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Microsoft XNA Game Studio 3.0 Unleashed [Paperback]

Chad Carter
3.1 out of 5 stars  See all reviews (20 customer reviews)

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Book Description

March 7, 2009 0672330229 978-0672330223 1

Using XNA Game Studio 3.0, any programmer can master the art of game development and begin selling games to millions of Xbox 360 users worldwide. Now, there’s a practical, comprehensive guide to game development with Microsoft’s powerful new XNA Game Studio 3.0 and the entire XNA Framework.

 

In Microsoft® XNA® Game Studio 3.0 Unleashed, XNA expert Chad Carter covers the entire XNA platform, presents extensive sample code, and explains that code line by line. Carter walks you through the entire process of game development, including installing XNA, creating objects, handling input, managing and extending the content pipeline, optimizing game performance, and creating both 3D and 2D games. Carter presents sophisticated coverage of using XNA’s high level shader language; creating physical effects; and endowing characters with realistic artificial intelligence.

 

A case study section walks through the entire process of planning and coding a game, improving it, and putting on the finishing touches that make it marketable. This edition contains nine new chapters, including all-new sections on creating networked games, programming games for the Zune handheld, and preparing and submitting games to Xbox LIVE, where accepted titles will reach gamers worldwide.

  • Plan your games to deliver solid performance on the platforms you’ve targeted
  • Understand essential XNA Framework concepts, including object creation, cameras, input handling, libraries, game services, and managing and extending the content pipeline
  • Create a 2D game that will run across 3 platforms (Windows, Xbox 360, and Zune) with a single code base
  • Create a Visualizer media player for the Microsoft Zune
  • Use the High Level Shader Language (HLSL) to communicate directly with graphics hardware
  • Bring realistic physics to your game action and realistic artificial intelligence to your characters
  • Create sophisticated 3D effects that use advanced texturing and a particle system
  • Build networked games, including multiplayer demos, turn-based games, and real-time network games
  • Create 4 full games–2D parallax side scroller, 3D shooter, multiplayer turn-based 2D card game, and a multiplayer real-time 3D game
  • Discover best practices for creating Xbox LIVE Community Games
  • Sell your finished game on Xbox LIVE Marketplace 

CD-ROM includes: All C# examples and source code presented in this book.


Frequently Bought Together

Microsoft XNA Game Studio 3.0 Unleashed + Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zune + XNA 3.0 Game Programming Recipes: A Problem-Solution Approach (Expert's Voice in XNA)
Price for all three: $86.56

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Editorial Reviews

About the Author

Chad Carter, Chief Technology Officer at Robertson Marketing Group, authored the previous edition of this book, Microsoft® XNA™ Unleashed: Graphics and Game Programming for Xbox 360 and Windows. Chad has been writing games and graphics software for more than 15 years.

Excerpt. © Reprinted by permission. All rights reserved.

Introduction

Introduction

Many developers became interested in programming because they saw a video game and thought, “How did they do that?” This book helps demystify what is required to make video games. Being able to write games on a next-generation console such as the Xbox 360 has never been an option for the masses before. Now with the XNA Framework, games can be written for the console.

By the end of this book, you will have created four complete games and many demos along the way. This book takes a serious look at performance-related issues when writing games using XNA for Windows and the Xbox 360. Two chapters are devoted to the High Level Shader Language (HLSL), which is a necessity for writing great games. The book covers physics and artificial intelligence (AI). It also covers special effects, including explosions, transitions, and how to create a 3D particle system. It demonstrates how to create a sound project using the Microsoft Cross-Platform Audio Creation Tool (XACT) and how to directly access sound files in a game. Two chapters are devoted to programming games for the Zune. Saving and loading a high score list and creating a full menu system are also taught in this book. Five chapters are devoted to creating multiplayer games. Writing network games can be challenging, and this book covers networking in detail. The final two chapters are on best practices and provide tips on how to sell games on the Xbox LIVE Marketplace. In general, this book contains a great foundation for many topics that need to be learned to create and sell a full-featured single-player or multiplayer game.

Who Should Read This Book?

