Other Sellers on Amazon
$44.99
& FREE Shipping
& FREE Shipping
Sold by:
Book Depository US
Sold by:
Book Depository US
(909974 ratings)
89% positive over last 12 months
89% positive over last 12 months
In stock.
Usually ships within 2 to 3 days.
Shipping rates
and
Return policy
Usually ships within 2 to 3 days.
Add to book club
Loading your book clubs
There was a problem loading your book clubs. Please try again.
Not in a club?
Learn more
Join or create book clubs
Choose books together
Track your books
Bring your club to Amazon Book Clubs, start a new book club and invite your friends to join, or find a club that’s right for you for free.
Flip to back
Flip to front
XNA 4.0 Game Development by Example: Beginner's Guide – Visual Basic Edition Paperback – December 23, 2011
by
Kurt Jaegers
(Author)
|
Price
|
New from | Used from |
Enhance your purchase
-
Print length424 pages
-
LanguageEnglish
-
PublisherPackt Publishing
-
Publication dateDecember 23, 2011
-
Dimensions7.5 x 0.96 x 9.25 inches
-
ISBN-101849692408
-
ISBN-13978-1849692403
Journey into Reading
Explore reading recommendations for children ages 6 - 12. See this week's recommendations.
Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.
-
Apple
-
Android
-
Windows Phone
-
Android
|
Download to your computer
|
Kindle Cloud Reader
|
Start reading XNA 4.0 Game Development by Example: Beginner's Guide on your Kindle in under a minute.
Don't have a Kindle? Compra tu Kindle aquí, or download a FREE Kindle Reading App.
Don't have a Kindle? Compra tu Kindle aquí, or download a FREE Kindle Reading App.
Nolyn: The Rise and Fall, Book 1
In the depths of an unforgiving jungle, a legend is about to be born. Listen now
Product details
- Publisher : Packt Publishing (December 23, 2011)
- Language : English
- Paperback : 424 pages
- ISBN-10 : 1849692408
- ISBN-13 : 978-1849692403
- Item Weight : 1.6 pounds
- Dimensions : 7.5 x 0.96 x 9.25 inches
-
Best Sellers Rank:
#7,912,387 in Books (See Top 100 in Books)
- #4,722 in Computer & Internet Game Strategy Guides
- #4,811 in Game Programming
- #13,122 in Introductory & Beginning Programming
- Customer Reviews:
Customer reviews
4.2 out of 5 stars
4.2 out of 5
20 global ratings
How are ratings calculated?
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzes reviews to verify trustworthiness.
Top reviews
Top reviews from the United States
There was a problem filtering reviews right now. Please try again later.
Reviewed in the United States on July 29, 2013
Verified Purchase
While many have rated this book high (mostly people new to game dev) which I can understand wanting to since the author takes you through some very fun and engaging examples, he does a terrible job of teaching you anything about XNA and how XNA works. His examples show no regard for the XNA framework nor does reach you any important things you will need to understand to build a 'good' XNA game. It barely uses XNA and teaches you bad habits that you will have to unlearn if you want to build a real game. If you are a hobbyist , it is a great book because it will get you started quick and is quite fun. If you are a pro developer wanting to build a commercial products you had better learn XNA from different book.
One person found this helpful
Report abuse
Reviewed in the United States on March 9, 2013
Verified Purchase
The pace of this book is incredible. Step 1, build a game to click on a randomly teleporting box. Step 2, build a puzzle game with rotating blocks, sprite fonts and animations. The pace is similar to someone showing you a picture of a missile, and then the next step is showing you how to program the guidance systems to target anything the color red. Very well laid out, very fast paced, very goal oriented. You learn a lot in a very short amount of time.
3 people found this helpful
Report abuse
Reviewed in the United States on January 14, 2015
Verified Purchase
Great tool for learning XNA. Highly recommend it
Reviewed in the United States on September 1, 2015
Verified Purchase
Loved it!
Reviewed in the United States on August 20, 2014
Verified Purchase
Irrelevant these days
Reviewed in the United States on February 20, 2012
Jaegers describes the expansion of ability of Microsoft's XNA from being restricted to coding in C# to now letting Visual Basic programs access its libraries. XNA is roughly a wrapper around essential but low end functionality for controlling graphics and sound. The appeal of this book is that you can now leverage your VB expertise into games that can run under the Xbox, Microsoft Windows and cellphones running Phone 7.
All the essentials of game programming are treated. Like using a game loop in some games, where the program waits for user input. A different style from more traditional linear start to end approaches. The book also demonstrates the ease of use of Microsoft's Visual Studio 2010 version. This SDK comes across as well polished and robust. A solid background against which to code.
The text demonstrates different types of games. None are too intricate. A beginner's guide, after all. Common techniques like defining tiles for the screen are gone into. A key idea is the Draw() routine, which updates the screen graphics. Object oriented code is possible, though the text does not seem to explicitly use this term.
Another game example is Asteriods. A venerable lineage that goes back to the early 80s at least. One take home idea is that you get to model the collision between two asteriods. This only hints at what is really an arbitrarily deep means of simulating real or artificial worlds. Where you model actual or imaginary physics at the lowest level, and use this to drive many interactions. Readers with a background in undergraduate physics can appreciate the vistas that this section of the book offers.
Yet another chapter delves into path finding algorithms. Used in games where you need to find an optimal path between two points, or for collision avoidance.
In all of the above, the book deprecates any maths. A high schooler could follow all the code. But the more maths and physics you have, the more potential the book unveils.
