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may be prompted for library pin. Unleashed
Microsoft® XNA™ Unleashed: Graphics and Game Programming for Xbox 360 and Windows by Chad Carter
Publisher: Sams
Pub Date: July 26, 2007
Print ISBN-10: 0-672-32964-6
Print ISBN-13: 978-0-672-32964-7
Pages: 552
Table of Contents • Index • Examples
Copyright
Foreword
About the Author
Acknowledgments
We Want to Hear From You!
Introduction
Who Should Read This Book?
Hardware and Software Requirements
Code Examples
Part I: Get Up and Running with XNA on Your PC and Xbox 360
Chapter 1. Introducing the XNA Framework and XNA Game Studio Express
What Is the XNA Framework?
Installing Visual C# Express
Installing the DirectX Runtime
Installing XNA Game Studio Express
Creating Spacewar Windows Project
Compiling and Running Spacewar
Summary
Chapter 2. XNA and the Xbox 360
Creating Spacewar Xbox 360 Project
Buying the XNA Creators Club Subscription
Connecting the Xbox 360 to the PC
Deploying on the Xbox 360
Debugging on the Xbox 360
Creating a Test Demo for the Xbox 360
Programming for Dual Platforms
The .NET Compact Framework on the Xbox 360
Summary
Chapter 3. Performance Considerations
Measure, Measure, Measure
Managing Memory
Understanding the Garbage Collector
Optimization Suggestions
Summary
Part II: Understanding XNA Basics
Chapter 4. Creating 3D Objects
Vertices Vectors
Matrices
Transformations
Transformations Reloaded
Creating a Camera
Vertex Buffers
Effects
Textures
Index Buffers
XNA Game Components
Checking Performance
Transformations Revolutions
Summary
Chapter 5. Input Devices and Cameras
Creating a Game Service
Starting a Library
Working with Input Devices
Creating a Stationary Camera
Creating a First Person Camera
Creating a Split Screen
Summary
Part III: Content Pipeline
Chapter 6. Loading and Texturing 3D Objects
Understanding the Content Pipeline
Loading 3D Models
Texturing 3D Models
Summary
Chapter 7. Sounds and Music
Microsoft Cross-Platform Audio Creation Tool (XACT)
Wave Banks
Sound Banks
Understanding Variations
Updating Our Input Handler
Plugging in Our Sound Manager
Creating a Sound Demo
Summary
Chapter 8. Extending the Content Pipeline
Creating a Skybox
Using the Skybox
Debugging the Content Pipeline Extension
Summary
Part IV: 2D in XNA
Chapter 9. 2D Basics
Sprite Batches
Practical Sprite Batches
Using Sprite Fonts
Summary
Chapter 10. 2D Effects
Cel Animation
Rotating and Scaling
Blending Mode Example
Fade to Color
Making Fire Old School Style
Explosions
Summary
Chapter 11. Creating a 2D Game
Setting Up the Game Skeleton
Creating Parallax Scrolling
Switching States
Drawing Our Hero
Drawing Our Enemies
Handling Collision Detection
Winning and Losing
Adding Transitions
Adding Explosions
Adding Sounds
Summary
Part V: High Level Shader Language
Chapter 12. HLSL Basics
Understanding the Shader Process
HLSL Syntax
Vertex Shaders
Pixel Shaders
Techniques
Passes
Passing Application Data to the GPU
HLSL Demo
Summary
Chapter 13. Advanced HLSL
Vertex Displacement
Postprocessing
More Postprocessing Examples
Summary
Part VI: Physics and Artificial Intelligence
Chapter 14. Physics Basics
Kinematics
Force
Collisions
Summary
Chapter 15. Finite State Machines and Game State Management
Finite State Machine
Object-Oriented Design
Managing Game States
Managing Game States Demo
Summary
Chapter 16. AI Algorithms
Setting Up Our Demo
Chase Algorithm
A Better Chase Algorithm
Evading Algorithm
Random Movement
Creating a Finite State Machine
Summary
Part VII: 3D Effects
Chapter 17. Advanced Texturing Techniques
3D Lighting
Bump Mapping
Normal Mapping
Parallax Mapping
Relief Mapping
Texture Animation
Summary
Chapter 18. Special Effects
Transitions
Making Fire
Summary
Chapter 19. Particle System
Particle System Defined
Point Sprite Defined
Creating the Particle Class
Creating the VertexPointSprite Struct
Creating the Particle System Engine
Point Sprite Effect File
Particle System Demo
Creating Particle Effects
Summary
Part VIII: Putting It Into Practice
Chapter 20. Creating a 3D Game
Creating the Tunnel Vision Game
Creating the Game Logic
Creating the Crosshair
Creating the Game-Specific Camera
Summary
Chapter 21. Improving the Game
Creating the Radar
Creating the Tunnel
Creating the Level Timer
Creating the HUD
Adding Scoring
Keeping Track of High Scores
Summary
Chapter 22. Finishing Touches
Updating the Title Screen
Updating the Start Menu
Creating the High Score Screen
Updating the Options Menu
Updating the Remaining States
Using the Particle System
Adding Sound
Suggested Improvements
Summary