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Professional XNA Game Programming: For Xbox 360 and Windows Paperback – April 30, 2007

2.7 out of 5 stars 42 customer reviews

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From the Back Cover

Professional XNA Game Programming For Xbox 360 and Windows®

You haven't experienced the full potential of Xbox 360 or Windows® until you've created your own homebrewed games for these innovative systems. With Microsoft's new XNA Framework, the only thing limiting you is your imagination. Now professional game developer and Microsoft DirectX MVP Benjamin Nitschke shows you how to take advantage of the XNA Game Studio Express tools and libraries in order to build cutting-edge games.

Whether you want to explore new worlds or speed down a city block in a souped up dragster, this book will get you up and running quickly. You'll learn how to implement 3D models, generate huge landscapes, map cool-looking shaders to your 3D objects, and much more. Nitschke also steps you through the development of your first fully functional racing game. You'll then be able to apply this information as you write your own XNA cross-platform games.

What you will learn from this book

  • Tricks for managing the game engine and user interface
  • How to program an old school shooter game and space adventure

  • Tips for improving racing game logic and expanding your game ideas

  • Methods for integrating amazing visual effects using advanced shader techniques

  • Steps for adding sound and music with XACT—bringing your game to life

  • How to fine-tune and debug your game for optimal performance

Who this book is for

This book is for anyone who wants to write their own games for the Xbox 360 or Windows platforms. You should have some experience coding with C# or a similar .NET language.

Wrox Professional guides are planned and written by working programmers to meet the real-world needs of programmers, developers, and IT professionals. Focused and relevant, they address the issues technology professionals face every day. They provide examples, practical solutions, and expert education in new technologies, all designed to help programmers do a better job.

About the Author

Benjamin Nitschke ( Hannover, Germany) is a professional game developer at exDream entertainment, creators of "Arena Wars", and Armies of Steel.  Benny is well known as the creator of the first .NET 2.0 Game Rocket Commander which is the featured gaming project on Microsoft’s Coding4Fun website and includes 10 video tutorials for aspiring game programmers. Benjamin is a Microsoft DirectX Most Valuable Professional (MVP) and writes a popular blog about game development located at http://abi.exDream.com.

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Product Details

  • Paperback: 504 pages
  • Publisher: Wrox; 1 edition (April 30, 2007)
  • Language: English
  • ISBN-10: 0470126779
  • ISBN-13: 978-0470126776
  • Product Dimensions: 7.4 x 1.1 x 9.2 inches
  • Shipping Weight: 1.5 pounds
  • Average Customer Review: 2.7 out of 5 stars  See all reviews (42 customer reviews)
  • Amazon Best Sellers Rank: #3,318,464 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

By Cecilia Marcano on May 16, 2007
Format: Paperback Verified Purchase
I just want to warn the reader before buying this book. Certainly the author knows how to code games, but this book did not worked for ME for the following reasons:

*) You will need to be in front of a computer and have the samples downloaded if you want to learn something. I read 200 pages from this book while traveling by plane and since most of the code is not printed, and the author relies on the reader to try things on the computer, I did not learned much. If you are like me and love to read books in the beach, on the bed, or waiting on the dentist, you will not learn much.

*) Some of the games were written with the beta version and then ported, and some with the release version, but none with the refresh version. So the information may be already outdated. For example, the author states that XNA does not support fonts, and that was true, but no anymore.

*) The book can not be used as a reference book, it was written to be read from the beginning to the end.

*) The games presented on the book relies on helper classes written by the author, so sometimes you feel more like learning how to use this helper classes and less like learning XNA.