This book was written for developers. You should have a good understanding of programming in general. The book uses C#, but if you know any modern language, such as C++, Java, or VB.NET, you will have no problem understanding the code in this book. The book assumes some understanding of the Microsoft .NET Framework, which is what the XNA Framework runs on. Without prior experience writing code using the .NET Framework, you might have to do a little research now and then, but should not have trouble getting through this book.

This book was written with a few different audiences in mind. Business application developers who want to use their programming skill set to write computer games are one audience. Graphics and game developers who have been around the OpenGL and DirectX block should also find useful information in this book—especially in seeing how things are done “the XNA way.” The book also targets readers who have some programming experience but have not done anything formal. The book teaches by example. It is written in such a way that if you are not in front of your computer, you can still get valuable information from the book because the code is presented as it is being discussed.

Hardware and Software Requirements

The code in this book is compiled with XNA Game Studio 3.0. In order to complete the games and demos in this book, the requirements that follow must be met.

Supported Operating Systems

The following operating systems are supported:

  • Windows XP Home Edition
  • Windows XP Professional Edition
  • Windows XP Media Center Edition
  • Windows XP Tablet Edition
  • Windows Vista Home Basic Edition
  • Windows Vista Home Premium Edition
  • Windows Vista Business Edition
  • Windows Vista Enterprise Edition
  • Windows Vista Ultimate Edition

Windows XP requires Service Pack 2 or later.

Hardware Requirements

When you run XNA Framework games on Windows, a graphics card that supports Shader Model 1.1 is required. This book has samples that use Shader Model 2.0 and a couple that use Shader Model 3.0. To get the most from this book, you need a graphics card that supports Shader Model 3.0. The graphics card should have the most up-to-date drivers. Updated drivers can be found on the graphics card’s hardware vendor website.

When you run XNA Framework games on the Xbox 360 console, a hard drive must be connected to the console.

Software Requirements

All the software required to utilize the XNA Framework on Windows is free:

  • Microsoft Visual C# 2005 Express Edition
  • Microsoft XNA Game Studio Express
  • DirectX 9.0c

Instructions on installing the software can be found in Chapter 1, “Introducing the XNA Framework and XNA Game Studio.”

Code Examples

The source code for the examples in this book can be found on the accompanying CD. Any updates to the code can be downloaded via http://www.samspublishing.com or http://www.xnaessentials.com.

How This Book Is Organized

This book is organized into 11 main parts, representing the information you need to understand to use XNA Game Studio effectively. Writing a book is an interesting challenge. There are basically two routes an author can go. One route is to create small bite-sized pieces that can be used as a reference. The other route is to take the reader on a journey from start to finish, covering important topics along the way but doing it in such a manner that the reader is gradually learning concepts. Then, once the entire book has been enjoyed, the reader can go back and reread certain sections for mastery.

I have tried to take the second approach in writing this book. The book is best read in order. The Internet has a wealth of information. Learning about a particular topic is not difficult. You can easily find information from many different sources on a particular topic. The problem is there is usually no place to see how a lot of different topics work together. With a book that is designed to be read from front to back, the main drawback is a larger time commitment. However, there is usually deeper understanding by the time the task is complete versus the same amount of time spent looking at particular topics on the subject from online tutorials and blog posts. Both are very important, but because a wealth of reference information is available online already, there was no need to make this a reference book.

There was some criticism concerning the order of the first book. This book is not organized in a manner similar to many other books. However, a lot of thought was put into the order of this book. I do believe this book’s order is important, and I did not change it from the first edition. I start with a very basic chapter explaining the history of XNA and very detailed instructions on how to install XNA Game Studio. Most people will not need this, but it is there for those who do. The next chapter jumps right in to talking about the Xbox 360. Even though there are people who do not have an Xbox 360, it is important to put this chapter up front so you can be aware of certain things when creating games using XNA. It is always important to know what you are up against before you start. It is for this same reason that the very next chapter is on performance. Most books simply give a nod to performance in a later chapter or maybe an appendix, if at all. I personally believe that thinking about performance early on is crucial to making a good game. This does not mean we need to do micro-optimizations early in the process; instead, it is all about measurement. This is why performance is discussed so early in the book.

