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XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer's Library) Paperback – December 22, 2010
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From the Back Cover
Get Started Fast with XNA Game Studio 4.0–and Build Great Games for Both Windows® Phone 7 and Xbox 360®
This is the industry’s best reference and tutorial for all aspects of XNA Game Studio 4.0 programming on all supported platforms, from Xbox 360 to Windows Phone 7 and Windows PCs. The only game development book authored by Microsoft XNA development team members, it offers deep insider insights you won’t get anywhere else–including thorough coverage of new Windows Phone APIs for mobile game development.
You’ll quickly build simple games and get comfortable with Microsoft’s powerful XNA Game Studio 4.0 toolset. Next, you’ll drill down into every area of XNA, including graphics, input, audio, video, storage, GamerServices, and networking. Miller and Johnson present especially thorough coverage of 3D graphics, from Reach and HiDef to textures, effects, and avatars. Throughout, they introduce new concepts with downloadable code examples designed to help you jumpstart your own projects. Coverage includes
- Downloading, installing, and getting started with XNA Game Studio 4
- Building on capabilities provided in the default game template
- Using 2D sprites, textures, sprite operations, blending, and SpriteFonts
- Creating high-performance 3D graphics with XNA’s newly simplified APIs
- Loading, generating, recording, and playing audio
- Supporting keyboards, mice, Xbox 360 controllers, Touch, accelerometer, and GPS inputs
- Managing all types of XNA storage
- Using avatars as characters in your games
- Utilizing gamer types, player profiles, presence information, and other GamerServices
- Supporting Xbox LIVE and networked games
- Creating higher-level input systems that seamlessly manage cross-platform issues
From Windows Phone 7 mobile gaming to Xbox 360, XNA Game Studio 4.0 creates huge new opportunities for experienced Microsoft developers. This book helps you build on skills you already have, to create the compelling games millions of users are searching for.
About the Author
Tom Miller has been with Microsoft for a full decade. He specializes in bringing together managed code and gaming. He wrote and supported Managed DirectX, and for the past few years, he has been largely responsible for implementing the framework (graphics, audio, input, storage, and other core features) included in XNA Game Studio products. He currently works for Microsoft Game Studios.
Dean Johnson joined Microsoft in 2006 and helped launch the XNA Creators Club pipeline allowing hobbyists and independent developers to release their games on the Xbox LIVE Indie Games Marketplace. He currently is a Lead Software Development Engineer working on the XNA Game Studio product team.
Both authors actively blog and participate in game development conferences.
More About the Author
His dream of becoming an author had never really left, and was reignited once more when publishers started approaching him to write technical articles and books on the frameworks he had developed. After releasing several well received technical books, he realized his passion still lies in the fictional worlds he wanted to create.
He now has combined his two childhood loves, making video games during the day, and writing fiction at night.
Top Customer Reviews
I've been doing graphics programming since the DOS era, and have seen a lot of bad tutorials, and a lot of over-eager underachievers who write a "game programming" book to satisfy their need to accomplish something on a platform.
This is not one of those books: this is an accessible, clear, and purpose-driven course in games programming. It assumes only that you have a basic understanding of C#, and have at least seen a Dictionary<string,whatever> declaration before, but doesn't assume that you're a veteran D3D coder.
The coding examples are clear, thoroughly-explained, and ramp up quickly. Lots of best practices and gentle introduction of xna/winpho concepts, like game Components. The elements that are repeated are repeated in order to train you into them, and not just to pad out the book. This book doesn't fall into the Petzold trap of making an example for every member of every Enum, just to have one. There are a few typos here and there, but you'll catch them when you compile.
TL/DR; This book is worth purchasing for the skeletal animation code alone.
If you want to cut throught the mumbo jumbo and read a book that explains the API and best practices, and don't want to feel like you are being talked down to or having some important detail skipped, then I can't recommend XNA Game Studio 4.0 Programming enough.
The ideal audience for this book is someone who has some experience in making games with XNA, but wants to get more use out of the architecture. If you're starting out, I recommend the O'Reilly book. If you want to go further from there, maybe this would be the second or even third book you read.
It progresses steadily building on things. Computer programming can be convoluted and some aspects seem almost counter-intuitive. The only way to truly understand why some things are done in the manner which is performed, would be to start at the beginning and see the progression and complications that required those needful changes. OOP and everything it entails can be daunting at first in and of itself.
What this book does is highlights key things that you are coding, gives you a brief description at first, and expands on it as you progress throughout. I appreciate this teaching method as I am a very kinetic learner and like to learn by doing. So if you see yourself as someone who can accept a concept without fully understanding all the hidden working mechanisms that lay beneath, but let them all connect in time, this book was written for you (And he reassures you when and where it will be expanded on).
One thing you might have trouble on is that sometimes where you need to insert the given code is not extremely clear. It's fairly obvious, but that may be me speaking from a somewhat experienced viewpoint. When I began programming (Book taught and all) I had to jump in. Knowing where to put the code was challenging enough that I had quit several books because of it.Read more ›
Most Recent Customer Reviews
Perhaps many may take the title too literally, but the book is not really about game programming by using XNA Game Studio 4.0. Read morePublished on November 17, 2012 by book worm
This book does a great job describing how to render different effects. it however does not try to cover important consepts like colision detection. Read morePublished on June 8, 2012 by goroph
I bought this while a couple of friends bought different versions of XNA books and we all agreed that this was one of the better ones. Read morePublished on February 6, 2012 by Steven J. Sprigler
The first thing I noticed as I started reading this book is that the authors are a mix of programmers and teachers. Read morePublished on October 5, 2011 by ppfeifer
This book is a fantastic way to learn about the XNA Platform. If you are a C# beginner looking to learn C# at the same time as XNA, this book might not be the best option. Read morePublished on June 20, 2011 by Austin
This book is great for those who are rusty on game development and have never used XNA (like me). It covers all the concepts you would need to get up and running. Read morePublished on May 5, 2011 by Kilo