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XNA 4.0 Game Development by Example: Beginners Guide Paperback – September 24, 2010
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- Print length428 pages
- LanguageEnglish
- PublisherPackt Publishing
- Publication dateSeptember 24, 2010
- Dimensions8.5 x 0.97 x 11 inches
- ISBN-101849690669
- ISBN-13978-1849690669
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MonoGame Mastery: Build a Multi-Platform 2D Game and Reusable Game EngineJarred CapellmanPaperback
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About the Author
Kurt Jaegers
Kurt Jaegers is a database administrator by day, and a long-time hobbyist game developer, having built games for everything from the Commodore 64 to the Xbox 360. He is the owner of xnaresources.com, one of the earliest XNA-focused tutorial websites.
Product details
- Publisher : Packt Publishing (September 24, 2010)
- Language : English
- Paperback : 428 pages
- ISBN-10 : 1849690669
- ISBN-13 : 978-1849690669
- Item Weight : 1.7 pounds
- Dimensions : 8.5 x 0.97 x 11 inches
- Best Sellers Rank: #3,830,875 in Books (See Top 100 in Books)
- #2,372 in Computer & Internet Game Strategy Guides
- #2,482 in Game Programming
- Customer Reviews:
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XNA 4.0 Game Development by Example wastes no time in diving into code, creating what is exceedingly a simple game, but builds a strong foundation for the other games which will be built. The reader will learn by doing, progressively increasing their knowledge of XNA and learning how to develop a game. There are times when the author will gloss over specific details, details that I feel should have been explained a bit more, but any successful programmer will investigate topics of interest on their own anyways.
The book doesn't assume any previous C# knowledge, or programming knowledge if I'm not mistaken. I'm going to raise a huge flag and say you should be a competent programmer before diving into this book. Don't get this book if you've never written any type of program on your own, and I'm not talking about just a "Hello World" program either. I promise that you really won't understand what's going on and once you leave sample land, you'll be completely lost. Understand that game programming is an extremely elitest form of software development, even with XNA. So with that said, this book is aimed at complete beginners to XNA and game programming, but not programming in general. You may do alright if you don't know C# yet, but do know Java (preferably) or even C++.
Also note, this book doesn't explain anything specific to Windows Phone 7 game programming. If Windows Phone 7 game programming is your ultimate goal, you can still use this book to learn XNA, and then move onto the many tutorials and guides available on the new App Hub website.
Unfortunately, I find that it barely skims the surface of XNA (methods, functions, common practices). This makes the projects more like copy & paste than a series of solutions designed to produce the results required by your needs. The book is clearly titled, "XNA... by Example", so I can't really fault Kurt Jaegers for skipping an in depth discussion of XNA.
I would absolutey recommend this book to everyone who is interested in game development; I would also recommend getting a book that is oriented toward XNA itself to which this book will suppliment.
It is very good because:
The author explains the concept, shows you the code, and explains what is happening in the code
(enough detail but not too much detail)
The sample games present some very helpful concepts. I would say that it goes beyond
a beginner course.
For example, the 'Robot Rampage' game clarified the following:
enemy AI to pursue the player; bypassing obstacles on the play field
using a play area larger then the screen; by using a camera class
creating a random play environment for each new game
creating explosions of different sizes
utilizing 'Manager' classes to control the objects
In summary, this book was very helpful.
Top reviews from other countries
Le titre va directement à l'essentiel par l'exemple de plusieurs petits projets.
Attention toutefois, il ne conviendra pas à ceux qui recherche des exemples plus avancés.
Habe mir das Buch gekauft um mal ein Überlick über XNA zu bekommen. Habe mehr oder weniger Erfahrung auf Hobby Level mit anderen "Spiele Frameworks" (Blender Game Engine, Monkey Engine, JOGL... ). Vorab ging es mir mehr um XNA und was man damit machen kann als um konkrete Architekturen eines Spiels.
Positiv:
+ Es wird anhand von Code Beispielen sehr detailiert beschrieben, quasi jedes Attribut und jede verwendete Methode, wozu diese da ist und was diese macht.
+ Der gesammte Code wird sehr Sinnvoll(je nach konkrete Aufgabe) aufgebrochen und in mehrere Unterkapitel detailiert erklärt.
+ Die verwendete Architektur ist sehr gut verständlich und nachvollziehbar.
