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Learning XNA 3.0
 
 

Learning XNA 3.0 [Kindle Edition]

Aaron Reed
4.5 out of 5 stars  See all reviews (20 customer reviews)

Digital List Price: $27.99 What's this?
Print List Price: $34.99
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Product Description

Do you have what it takes to become a game developer? With this hands-on book, you'll learn quickly and easily how to develop computer games with Microsoft's XNA 3.0 framework-not just for your PC, but for Xbox 360 and the Microsoft Zune as well.

Written by an experienced university-level game development instructor, Learning XNA 3.0 walks you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with lots of illustrations and annotated examples to help you master key concepts. Once you finish the book, you'll know how to develop sophisticated games from start to finish.

  • Learn game development concepts from 2D animation to 3D cameras and effects
  • Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts
  • Develop three complete and exciting games using 2D,3D and multiplayer concepts
  • Develop and deploy games to the Xbox 360 and the Microsoft Zune

While teaching XNA to beginning game developers, author Aaron Reed noticed that several key concepts were difficult for students to grasp. Learning XNA 3.0 was written specifically to address those issues. With this book, you can test your understanding and practice new skills as you go with unique "Test Your Knowledge" exercises and review questions in each chapter.

Why wait? Amaze your family and friends by building your own games for the PC, Xbox 360, and Zune-with Learning XNA 3.0.

"An outstanding book! Teaches you XNA development in a smart way, starting from 2D basics and going into 3D and shader development. What I really like is the 'peeling the onion' approach the author takes, which builds up knowledge from previous chapters."--David "LetsKillDave" Weller, CEO, Cogito Ergonomics, LLC, and former XNA program manager

About the Author

Aaron Reed has extensive software development experience and more importantly, experience in software development education. Since 2004 he has taught courses at Neumont University in .NET, web development and web services, XNA, systems design and architecture, and more.

Aaron's experience in teaching both DirectX and XNA for several years to university-level students helps him understand what topics are easily understood and which ones need more depth and emphasis. Through experience in the classroom he also has a good understanding of what format and sequence makes the most sense to present the material. This book follows that format and is meant to present game development concepts in the way most efficient and most comprehendible as proven in the classroom.


Product Details

  • Format: Kindle Edition
  • File Size: 4802 KB
  • Publisher: O'Reilly Media; 1 edition (November 24, 2008)
  • Sold by: Amazon Digital Services
  • Language: English
  • ASIN: B0028N4WJM
  • Text-to-Speech: Enabled
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (20 customer reviews)
  • Amazon Best Sellers Rank: #147,569 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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20 Reviews
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Average Customer Review
4.5 out of 5 stars (20 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

6 of 6 people found the following review helpful:
5.0 out of 5 stars This Book "Clicked" with Me!, February 17, 2010
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Here's my experience before this wonderful book. I have been a hack programmer for close to 30 years (started with the Apple ][, VIC-20 and the Commodore 64.) I've written a few small games over the years in basic and one in C (after reading Andre LaMothe's wonderful books on game programming.) I am pretty proficient in Visual Basic .Net (I write and sell CRM software for salespeople online). I've recently wanted to write some small games again and actually purchased a Mac and IPhone to try to write games for it but found Objective C very cumbersome. So, with that--I--on a whim and after reading reviews--bought Learning XNA 3.0 and what a great purchase it was for me! With my "hack" experience, I just want the facts--here's how you put a sprite on the screen, here's how you move it, here's how you check for collisions, here's how you play a sound. This book was perfect for me. As of right now, I have no interest in 3D programming and have skipped the chapters on that topic but found the 2D programming chapters to be fantastic. I jumped right in and was moving a stupid little sprite around with my xbox controller in no time. I was animating sprites a little later. 3 days later (with no C# experience) I have written a "Kaboom" clone that rocks (remember Kaboom on the Atari 30 years ago?) What a thrill it is to see my little game running on my xbox 360! It is fun and you know what? I plan on fixing it up a little and seeing if I can sell some copies on xbox live! Next in line is a Robotron clone and a clone of the old Odyssey 2 video game U.F.O. This is some fun stuff--my CRM programming is suffering because I am having a blast programming games! Buy this book if you have any interest in XNA programming--you will not be sorry. I'll bet I could program any 70's - 80's arcade game now (when games were a blast!) except for the fact that I am a terrible artist.
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8 of 9 people found the following review helpful:
4.0 out of 5 stars Starts out slow, but picks up eventually, December 7, 2008
By 
Matt B. (Columbus, OH USA) - See all my reviews
Aaron's teaching guide uses what people like to call the onion approach. He starts out teaching simple techniques and slowly builds on them getting more and more advanced. The first couple of chapters feel like busy work, but then it starts to pick up.

Also, for those who have problems finding his source code and images used in his book, just go to his website, he has copies there:

[...]
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7 of 8 people found the following review helpful:
5.0 out of 5 stars Learning XNA 3.0: XNA 3.0 Game Development for the PC,Xbox 360, and Zune, December 20, 2008
I've purchased many of the XNA books available on the market. They all offer XNA insight, but this book tops them all.

The author teaches the material, so the book is feels like what you'd get out of a very good class on the subject. It digs in right off the bat in the the first chapter, and never lets up.

Out of every book I have on the subject, I've learned and understood the material faster. The chapters are ordered as you build an application and you build your knowledge step by step. Every new concept is clearly discussed as it gets added.

I recommend this as a first book on the subject for anyone looking to get into XNA programming.
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&quote;
Why do you need a variable keeping track of time? Because computers do not all run at the same speed. This variable helps you determine when animations and other events should happen based on actual game time rather than processor speed. &quote;
Highlighted by 3 Kindle users
&quote;
There are two ways to render portions of images transparently: either the image file itself must have a transparent background, or the portion of the image that you want to be transparent must be solid magenta (255, 0, 255)XNA will automatically render solid magenta as transparent. &quote;
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You should try to do as little as possible in the Draw method other than draw your scene. &quote;
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How's the Kindle version? 0 Sep 30, 2009
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