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Microsoft XNA 4.0 Game Development Cookbook电子书

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4人正在读 | 0人评论 9.8

作       者:Luke Drumm

出  版  社:Packt Publishing

出版时间:2012-06-25

字       数:196.6万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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“Microsoft XNA 4.0 Game Development Cookbook” is a fast-paced cookbook for taking your knowledge of the framework further with advanced game development tasks. Packed with step-by-step instructions and screenshots, the book will solve an experienced developer’s everyday coding problems. If you are an XNA developer who has already successfully mastered simple 2D and 3D XNA tasks, dive into “Microsoft XNA 4.0 Game Development Cookbook” for something more challenging. You should be comfortable with the basics of the XNA framework, and have experience with C#.
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Microsoft XNA 4.0 Game Development Cookbook

Table of Contents

Microsoft XNA 4.0 Game Development Cookbook

Credits

About the Author

About the Reviewers

www.PacktPub.com

Support files, eBooks, discount offers, and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Errata

Piracy

Questions

1. Applying Special Effects

Introduction

Creating shadows within the Reach profile

Getting ready

How to do it...

How it works...

There's more...

See also

Creating shadows within the HiDef profile

Getting ready

How to do it...

How it works...

There's more...

See also

Implementing lens flare within the Reach profile

Getting ready

How to do it...

How it works...

There's more...

Implementing lens flare within the HiDef profile

Getting ready

How to do it...

How it works...

Implementing smoke within the Reach profile

Getting ready

How to do it...

How it works...

There's more...

Creating explosions within the Reach profile

Getting ready

How to do it...

How it works...

There's more...

Creating explosions within the HiDef profile

Getting ready

How to do it...

How it works...

There's more...

See also...

2. Building 2D and 3D Terrain

Introduction

Displaying hexagonal maps

Getting ready

How to do it...

How it works...

There's more...

Displaying 2D isometric maps

Getting ready

How to do it...

How it works...

There's more...

See also

Importing and displaying 3D isometric maps

Getting ready

How to do it...

How it works...

Generating 3D height maps

Getting ready

How to do it...

How it works...

There's more...

Creating block worlds within the Reach profile

Getting ready

How to do it...

How it works...

There's more...

Textures

Creating block worlds within the HiDef profile

Getting ready

How to do it...

How it works...

There's more...

3. Procedural Modeling

Introduction

Modeling triangles

Getting ready

How to do it...

How it works...

There's more...

Dynamic vertex buffers

See also

Modeling discs

Getting ready

How to do it...

How it works...

See also...

Modeling spheres

Getting ready

How to do it...

How it works...

There's more...

See also

Modeling tori

Getting ready

How to do it...

How it works...

See also

Modeling trees

Getting ready

How to do it...

How it works...

There's more...

4. Creating Water and Sky

Introduction

Creating water within the HiDef profile

Getting ready

How to do it...

How it works...

There's more...

Shallow water

Deep water

Building skyboxes within the Reach profile

Getting ready

How to do it...

How it works...

Building skyboxes within the HiDef profile

Getting ready

How to do it...

How it works...

There's more...

Cloud generation within the Reach profile

Getting ready

How to do it...

How it works...

There's more...

Billboarding

See also

5. Non-Player Characters

Introduction

A* pathfinding

Getting ready

How to do it...

How it works...

There's more...

Distance estimation

See also

Character state machines

Getting ready

How to do it...

How it works...

There's more...

Scripting

Animation

See also

Constructing dialogue

Getting ready

How to do it...

How it works...

There's more...

Scripting

See also

Decentralizing behavior

Getting ready

How to do it...

How it works...

There's more...

See also

6. Playing with Animation

Introduction

Applying animation with SkinnedEffect

Getting ready

How to do it...

How it works...

Motion capture with Kinect

Getting ready

How to do it...

How it works...

There's more...

Under voice command

Integrating rag doll physics

Getting ready

How to do it...

How it works...

There's more...

Part time action

Rendering crowds

Getting ready

How to do it...

How it works...

There's more...

7. Creating Vehicles

Introduction

Applying simple car physics

Getting ready

How to do it...

How it works...

There's more...

Getting more physical

See also

Implementing simple plane controls

Getting ready

How to do it...

How it works...

There's more...

See also

Rendering reflective materials within the Reach profile

Getting ready

How to do it...

How it works...

There's more...

The cost of reflecting

See also

8. Receiving Player Input

Introduction

Adding text fields

Getting ready

How to do it...

How it works...

There's more...

On the phone

Creating dialog wheels

Getting ready

How to do it...

How it works...

There's more...

Dragging, dropping, and sliding

Getting ready

How to do it...

How it works...

There's more...

9. Networking

Introduction

Connecting across a LAN

Getting ready

How to do it...

How it works...

There's more...

See also

Connecting across the Web

Getting ready

How to do it...

How it works...

There's more...

See also

Synchronizing client states

Getting ready

How to do it...

How it works...

There's more...

Index

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