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 Professional XNA Game Programming For Xbox 360 and Windows 2nd Edition
  

  Professional XNA Game Programming For Xbox 360 and Windows 2nd Edition by Benjamin Nitschke

  • Published by: WROX/WILEY
  • Author: Benjamin Nitschke
  • Page Count: 571
  • Group: XNA
  • ISBN: 0470261285/9780470261286
  • Published: Feb 2008

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Book Information and Description:

Professional XNA Game Programming For Xbox 360 and Windows 2nd Edition
Wrox's Professional XNA Game Programming is the best-selling guide to Microsoft's framework for building games for Xbox 360 and Windows. Professional game developer and MVP Benjamin Nitschke shares his experience with the XNA Framework, and teaches readers how to use the free XNA Game Studio Express 2.0 to build cutting edge 2D and 3D games. This improved and updated edition of Professional XNA Game Programming is a hands-on guide that will get readers up and running with XNA quickly, and includes 6 fully functional games including the popular Racing Game, and the new Dungeon Quest. Topics include:
  

* XNA requirements and components
  

* Writing helper classes
  

* Graphics with the XNA Framework
  

* Create great visual effects through Shaders
  

* Using XAct for Music and Sounds
  

* Accessing Keyboard, Mouse and Xbox Controllers with XInput
  

* Programming a complete racing game
  

* Building a graphics engine
  

* Creating a game engine
  

* Building networked games
  

* How to get all the content managed in XNA
  

* Fine tuning and debugging
  

* Deployment to Xbox 360

  

and more.

  

Source code and online support at Wrox.com.

CONTENTS:

Introduction

Part 1: XNA Framework Basics

Chapter 1: Introducing XNA

Chapter 2: Creating Your First Game: Pong

Chapter 3: Helper Classes

Chapter 4: Game Components

Part 2: 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 3: Improving Your Game Engine

Chapter 9: Adding Sound With XACT

Chapter 10: Player Input And The User Interface

Chapter 11: Creating Xna Shooter

Part 4: Writing A Racing Game

Chapter 12: Generating Landscapes And Tracks

Chapter 13: Physics

Chapter 14: Fine-Tuning And "Modding" The Racing Game

Part 5: Writing Multiplayer Games

Chapter 15: Multiplayer And Xbox Live

Chapter 16: Role-Playing Games

Chapter 17: Dungeon Quest

Appendix A: Resources

Index