Professional XNA Game Programming: For Xbox 360 and Windows 1st Edition
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Benjamin Nitschke
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Editorial Reviews
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
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How to program an old school shooter game and space adventure
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Tips for improving racing game logic and expanding your game ideas
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Methods for integrating amazing visual effects using advanced shader techniques
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Steps for adding sound and music with XACTbringing your game to life
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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
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Product details
- Publisher : Wrox; 1st edition (April 30, 2007)
- Language : English
- Paperback : 504 pages
- ISBN-10 : 0470126779
- ISBN-13 : 978-0470126776
- Item Weight : 1.5 pounds
- Dimensions : 7.4 x 1.1 x 9.2 inches
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Best Sellers Rank:
#10,211,450 in Books (See Top 100 in Books)
- #5,455 in Game Programming
- #7,688 in Computer Graphics
- #16,288 in Video & Computer Games
- Customer Reviews:
Customer reviews
Top reviews from the United States
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So I am still in search for a beginning textbook on XNA!!!!
Professor Terrance "Terry" Simkin
Program Coordinator Animation and Graphic Game Programming
Professor Computer Engineering Technology
New Hampshire Technical Institute
*) 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.
Top reviews from other countries
Zu welchen Klassen Codeschnipsel hinzugefügt werden sollen, ist oft unklar. Erst kurz vor Kapitelende folgt ein "By the way: You added all this code to". Mancher vorgestellte Methodenrumpf bleibt ungefüllt und der Leser muss unaufgefordert improvisieren. Die Kapitel liefern allenfalls Hinweise, auch werden nur einzelne Klassendiagramme bebildert, aber keine Frameworks. Wissen um Vererbung, Überladung und Polymorphie ist Voraussetzung für das Quelltextstudium (Download nötig) und wird nicht vermittelt.
Dieses Buch sollten Sie kaufen, wenn
...Sie bereits DirectX programmiert haben und auf XNA umsteigen wollen
...Sie OOP-Entwickler sind und XNA kennenlernen möchten
...Sie Pipelines, Shader, Engine Design, Landscapes und Physics in XNA verwirklicht sehen möchten
...Ihnen schon Brainstormings ausreichend Informationen liefern
Dieses Buch sollten Sie nicht kaufen, wenn Sie
...ein Lehrbuch oder Nachschlagewerk zu XNA erwarten
...schon immer wissen wollten, was Pipelines und Shader überhaupt sind
...gerne schrittweise und lückenlos durch ein Thema geführt werden
Fazit: Ein dickes Begleitbuch zu den offiziellen Tutorials "Rocket Commander", "XNA Shooter" und "Racing Game" mit vielen wertvollen Insider-Informationen über professionelle Spieleentwicklung. Wer ein didaktisch gut gegliedertes Lehrbuch zu XNA sucht, greift zu Stephen Cawood oder Chad Carter.