The first real game code that is presented in this book is written for 3D. Many people are shocked that 2D is not discussed until Chapter 9, “2D Basics.” The reason for putting 3D before 2D in this book is because picking up 3D is not any harder than learning 2D. The early chapters are there to introduce you to the XNA Framework as well as the concepts behind a camera. It is my hope to tear down the mental block many people have that 3D is much harder than 2D. Granted, there are some complex topics surrounding 3D, and those are covered later in the book. However, by getting started by drawing models and responding to input, you’ll see there is not a huge difference in the knowledge needed to write 3D games versus 2D games.

After discussing 3D and the Content Pipeline, the book discusses 2D and then moves into two chapters devoted to programming for the Zune. The next part of the book discusses the High Level Shader Language. Physics and artificial intelligence are discussed next. The code for those chapters uses the basic 3D information you will learn in earlier parts the book.

This is followed up by talking about more advanced 3D topics. A single-player 3D game is then built, thus allowing us to put into practice all you will learn in this book.

The next part of the book provides an intensive look at developing multiplayer games. Then the final part of the book discusses some best practices, most of which are done while creating the demos and games throughout the book. The last chapter explains the review process and getting your game into a condition to be sold on the Xbox LIVE Marketplace.


© Copyright Pearson Education. All rights reserved.


Product Details

  • Paperback: 792 pages
  • Publisher: Sams Publishing; 1 edition (March 7, 2009)
  • Language: English
  • ISBN-10: 0672330229
  • ISBN-13: 978-0672330223
  • Product Dimensions: 7 x 1.6 x 9.1 inches
  • Shipping Weight: 2.8 pounds (View shipping rates and policies)
  • Average Customer Review: 3.1 out of 5 stars  See all reviews (20 customer reviews)
  • Amazon Best Sellers Rank: #1,015,545 in Books (See Top 100 in Books)

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Customer Reviews

This book is just crap. Jason  |  7 reviewers made a similar statement
The book code does not work the cd code does. Richard P. Lollar  |  4 reviewers made a similar statement
Most Helpful Customer Reviews
16 of 17 people found the following review helpful
5.0 out of 5 stars Most Comprehensive 3.0 Book Available March 25, 2009
By RB
Format:Paperback
I have the author's first book that covered XNA Game Studio 1.0 Refresh. This book was not a simple name change - it has actual coverage of the new 3.0 topics as well as great coverage of the 2.0 topics that other books just gloss over.

There are a total of 9 new chapters in this book. These 9 chapters are worth the price of the book in and of themselves. There seems to be some changes to the original content, but just in order to make it work effectively with the latest version of the framework.

Out of the 9 new chapters, 2 are on Zune development. Once done with those chapters I had my own visualizer and ported over the 2D game I created. I tend to stick with 3D, but having a neat handheld device to create games on is pretty cool so I will probably create another game - especially if Microsoft opens up the Zune Marketplace for us to sell games on like that did on the Xbox LIVE Marketplace. In fact, 2 of the 9 new chapters discuss best practices for developing games for the Xbox LIVE Marketplace and discusses what is needed to actually submit XNA Community games.

The other 5 chapters are all about networking. It amazes me how much detail the author put into these chapters. If you are even thinking about creating a multiplayer game for Windows or the Xbox 360 or the Zune then you have to get this book just for those chapters. The first chapter is excellent information to help with understanding networks and the physical speed limitations of sending data across the internet. The next chapter moves past the theory and shows how to create a bare-bones, "just the facts", multiplayer demos for Windows, the Xbox 360 and the Zune. The third chapter of the five takes time to build a skeleton (which can be easily turned into template in Visual Studio) complete with a game lobby and session lists. All of the menu functionality is built using knowledge from the game state chapter earlier in the book. The fourth and fifth chapters actually create a turned based card game and a real-time chase/evade game. The multiplayer chapters are excellent. I wish the other 2.0 books that came out last year had spent time going through the details the author spelled out here.

