using the Simplified API for Sound and Audio

    4. Adding More Sound to Your Game

    5. What You Just Did

    6. Summary

    7. Test Your Knowledge: Quiz

    8. Test Your Knowledge: Exercise

  6. Chapter 6 Basic Artificial Intelligence

    1. The Turing Test

    2. Creating Sprites at Random Intervals

    3. Randomly Spawning Sprites

    4. Irrelevant Objects

    5. Creating a Chasing Sprite

    6. Creating an Evading Sprite

    7. What You Just Did

    8. Summary

    9. Test Your Knowledge: Quiz

    10. Test Your Knowledge: Exercise

  7. Chapter 7 Putting It All Together

    1. Drawing 2D Text

    2. Randomly Generating Different Sprite Types

    3. Adding Some Variety to Your Sprites

    4. Adding a Background Image

    5. Game Scoring

    6. Game States

    7. Enabling/Disabling GameComponents

    8. Game-Over Logic and the Game-Over Screen

    9. Fine-Tuning Gameplay

    10. Creating Power-Ups

    11. What You Just Did

    12. Summary

    13. Test Your Knowledge: Quiz

    14. Test Your Knowledge: Exercise

  8. Chapter 8 Deploying to the Microsoft Zune

    1. Setting Up Your Zune Device Connection

    2. Creating a Zune Project

    3. Input on the Zune

    4. Audio on the Zune

    5. Resolution and Gameplay Issues

    6. Converting the Collision Game from Windows to Zune

    7. Conditional Compilation Symbols

    8. Converting the Collision Game Audio

    9. Converting the Collision Game's Player Input Code

    10. Converting the Collision Game's Screen Size

    11. Zune Performance

    12. What You Just Did

    13. Summary

    14. Test Your Knowledge: Quiz

  9. Chapter 9 3D Game Development

    1. Coordinate Systems

    2. Cameras

    3. Creating a 3D Camera

    4. Drawing Primitives

    5. Matrix Multiplication

    6. Movement and Rotation

    7. Backface Culling

    8. More on Rotations

    9. Even More Rotations

    10. Primitive Types

    11. Applying Textures

    12. What You Just Did

    13. Summary

    14. Test Your Knowledge: Quiz

    15. Test Your Knowledge: Exercise

  10. Chapter 10 3D Models

    1. Using 3D Models

    2. Setting Up the Project

    3. Adding a Model to Your Project

    4. Drawing a Model Using a BasicModel Class

    5. Adding a Model Manager

    6. Rotating Your Model

    7. What You Just Did

    8. Summary

    9. Test Your Knowledge: Quiz

    10. Test Your Knowledge: Exercise

  11. Chapter 11 Creating a First-Person Camera

    1. Components of a Moving 3D Camera

    2. Moving in a First-Person Camera

    3. Rotations in a First-Person Camera

    4. Coding the Camera for the 3D Game

    5. What You Just Did

    6. Summary

    7. Test Your Knowledge: Quiz

    8. Test Your Knowledge: Exercise

  12. Chapter 12 3D Collision Detection and Shooting

    1. Creating a Moving Enemy

    2. Adding Some Game Logic

    3. Firing Shots

    4. 3D Collision Detection and Bounding Spheres

    5. Adding a Crosshair

    6. Adding Sound

    7. What You Just Did

    8. Summary

    9. Test Your Knowledge: Quiz

    10. Test Your Knowledge: Exercise

  13. Chapter 13 HLSL Basics

    1. HLSL Syntax

    2. Dissecting a Sample HLSL Effect File

    3. Applying an HLSL Effect in C#

    4. Applying HLSL Using Textures

    5. HLSL Effects: Creating a Negative

    6. HLSL Effects: Blur

    7. HLSL Effects: Grayscale

    8. What You Just Did

    9. Summary

    10. Test Your Knowledge: Quiz

    11. Test Your Knowledge: Exercise

  14. Chapter 14 Particle Systems

    1. Creating a Custom Vertex

    2. Creating a Particle Engine

    3. Adding a Particle Effect File

    4. Adding Your Particle Engine to Your Game

    5. Adding a Starfield

    6. What You Just Did

    7. Summary

    8. Test Your Knowledge: Quiz

  15. Chapter 15 Wrapping Up Your 3D Game

    1. Adding a Splash Screen Game Component

    2. Keeping Score

    3. Adding a Power-Up

    4. What You Just Did

    5. Test Your Knowledge: Exercise

  16. Chapter 16 Deploying to the Xbox 360

    1. Adding an Xbox 360 Device

    2. Converting a Project to Run on the Xbox 360

    3. Supporting Gamepad Input

    4. Deploying to the Xbox 360

    5. Xbox 360 Display Settings

    6. The Title Safe Region

    7. What You Just Did

    8. Summary

    9. Test Your Knowledge: Quiz

  17. Chapter 17 Multiplayer Games

    1. Split-Screen Functionality

    2. Network Game Development

    3. Network Configurations

    4. Writing an XNA Network Game

    5. Modifying the Sprite Class

    6. Modifying the UserControlledSprite Class

    7. Coding Your Game1 Class

    8. Adding Update Code

    9. Adding Draw Code

    10. Adding Biohazard Bombs of Insanity!

    11. What You Just Did

    12. Summary

    13. Test Your Knowledge: Quiz

  1. Appendix Answers to Quizzes and Exercises

    1. : Getting Started

    2. : Fun with Sprites

    3. : User Input and Collision Detection

    4. : Applying Some Object-Oriented Design

    5. : Sound Effects and Audio

    6. : Basic Artificial Intelligence

    7. : Putting It All Together

    8. : Deploying to the Microsoft Zune

    9. : 3D Game Development

    10. : 3D Models

    11. : Creating a First-Person Camera

    12. : 3D Collision Detection and Shooting

    13. : HLSL Basics

    14. : Particle Systems

    15. : Wrapping Up Your 3D Game

    16. : Deploying to the Xbox 360

    17. : Multiplayer Games

  2. Colophon

View Full Table of Contents
Product Details
Title:
Learning XNA 3.0
By:
Aaron Reed
Publisher:
O'Reilly Media
Formats:
  • Print
  • Ebook
  • Safari Books Online
Print Release:
November 2008
Ebook Release:
November 2008
Pages:
512
Print ISBN:
978-0-596-52195-0
| ISBN 10:
0-596-52195-2
Ebook ISBN:
978-0-596-15691-6
| ISBN 10:
0-596-15691-X
Customer Reviews
About the Author
  1. Aaron Reed

    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.

    View Aaron Reed's full profile page.

Colophon

The animal on the cover of Learning XNA 3.0 is a sea robin fish (Chelidonichthys lucernus), otherwise known as a sapphirine gurnard. While the body of the fish is usually a somewhat bland color mix of browns, reds, and whites, its eyes are a striking peacock blue.

The sea robin fish is so named because it swims across the ocean floor and opens and closes its fins in a manner reminiscent of a flying bird. Some species of the fish also use their fins to fly above water for short distances.

In addition to having "wings," the sea robin fish also has six "legs" (three on each side of its body) that were once part of its pectoral fin. These legs-which are really flexible spines-allow the sea robin fish to stir up and detect food from the ocean floor while walking.

The sea robin fish occasionally brings to mind yet another creature: when caught, the fish croaks like a frog. Chefs say the sea robin fish can replace scorpion fish in bouillabaisse, and add that the fish has firm and tender flesh when cooked.

  • Book cover of Learning XNA 3.0