I feel bad writing this because the author has contributed so much for the XNA community, he deserves better, but this book is just not for everyone. If you feel like sitting in front of the computer and analyze code to learn by yourself, I suggest trying the samples from the XNA site first.
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Format: Paperback
I am Direct X / C++ programmer and been working with DirectX ever since DirectX 8, now I have tons of books about advanced topics in Direct X. However, When I got this book , I realized that the code for this book was very messy. Xna is not as complicated as Direct X neither you have to write as many lines of code. In fact, many things are already taken care for you.However, This book made XNA look a lot more difficult than my other Advanced Direct X , C++ books. Here is why :

1) The Author uses so many messy lines of code just to render/show something in the screen with just a simple shader. The same thing can be done in XNA with just a few lines of code.

2)We , most of the readers, want to learn how to use the XNA API and made that transition from Direct X to XNA not looking necesarely for a beginners book. XNA is simple.Thru most of the book This Author wants the reader to learn about messy Helper Classes that he Made.

What works for him , does not mean it works for everyone. Not to mention that his code is not even optimized.If his messy extra code is not even optimized then why make XNA more complicated it than a C++ Direct X shaders book.Some people don't have the time to go thru his own custom code (Not xna,Shaders) that he wrote for his personal use. Readers want to

use XNA to lear or write their own clases.

3)) The code from the Book is from a Beta version of XNA, this book came on April and XNA was released on December. All he had to do is spend just one more week to update his code so that it would compile with the Final version of XNA and the reader would get accurate code from the book or wait a little longer to release his book. Even with the latest source code from the Book's website, some of the code does not even compile.Why?
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Format: Paperback
Being a C# developer for a few years now, I find many online tutorials much easier to follow than this book. I'd say about 95% of the programming books out there usually go with the show a chunk of code, and then go on to explain what it's doing and why it does what it does. This method works and is reflected by the fact, most programming books have done, and continue to do it this way.

This book just tells you one thing and then it's source code is completely different, for example in Chapter 2, it states to "Load some content in the 'Initialize' method" so you type some code in there and then later when you compile and things don't work, you go back and try to figure out why and when you look at the downloaded source code, all of the code you typed in the Initialize method lives somewhere completely different, along with dozens if not hundreds of lines of code not even mentioned in the book?? It becomes so frustrating trying to follow along the book, and then ignoring all of it and just reverse engineering the download coded - it really begs, why use the book at all? Just download the code and walk through it line by line and figure it out.

Flipping through the book looked so promising, I liked the projects in each of the chapters feeding off of each other, but honestly, I have a dozen web sites of online tutorials that I feel will teach me better than the book does.

I think I'm more confused about the audience for this book more than anything else - if you are advanced enough to figure out everything on your own, then you don't need this book and reviewing the code would be MORE than enough (plus you wouldn't need all of basic unit testing for every single task), but if you aren't advanced, the book is too difficult to follow and isn't worth your time...
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If you're writing a programming book, before you publish it, you should have someone sit down and key in all your examples to make sure that (a) they actually work, and (b) it's possible for another person to follow your train of thought.

Mr. Nitschke doesn't appear to have done this. Chapter 1 goes by reasonably well, but suddenly in Chapter 2, instead of learning XNA, we're learning about agile development and unit tests. Those things are great, sure, but if I want to learn them, I'll buy a book on them. It's absurd to bog the reader down with them right at the beginning.

That would be tolerable, though, if at least the code worked. But in chapter 2 you're entering code that looks like this...

spriteBatch.Draw(backgroundTexture, new Rectangle(0, 0, width, height), Color.LightGray);

...except that width and height haven't yet been defined anywhere yet, so the code won't build. Failing to notice this, the author jumps ahead to a static class full of Rectangle objects, and then begins his obsession with unit testing.

Now the sample code Mr. Nitschke provides *does* build, and I had to download it anyway to get the textures. But the way I (and surely many others) learn programming is by *doing*. You can't *do* with this book, because the code, if input in book order, doesn't build.

I'm disappointed. I bought this (despite bad experiences in the past with Wrox books) because it looked more detailed than the other books on the shelf. All that detail doesn't really matter if the code doesn't work so I can't run the examples after typing them in myself.
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