I'll repeat what I said about his first book:
I really enjoyed his perspective on performance. It helped me in my day job as well ... can you say Garbage Collector? The physics chapter is great. I also enjoyed the chapter on Artificial Intelligence. Both are short, but to the point and helped me know where I need to look for more information. The particle system is excellent. I liked the force field created by particles ... cool. The chapter on the content pipeline was excellent. I enjoyed the advanced topics he has as well like Render Targets, Parallax and Relief Mapping.

So in summary, if there is only one XNA book you can buy ... get this one. You won't regret it!
Was this review helpful to you?
8 of 8 people found the following review helpful
Format:Paperback
The book is labeled Intermediate to Advanced for a reason.

If you look at the different reviews on the site, you can pretty easily tell which people decided - hey I want to program games even though I have very little experience in programming and those that understand topics such as polymorphism, inheritence and design patterns.

The other item I see in these reviews is complaining about the order of items. The author very plainly states why he chose to order it the way he did. Personally, this helped me a lot. I am making a 3D game currently and hope to have it up on Xbox LIVE in the Indies channel before too long.

An excerpt from "How This Book Is Organized" section of the Introduction (Good thing Amazon has a preview option available for this book):
... With a book that is designed to be read from front to back, the main drawback is a larger time commitment. However, there is usually deeper understanding by the time the task is complete versus the same amount of time spent looking at particular topics on the subject from online tutorials and blog posts. Both are very important, ...
... I do believe this book's order is important, and I did not change it from the first edition. ... The next chapter jumps right into talking about the Xbox 360. Even though there are people who do not have anXbox 360, it is important to put this chapter up front so you can be aware of certain things when creating games using XNA. It is always important to know what you are up against before you start. It is for this same reason that the very next chapter is on performance. ...
... The first real game code that is present in the book is written for 3D. Many people are shocked that 2D is not discussed until Chapter 9, "2D Basics." The reason for putting 3D before 2D in this book is because picking up 3D is not any harder than learning 2D. ... Granted, there are some complex topics surrounding 3D, and those are covered later in the book. However, by getting started by drawing models and responding to input, you'll see there is not a huge difference in the knowledge need to write 3D games versus 2D games.

If a person does not actually read the book in order as it is intended, then it can definitely appear to jump around. However, if you spend time on each chapter making sure you understand the concepts being presented, the following chapters make a lot of sense. This book gets 5 stars from me.

Also, on the authors website XNA Essentials he is active in answering questions on the forums.

I have 3 other XNA 3.0 books besides this one:
Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zune
Beginning XNA 3.0 Game Programming: From Novice to Professional (Beginning from Novice to Professional)
XNA 3.0 Game Programming Recipes: A Problem-Solution Approach (Expert's Voice in XNA)

If you are new to programming - get a C# book first. Perhaps, Mile's book Microsoft® XNA® Game Studio 3.0: Learn Programming Now! (Pro - Developer) would be helpful as it assumes you know very little. I've not actually looked at that book, but since it has "Learn Programming Now" in it's title, my guess is it would be a good place to start.

The recipe book is good once you are really familiar with XNA. It would be a good book once you are done with this one - or once you are comfortable with the content of this one.

The other two books are probably decent for those in between. I learned something from all the books, but I learned the most (by far) from this Unleashed book. I like the title Unleashed, because it covers ALL of the features of XNA Game Studio.

Speaking of XNA Framework features, If you are even considering adding multiplayer functionality into your game, you need to buy this book.

Just remember, you will not learn everything about any subject just by reading one book. Like I said, I have several of them and I have learned something from all of them. If you are serious about this, then you will need more than a single resource. For free resources check out Ziggyware and of course the XNA Creators Club website. There is a ton of free stuff available. But if you are like me, you would rather spend your time reading instead of searching.

My dream has been to make games for a long time. With XNA it is now possible. This book jump started my journey and I am now creating my own 3D game (and yes, it has local co-op and LIVE co-op!) thanks to Chad.
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6 of 6 people found the following review helpful
By A. Tang
Format:Paperback
I have both the older, 1.0 Refresh edition, and this newer XNA Game Studio 3.0 edition. I must say I was both relieved and happy to see the author's level of commitment in maintaining the quality of the book.

