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Xbox开发技术 Professional XNA Game Programming: For Xbox 360 and Windows CHM

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    资源信息:



    中文名


    : Xbox开发技术


    英文名


    : Professional XNA Game Programming: For Xbox 360 and Windows


    版本


    : CHM


    发行日期


    : 2007年04月30日


    地区


    : 美国


    对白语言


    : 英语


    概述


    :



    书名:Professional XNA Game Programming: For Xbox 360 and Windows 作者:Benjamin Nitschke 页数: 504 pages 出版: Wrox 日期: April 30, 2007 语言: English ISBN-10: 0470126779 ISBN-13: 978-0470126776 http://www.amazon.com/Professional-XNA-Gam...70126779 简介:2007年书籍,专业的XNA课程,有关Xbox 306游戏的开发技术。XNA Game Studio Express开发的革命性游戏! You haven't experienced the full potential of Xbox 360 or Windows until you've created your own homebrewed games for these innovative systems. With Microsoft's new XNA Framework, the only thing limiting you is your imagination. Now professional game developer and Microsoft DirectX MVP Benjamin Nitschke shows you how to take advantage of the XNA Game Studio Express tools and libraries in order to build cutting-edge games. Whether you want to explore new worlds or speed down a city block in a souped up dragster, this book will get you up and running quickly. You'll learn how to implement 3D models, generate huge landscapes, map cool-looking shaders to your 3D objects, and much more. Nitschke also steps you through the development of your first fully functional racing game. You'll then be able to apply this information as you write your own XNA cross-platform games.


    What you will learn from this book


    Tricks for managing the game engine and user interface How to program an old school shooter game and space adventure Tips for improving racing game logic and expanding your game ideas Methods for integrating amazing visual effects using advanced shader techniques Steps for adding sound and music with XACT-bringing your game to life How to fine-tune and debug your game for optimal performance


    Who this book is for


    This book is for anyone who wants to write their own games for the Xbox 360 or Windows platforms. You should have some experience coding with C# or a similar .NET language.


    Wrox Professional guides


    are planned and written by working programmers to meet the real-world needs of programmers, developers, and IT professionals. Focused and relevant, they address the issues technology professionals face every day. They provide examples, practical solutions, and expert education in new technologies, all designed to help programmers do a better job.


    微软XNA是一统所有游戏开发环境的终极标准


    XNA是微软推出的所谓“通用软件开发平台”,它的目标是让游戏开发过程更加轻松简单。XNA中,X代表微软掌握的技术资源,DirectX和Xbox;N代表次世代(NextGeneration);A代表架构(Architecture)。以DirectX为原型,微软希望把XNA发展为所有游戏开发平 台的通用标准。如此一来将实现游戏开发工具的无缝嵌入和平滑过渡。在“大一统”尚未成形时,微软将透过XNA整合自家门下的Windows、Xbox与WindowsCE系统,在个人电脑、家用游戏机、移动设备这三种游戏平台上将开发工作融会贯通。在微软网站XNA的页面上,象征DNA链的螺旋图形贯穿始终。DNA是建构生命体的核心,微软显然希望将自己的XNA也塑造成游戏生命力的支柱。 “XNA”是微软站在游戏开发者角度出发,针对游戏开发人员需求所研发的最新工具,出发点与做法都是对的,所以也得到游戏产业的热烈回响,在今年今年3月美国“游戏开发者会议GDC”上就有不少游戏开发人员极为赞同微软“XNA”,而且全球超过20家知名软件公司(包含游戏商与套装工具软件商)都加盟“XNA”。JAllard这次来日本也是向日本厂商宣传“XNA”的好处,或许日本厂商对目前XBOX兴趣缺缺加盟意愿不高,但大多数都赞同微软“XNA”的出发点,也对“XNA”表达了高度兴趣,甚至连SQUARE-ENIX这类大厂都表示可以评估加盟“XNA”,可见“XNA”取之于游戏产业、用之于游戏产业的做法已经得到共鸣。   按照“XNA”的未来规划,甚至可能成为微软未来一统所有游戏开发环境的终极标准,届时“XNA”的地位可能会如同目前计算机界的“DirectX”,甚至层次更高!!   “XNA”是游戏产业未来的发展“规范”,有什么比掌握一个“规范”来得更有权力呢?或许从“XNA”的发展规划中,我们也能慢慢看出微软的真正意图!! Table of Contents Professional XNA Game Programming-For Xbox 360 and Windows Credits Introduction Part I - XNA Framework Basics Chapter 1 - Introducing XNA Chapter 2 - Creating Your First Game-Pong Chapter 3 - Helper Classes Chapter 4 - Game Components Part II - Basic Graphics Engine Chapter 5 - Writing Your Own XNA Graphics Engine Chapter 6 - Shader Management Chapter 7 - Realism through Normal Mapping Chapter 8 - Post-Screen Shaders and the Rocket Commander Game Part III - Improving Your Game Engine Chapter 9 - Adding Sound with XACT Chapter 10 - Player Input and the User Interface Chapter 11 - Creating XNA Shooter Part IV - Writing a Racing Game Chapter 12 - Generating Landscapes and Tracks Chapter 13 - Physics Chapter 14 - Fine-Tuning and “Modding” the Racing Game Appendix A - Resources Index




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