Microsoft Xna Unleashed: Graphics and Game Programming for Xbox 360 and Windows 1st Edition
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Chad Carter
(Author)
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Editorial Reviews
From the Back Cover
About the Author
Chad Carter is the CTO at Robertson Marketing Group (RMG). RMG services many Fortune 500 companies that utilize the e-commerce system he architected and developed from the ground up for the promotional business sector. He has been creating DirectX applications since 1996 and has developed games using Managed DirectX. Chad created a 3D locomotive simulator for Norfolk Southern that is used to teach children to obey railroad crossing signals. Chad&;s Web site devoted to the XNA Framework can be found online at www.xnaessentials.com.
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Product details
- Publisher : Sams; 1st edition (July 18, 2007)
- Language : English
- Paperback : 524 pages
- ISBN-10 : 0672329646
- ISBN-13 : 978-0672329647
- Item Weight : 1.96 pounds
- Dimensions : 7 x 1.25 x 9.25 inches
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Best Sellers Rank:
#8,839,759 in Books (See Top 100 in Books)
- #5,067 in Game Programming
- #7,000 in Computer Graphics
- #15,408 in Video & Computer Games
- Customer Reviews:
Customer reviews
Top reviews from the United States
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Thankfully I'd had some C# experience, but when I sat down on Friday night with only this book and my laptop, I knew nothing about how to install or use XNA. After a solid weekend's work, I had an interactive fish tank simulator (ecosystems are educational, right?) complete with sounds and animation. There were enough examples in the book to get me started in all the directions I need to go: animating and scaling a sprite, collision detection, creating a sound bank... Plugging the appropriate code samples together was quite painless.
I did have some trouble running the example code from the book, probably because I was running the relatively new XNA Game Studio 2.0, while the examples were written under the previous version. Nothing some Googling and debugging couldn't work around, however.
Be sure to explicitly follow the instructions (either in the book or on the XNA download site) for installing Visual Studio, .Net, DirectX, and XNA Game Studio. You need precisely the right versions in precisely the right order or you'll be tearing your hair out. The CD that comes with the book contains only the example code - none of the Microsoft products above are included - so if you're on a slow Internet connection, you'd better start downloading now.
Overall, this book is highly recommended for folks who want (or need) to get rolling with XNA quickly.
It also makes the book very linear - as new functions are shown in the context of what has been built already, you can't easily just experiment with the different classes on their own. You really have to follow it through as a sequential tutorial.
What I was more hoping for was a more systematic treatment of the various XNA classes, and more of the underlying theory particularly with respect to using transformations. Matrix and vector maths is barely discussed directly at all.
The linear structure and practical focus also means that I didn't find myself able to "dip into" the book and learn more about XNA whilst watching TV for example.
So if you want an extended tutorial on XNA game programming its fine. If you want to really "get inside" XNA and graphics programming, then its not the right book for you.
Let's look at the full section entitled "Vertices".
<-Begin excerpt, pg. 59--->
Vertices
Everything in a 3D game is represented by 3D points. There are a couple of ways to get 3D objects on the screen. We can plot the points ourselves or we can load them from a 3D file (which has all the points stored already). Later, in Chapter 6, "Loading and Texturing 3D Objects," we will learn how to load 3D files to use in our games. For now, we are going to create the points ourselves.
We defined these points with an x, y, and z coordinate (x, y, z). In XNA we represent a vertex with a vector, which leads us to the next section.
<---End excerpt>
Considering the above excerpt, what is specifically said about vertices in the paragraph? The answer is nothing. Although if you know that the plural of vertex is vertices, you get to learn that in XNA we represent a vertex with a vector.
Now let's look at the full section entitled "Matrices".
<-Begin excerpt, pg. 60--->
Matrices
In XNA a matrix is a 4 x 4 table of data. It is a two-dimensional array. An identity matrix, also referred to as a unit matrix, is similar to the number 1 in that if we multiply any other number by 1 we always end up with the number we started with (5 * 1 = 5). Multiplying a matrix by an identity matrix will produce a matrix with the same value as the original matrix. XNA provides a struct to hold matrix data--not surprisingly, it is called Matrix.
<---End excerpt>
Huh?
In short, if you already understand everything the book is writing to address, you will understand the book. I was hoping for a good overview and a strong conceptual foundation in the book, I found neither. When my book arrived I first wanted to get grounded in game services, and although this book does address it, in that it has a section on creating a game service, it was worthless to me. My experience of the book is that though it has topics one who is interested in XNA would like to learn about, its organization and coverage are insufficient to be helpful.