Chad has taken painstaking care to bring in all the corrections and requests his readers have put in through the forums for the 1st edition, and expanded the book to include new topics introduced from the 2.0 to 3.0 release of XNA Game Studio. New topics include multiplayer games, networking, Zune game programming and one of the most neglected areas, but probably one of the most important, best practices for developing a game for the Xbox LIVE Indie channel (was Xbox LIVE Community Games).

One of the best things I liked about the book is that it's kept alive and current by the author's frequent updates and replies to reader queries, via a dedicated website, [...]. Got a question on a possible typo or topic you're not too sure of? Ask, or check and it's most likely answered or will be answered in a day or 2. (And I live on the opposite side of the globe to the author.)

I'm using this as a compulsory text for a module I am teaching to Diploma students, and it brings them quickly up to speed on programming with XNA. My students have agreed that this is the most comprehensive and yet readable book on XNA and an introduction to HLSL.

There are lots of useful code samples and components that you can drop into your own game, using them out of the box. I'm making a mash-up now with code from both Creator's Club and this book.

Readers who complain that the writer moves too quickly should keep in mind that the book is categorized by the publisher as "Intermediate-Advanced" and accurately so.

You should get this if you have programmed in DirectX and/or C++; you'll find it a breeze and be amazed by how many things have been taken care / made much easier by the XNA framework and using a managed language such as C#. If you've programming in Java before, the syntax of C# will look familiar.

Thanks again Chad, for keeping to the promise of excellent and quality work. I look forward to future editions of this book.
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Most Recent Customer Reviews
3.0 out of 5 stars old but good
If you are just starting out with XNA this was a good starter book. However the content is outdated and you can actually learn everything you need off the XNA Game HUB website. Read more
Published 12 months ago by Mr. Baby
5.0 out of 5 stars Excellent book for the price.
Published by Sams, I found this book on Xna Gaming to be highly intuitive and well organized. I found the chapter on custom importers and processors to be particularly helpful. Read more
Published 21 months ago by busyProgrammer
1.0 out of 5 stars Regretful purchase.
I was happy to buy this book as I needed an extra edge in some of the finer concepts in programming and this book seemed to cover some basics that were hard to grasp as well as... Read more
Published 22 months ago by Clint C.
1.0 out of 5 stars waste of money
I have read many many programming books and I consider myself an excellent programmer; however, I bought this book from the "unleashed" category hoping it would be as eye opening... Read more
Published on July 6, 2010 by Michael Puckett
4.0 out of 5 stars A Solid Foundation
I was all-around impressed with the depth and clarity of this book as compared to many other game programming books out there, both XNA and not. Read more
Published on February 22, 2010 by Spencer Grey
1.0 out of 5 stars Horrible book
I've been doing c++ and c# seriously for over a year now. I decided to buy this book to expand my knowledge a bit... Read more
Published on January 21, 2010 by T. Peyton
3.0 out of 5 stars 700 pages but still not really enough
XNA Unleashed gives a brief introduction to many XNA related topics. But after reading this book I still couldn't make a simple 3D game with XNA. Read more
Published on December 18, 2009 by Hans Anderson
4.0 out of 5 stars Intense and Frustrating
Most of the criticisms of this book are spot-on, like the time in chapter 4, when the code you are asked to copy from a previous example magically changes, even though at the top... Read more
Published on October 14, 2009 by Joseph Paolilli
2.0 out of 5 stars Some good information, some unfortunate flaws
This book has a lot of information in it, but very poor organization. The way topics are explained is also very inconsistent. Read more
Published on August 26, 2009 by Zachary Turner
4.0 out of 5 stars Straight forward intro to the XNA framework
I've been developing in C# for years but really don't have any knowledge of game programming or XNA Game Studio even though I've been toying with it since the 1.0 release. Read more
Published on August 10, 2009 by Scott A. Wendt
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