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Learning XNA 4.0: Game Development for the PC, Xbox 360, and Windows Phone 7 1st Edition

4.4 out of 5 stars 41 customer reviews
ISBN-13: 978-1449394622
ISBN-10: 1449394620
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Frequently Bought Together

  • Learning XNA 4.0: Game Development for the PC, Xbox 360, and Windows Phone 7
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  • XNA Game Studio 4.0 Programming: Developing for Windows Phone 7 and Xbox 360 (Developer's Library)
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Editorial Reviews

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.

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Product Details

  • Paperback: 540 pages
  • Publisher: O'Reilly Media; 1 edition (December 30, 2010)
  • Language: English
  • ISBN-10: 1449394620
  • ISBN-13: 978-1449394622
  • Product Dimensions: 7 x 1.3 x 9.2 inches
  • Shipping Weight: 1.3 pounds (View shipping rates and policies)
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (41 customer reviews)
  • Amazon Best Sellers Rank: #156,688 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Paperback Verified Purchase
I bought this book for three reasons. First, it was highly rated and well-reviewed. Second, it was the 2nd Edition (Updated for XNA 4.0) and the 1st edition was also highly rated and well-reviewed. Third, it specifically mentions 2D development.

I was not disappointed.

The book reads easily, and has no typo's so fallowing each chapter as written end in completed works with little trouble. The authors sense of humor shows occasionally but with good taste and only to offer added emphasis to points made. So as a whole this is a book full of very little filler, mostly good information. I was happy to have purchased it and very happy after completing it... That is, until I started to take what I leaned in it and apply it to my own game idea(s)... I quickly found that there are a few very specific details that are never touched upon, that many would expect when making a modern PC game.

It is the lack of these details that force me to give this a 4 out of 5 stars...

Cons: (For 2D Games)
- No 2D Matrix Transform lessons. (Manipulating the View Port directly)
- No camera control with mouse. (Grab & Drag, Zoom to Cursor, Click & Center, or even Mouse wheel Zoom)
- No screen selection by mouse. (Individual or group select by L-click and drag)
- No GUI (Graphical Use Interface) lessons, past putting the score & number of lives on screen.
- No tile based world lessons. (Used in nearly every 2D game today, ie: platformers and RPG's)

While this is a relatively small number of issues, and does not take into account 3D development, I still found it necessary to come here and write this review in hopes of better informing anyone looking to purchase this. If you intend to develop 2D games (which is pretty much what you have to do as an independent developer) you may want to consider the lack of some of the more significant features in modern 2D games.
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Format: Paperback Verified Purchase
This was my first XNA book that I really sat down with and completed. I want to thank the author and editors for making sure the material in this book was extremely straight-forward without error. You can read this book from beginning to end and the author instructs the reader with detailed and specific instructions on how to accomplish the tasks at hand. He explains concepts extremely well and expands on them each chapter with some reflective questions and tests. I would recommend this book to anybody out there that wants to start game development using XNA, or even if they've already started XNA: this book has a lot of useful information.

The book leaves off with the reader wanting more 3D knowledge, but the 3D chapters are adequate for a rough start. I've learned a lot from this book and it will be in my personal collection for quite some time.
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Format: Paperback Verified Purchase
I'm a professional software developer (not game-related though) with a lot of experience in C#, and toy with game programming as a hobby. I've grabbed some other books in the past but none got me excited about finally sitting down and working on a game like this one did.

The main strength of this book over others I've seen is that it seems to land in just about the right spot as far as treating the reader like an XNA and game development newbie without also treating you like you're a newbie to C# or programming in general. I hate it when a book wastes my time teaching me the basics of programming... this book gets right to it in describing how XNA works. It doesn't go into as much detail as some other XNA books, which means its definitely a book I'm going to recommend to anyone else who wants to learn XNA, but it probably won't end up sitting on the desk as a reference book and probably won't have much use to someone already familiar with XNA. Of course, the word "learning" in the title should probably make that clear!
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Most introductory books have a tendency to do some things well, and some very poorly. Learning XNA 4 breaks this trend by maintaining a focus as an introduction to XNA. There are no chapters that will seem out of place, as if the author is attempting to shove a chapter too advanced for the books title in just to have an extra bullet point on the back. The book maintains an introductory tone throughout the text and explains its topics well.

All of the material is presented in the context of building a few simple games using the techniques you have been learning. First up is a 2D sprite based game with power-up objects to collect, enemies to avoid and scoring. It does a good job of introducing basic XNA and general game programming techniques in the context of a simple game.

From there, the book builds to a 3D development with a decent overview of the math required to create a 3D game. It never goes into too much theory, leaving most of the underlying math to other books that are entirely dedicated to math topics suited to games. It does however, get you started if you are just being introduced to 3D concepts. You will end up with a 3D game, where you shoot ships from a first person perspective. The game is simple, but does well in establishing a basis for future development.

After the 3D game, you get chapters focusing on how to deploy to the XBOX 360 and Windows Phone 7. The WP7 chapter is a bit superficial, but will get you started in mobile development. If you want a more in depth look at developing for the mobile market, there are entire books on the subject that will go into significantly more detail. A multiplayer chapter follows with a focus on split-screen and network game development.
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