One thing I should add. The book ab initio assumes that you have decided to code games in Visual Basic. If you are equally facile in C#, seriously consider learning game programming in it, rather than VB. C# has higher level syntax, giving more compact expressive power. Notation does matter, a lot. And C# was configured from the get go as fully object oriented. Turns out that Jaegers has a companion text that does it all in C#, XNA 4.0 Game Development by Example: Beginner's Guide .
All the essentials of game programming are treated. Like using a game loop in some games, where the program waits for user input. A different style from more traditional linear start to end approaches. The book also demonstrates the ease of use of Microsoft's Visual Studio 2010 version. This SDK comes across as well polished and robust. A solid background against which to code.
The text demonstrates different types of games. None are too intricate. A beginner's guide, after all. Common techniques like defining tiles for the screen are gone into. A key idea is the Draw() routine, which updates the screen graphics. Object oriented code is possible, though the text does not seem to explicitly use this term.
Another game example is Asteriods. A venerable lineage that goes back to the early 80s at least. One take home idea is that you get to model the collision between two asteriods. This only hints at what is really an arbitrarily deep means of simulating real or artificial worlds. Where you model actual or imaginary physics at the lowest level, and use this to drive many interactions. Readers with a background in undergraduate physics can appreciate the vistas that this section of the book offers.
Yet another chapter delves into path finding algorithms. Used in games where you need to find an optimal path between two points, or for collision avoidance.
In all of the above, the book deprecates any maths. A high schooler could follow all the code. But the more maths and physics you have, the more potential the book unveils.
One thing I should add. The book ab initio assumes that you have decided to code games in Visual Basic. If you are equally facile in C#, seriously consider learning game programming in it, rather than VB. C# has higher level syntax, giving more compact expressive power. Notation does matter, a lot. And C# was configured from the get go as fully object oriented. Turns out that Jaegers has a companion text that does it all in C#, XNA 4.0 Game Development by Example: Beginner's Guide .
Reviewed in the United States on May 2, 2012
The book is aimed towards beginners starting out in game programming. Visual basic is one of the easier languages to get started in, and XNA is a well known game framework, so it is an excellent place for beginners to start.
The book starts out with an introduction to XNA, and how to set it up on your machine for development. The author explains everything he adds to the code, which makes it easy to understand what each addition does.
The first game is created in chapter 2, so the author quickly gets into actually creating games fairly quickly, while introducing important concepts such as sprite sheets and tile based games.
The following games continue to introduce important concepts, from collision detection to the A* pathfinding algorithm, and even using a map editor to make levels for a side scrolling mario-esque game!
I would definitely recommend this book to beginner and intermediate game programmers. The amount of important concepts introduced in this book would give you a great start to developing more advanced games in the future, and the concepts will still be useful for any 3d games. It doesn't matter so much what language you start out programming, just learning the game programming concepts will get you started regardless of what language you eventually choose to develop in.
The book starts out with an introduction to XNA, and how to set it up on your machine for development. The author explains everything he adds to the code, which makes it easy to understand what each addition does.
The first game is created in chapter 2, so the author quickly gets into actually creating games fairly quickly, while introducing important concepts such as sprite sheets and tile based games.
The following games continue to introduce important concepts, from collision detection to the A* pathfinding algorithm, and even using a map editor to make levels for a side scrolling mario-esque game!
I would definitely recommend this book to beginner and intermediate game programmers. The amount of important concepts introduced in this book would give you a great start to developing more advanced games in the future, and the concepts will still be useful for any 3d games. It doesn't matter so much what language you start out programming, just learning the game programming concepts will get you started regardless of what language you eventually choose to develop in.
One person found this helpful
Report abuse
Reviewed in the United States on April 30, 2012
Despite C# being the leading development language for XNA, it was about time that a book came along to deliver some examples of how to integrate Visual Basic, now that it has been implemented within the framework after the 4.0 release.
Despite having a C# backgorund, I found the developers lessons to prove invaluable. Each chapter is broken up so that you are building a game, and the chapters which follow will build on those concepts. For example, the second chapter had us developing an NES style "Pipe Dreams" of sorts, where the player must drop pipes into place to allow for water to continue to flow throughout the plumbing.
A later chapter explores an asteroid space assault game, where you'll learn how to implement physics and collisions, thereby allowing objects to bounce off one another and carry the force along from object to object.
The author assumes that the reader has a general knowledge of Visual Basic and XNA, but still does an excellent job of never talking down to the reader, all the while keeping them motivated for more.
Despite having a C# backgorund, I found the developers lessons to prove invaluable. Each chapter is broken up so that you are building a game, and the chapters which follow will build on those concepts. For example, the second chapter had us developing an NES style "Pipe Dreams" of sorts, where the player must drop pipes into place to allow for water to continue to flow throughout the plumbing.
A later chapter explores an asteroid space assault game, where you'll learn how to implement physics and collisions, thereby allowing objects to bounce off one another and carry the force along from object to object.
The author assumes that the reader has a general knowledge of Visual Basic and XNA, but still does an excellent job of never talking down to the reader, all the while keeping them motivated for more.
One person found this helpful
Report abuse
Top reviews from other countries
Amazon Customer
5.0 out of 5 stars
Great value
Reviewed in the United Kingdom on September 3, 2020Verified Purchase
Really useful
Dave
5.0 out of 5 stars
Great book
Reviewed in the United Kingdom on April 1, 2013Verified Purchase
Great game examples with theory paced just right. The basic principles introduced in each game serve as a useful set of core 2D techniques to build upon. Very enjoyable to work through.
Pages with related products.
See and discover other items: visual basic for applications, visual basic programming, visual basic