+ Keine C# Vorkenntnisse notwendig (Komme selbst aus der Java/Python Ecke)
Nachteil:
- Es wird nur sehr gering auf die verwendeten Bibliothek hingewiesen, wirklich nur genau das was man für dieses Konkrete beispiel benötigt wird einem erklärt
- Beinahe nichts konkretes für XBOX oder Windows 7
- Beim durchlesen fühlte es sich wie bei einem Tutorial an
- Nichts über MS Studio (ausser installtion)
Mein fehler war wohl nicht nach jeder neuen Klasse erstmal die Doc zu lesen und anschließend in Forem weitere Einsatzgebiete, Verwendungszwecke usw. zu finden. Aber ich finde dennoch das das Buch hier weniger bietet als es sollte. Deswegen auch die schlecht persönliche Bewertung.
Dennoch für den Anfänger/Hobbiesten der wirklich ganz frisch einsteigen will in die Spieleentwicklung (Architekturen, Patterns, ..) kann ich es empfehlen, wenn man sich nicht scheut auch tatsächlich die Doc anzuschauen und in Forem konkret zu vertiefen sind immerhin die verwendeten Patterns durchaus nutzbar. Denn das Buch ist wirklich nur eine Sammlung von Beispielen. Zu wenig für ein klassisches "Cookbook" aber mehr als ein Tutorial.
Für mich ist Spieleprogrammierung eher ein Hobby, deshalb fällt mir der Einstieg mit XNA leichter, als gleich in c++ zu programmieren. Ich habe Vorkenntnisse in Java, deshalb ist der Umstieg zu c# nicht so schwer. Grundkenntnisse in Objektorientierten Sprachen finde ich hier auf jeden Fall von Vorteil. Letztendlich reicht zu wissen, was Klassen und Objekte sind etc.
Das Buch benutzt eine einfache Sprache und der Code ist auch nicht allzu schwer. Mathematisch muss man nicht gross in die Trickkiste greifen. Ich fand den Code manchmal etwas simpel, aber er erfüllt seinen Zweck und kann später immer noch "getuned" werden ;) Es gibt halt sehr viele if-else Sachen, anstelle von Composition oder Einsatz verschiedener Klassen. Das macht aber auch den Einstieg leichter.
Seitens XNA werden alle relevanten Themen für 2D Spiele vorgestellt. Für mich ist ok, dass kein 3D vorkommt. Dafür habe ich wenigstens komplette 2D Spiele, für die ich auch selbst Content entwerfen kann usw. Zudem werden auch Sachen wie Pathfinding und Partikel angeschnitten, so dass man ein gutes Rundum Paket bekommt, mit dem man kleine Spiele programmieren kann, die nicht mal unbedingt billig sein müssen.
Für mich auf jeden Fall ein sehr gutes Anfänger Buch! Für Fortgeschrittene aber bestimmt nichts neues.
Danach kann man dann zu einem fortgeschrittenen XNA Buch greifen (z.B. XNA unleashed). Vielleicht gibt es ja sogar eine Fortsetzung von diesem Autor??
A LITTLE ABOUT ME:
I had been playing with XNA since the 3.0/3.1 version but never really achieved anything.
Read a lot of recommended books about the framework but none of them helped me with the process of making a game as all of them would teach me the basics of OOP and not the basics about game development.
I was about to give up when I came across with this book, now I'm making my own games and having fun witth them :)
This book is, from my POV, the best place to start with 2D game designing, and even if you don't know that well OOP or the .Net framework it's still gonna be helpful as it starts slowly and quickly builds up.
ABOUT THE BOOK:
The book is divided into 9 chapters, the first one explains what XNA is and how it works and explains how to make a really simple game.
After that, it shows how to make 4 different games, each one within 2 chapters: The first chapters usually builds a simple game and the second chapter upgrades it by putting more complex stuff into it (like path finding algorythms, sound effects, visual effects, etc).
The good thing about the games it teaches you is that they basically cover every type of game except for sports and rpg, on chapter 2 & 3 you'll make a board game with animations, on ch.4 & 5 a space shooter with enemies moving over waypoints, on ch.6 & 7 a TDS game with random generated maps, powerups, a world larger than the screen (using a camera) and path finding algorythms, and on ch.8 & 9 a sidescroller platformer game ala MarioBros. It also explains how to make a MapEditor by using winforms + xna (really useful thing for your games).


