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by Riemer Grootjans, José Antonio Leal de Farias, Bruno Evangelista, Alexandre Sant
Beginning XNA 3.0 Game Programming: From Novice to Professional
Cover Page
Title Page
Copyright
Contents at a Glance
Contents
Foreword
About the Authors
About the Technical Reviewer
Acknowledgments
Introduction
CHAPTER 1 Game Planning and Programming Basics
Planning the Game
Game Planning
XNA Game Programming Concepts
Summary
CHAPTER 2 2D Graphics, Audio, and Input Basics
2D Graphics
Game Input
Game Audio
Summary
CHAPTER 3 Creating Your First 2D Game
Design for the First Game: Rock Rain
Let's Get to It
An Xbox 360 Version of Rock Rain
Summary
CHAPTER 4 Improving Your First 2D Game
Planning Rock Rain's New Version
Creating the Game Screens
Navigating Between the Scenes
Summary
CHAPTER 5 Basics of Game Networking
Introducing Multiplayer Games
Introducing XNA Networking
Summary
CHAPTER 6 Rock Rain Live!
Planning Rock Rain Live
Adding the Support for Network Games
Changing the Opening Screen
Creating the Network Game Scene
Creating the Game Sessions
Let's Talk
Synchronizing the Players
Summary
CHAPTER 7 Rock Rain Zune
Planning Rock Rain Zune
Organizing the Game
Modifying the Classes
Deploying the Game on the Zune
Summary
CHAPTER 8 3D Game Programming Basics
3D Coordinate Systems and Projections
Vertices and Primitives
Vectors, Matrices, and 3D Transformations
Lights, Camera . . . Effects!
Drawing the 3D Axis in XNA
Models and Meshes
Summary
CHAPTER 9 Rendering Pipeline, Shaders, and Effects
Rendering Pipeline
Shaders
High-Level Shading Language
Techniques, Passes, and Effects
Shader Authoring Tools
Summary
CHAPTER 10 Lights, Camera, Transformations!
Cameras
Lights
Camera and Light Managers
Object Transformation
Summary
CHAPTER 11 Generating a Terrain
Height Maps
Creating the Terrain Class
An Overview of Terrain Techniques
Creating the Terrain Effect
Drawing the Terrain
Extending the Terrain Effect with Normal Mapping
Querying the Terrain's Height
Ray and Terrain Collision
Summary
CHAPTER 12 Skeletal Animation
Types of Animations
Skeleton and Bone Representation
Extending the Content Pipeline for Model Animation
Using the AnimatedModel Class in XNA
Summary
CHAPTER 13 Creating a Third-Person Shooter Game
Designing the Game
Starting the Game Engine
Creating Helper Classes
Creating the Game Logic
Finishing the Game Engine
Summary
CHAPTER 14 Closing Words
Where You Are Now
Where Do You Go from Here?
Create Your Own Game
INDEX
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