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3D Game Development with Microsoft Silverlight 3 Beginner's Guide : Beginner's Guide.
Title:
3D Game Development with Microsoft Silverlight 3 Beginner's Guide : Beginner's Guide.
Author:
Hillar, Gaston C.
ISBN:
9781847198938
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (538 pages)
Contents:
3D Game Development with Microsoft Silverlight 3 Beginner's Guide -- Table of Contents -- 3D Game Development with Microsoft Silverlight 3 Beginner's Guide -- Credits -- About the Author -- Acknowledgement -- About the Reviewer -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code for the book -- Errata -- Piracy -- Questions -- 1. Lights, Camera, and Action! -- UFOs in the sky!: Invaders -- Time for action-preparing the development environment -- What just happened? -- Time for action-recognizing digital art assets -- What just happened? -- Time for action-creating the raster digital content -- What just happened? -- Digital Content Creation tools -- Basic elements of a 2D and/or 3D real-time game -- Programming responsibilities -- Time for action-installing tools to manipulate scalable digital content -- What just happened? -- XAML works fine with Silverlight 3 -- Time for action-creating the scalable digital content in XAML -- What just happened? -- Previewing and scaling XAML vector graphics -- Time for action-testing the scalable digital content using XamlPad -- What just happened? -- Editing vector illustrations using Expression Design -- Have a go hero-preparing scalable digital content for a new remake -- Preparing a gaming framework -- Time for action-creating Silverlight applications -- What just happened? -- Time for action-building and running Silverlight applications -- What just happened? -- Programming event handlers in the main page -- Time for action-creating XBAP WPF applications -- What just happened? -- Time for action-building and running the XBAP WPF applications -- What just happened? -- Have a go hero-creating a prototype for the remake -- Pop quiz-preparing the digital content -- Summary.

2. Working with 2D Characters -- Creating an accelerated graphics viewport -- Time for action-enabling hardware acceleration -- What just happened? -- Time for action-transforming media using the GPU -- What just happened? -- Caching rendered content -- Scaling and rotating a vector-based illustration -- Time for action-shaking many illustrations at the same time -- What just happened? -- Running loops faster -- Accelerating transforms and blends -- Using 2D vectors -- Time for action-detecting GPU-acceleration problems -- What just happened? -- Understanding GPU acceleration limitations -- Creating encapsulated object-oriented characters -- Time for action-creating User Control classes to hold images -- What just happened? -- Time for action-displaying images and sprites -- What just happened? -- Showing a sprite on the screen -- Defining the behavior -- Understanding dimensions -- Managing resolutions -- Screen resolutions -- Have a go hero-completing the animation -- Pop quiz-working with sprites and the GPU -- Summary -- 3. Combining Sprites with Backgrounds -- The first remake assignment -- Time for action-creating sprites based on XAML vector-based graphics -- What just happened? -- Defining the relative center point -- Time for action-creating a specialized sprite management class -- What just happened? -- Taking full advantage of object-oriented capabilities -- Preparing the classes for inheritance -- Wrapping a UserControl to manage it -- Time for action-creating a superclass for some characters -- What just happened? -- Time for action-creating the subclasses for the characters -- What just happened? -- Time for action-creating methods for the game loop -- What just happened? -- Creating objects on the fly -- Managing dynamic objects -- Time for action-writing the game loop -- What just happened? -- Animating multiple sprites.

Managing a complex game loop -- Time for action-detecting collisions between 2D characters -- What just happened? -- Using colors to paint sprites -- Have a go hero-using backgrounds -- Have a go hero-preparing Invaders 3000 -- Pop quiz-simplifying game loops -- Summary -- 4. Working with 3D Characters -- The second remake assignment -- Time for action-exporting a 3D model without considering textures -- What just happened? -- XAML 3D models -- Time for action-from DCC tools to WPF -- What just happened? -- XBAP WPF applications with 3D content -- Time for action-displaying a 3D model in a 2D screen with WPF -- What just happened? -- Understanding the 3D world -- X, Y, and Z in practice -- GPU 3D acceleration -- Understanding meshes -- Time for action-using other XAML exporter for DCC tools -- What just happened? -- Time for action-adding 3D elements and interacting with them using Expression Blend -- What just happened? -- Interacting with 3D elements using Expression Blend -- Silverlight and the 3D world -- Time for action-exporting a 3D model to ASE -- What just happened? -- Time for action-installing Balder 3D engine -- What just happened? -- Time for action-from DCC tools to Silverlight -- What just happened? -- Displaying a 3D model in a 2D screen with Silverlight -- Using 3D vectors -- Have a go hero-working with multiple 3D characters -- Pop quiz-3D models and real-time rendering -- Summary -- 5. Controlling the Cameras: Giving Life to Lights and Actions -- Understanding 3D cameras -- Time for action-when seeing is believing -- What just happened? -- Controlling the position, the direction, and the up vector -- Time for action-performing transformations -- What just happened? -- Defining and applying transformations -- Time for action-zooming in and out -- What just happened? -- Controlling the perspective field of view.

Controlling the clipping planes -- Time for action-understanding perspective and orthographic cameras -- What just happened? -- Have a go hero-rotating cameras around a 3D model -- Silverlight and the cameras -- Time for action-controlling cameras on the fly -- What just happened? -- Understanding cameras related to matrixes -- Have a go hero-working with many cameras -- Pop quiz-working with cameras in a 3D world -- Summary -- 6. Controlling Input Devices to Provide Great Feedback -- Giving life to the game! -- Time for action-creating a keyboard manager class -- What just happened? -- Using the keyboard -- Time for action-programming the input control in the game loop -- What just happened? -- Time for action-mapping a gamepad to the keyboard -- What just happened? -- Understanding the gamepad as an input device -- Time for action-using the gamepad -- What just happened? -- Time for action-creating a mouse manager class -- What just happened? -- Using the mouse -- Time for action-using the mouse manager in the game loop -- What just happened? -- Time for action-using the gamepad as a mouse -- What just happened? -- Time for action-rotating cameras using input devices -- What just happened? -- Have a go hero-taking full advantage of the gamepad -- Bridging with DirectInput capabilities -- Time for action-installing the necessary SDKs -- What just happened? -- Considering deployment's additional requirements -- Time for action-understanding sticks and buttons -- What just happened? -- Understanding the steering wheel as an input device -- Time for action-testing the input devices with a DirectInput wrapper -- What just happened? -- Understanding the analog axis for a steering wheel -- Understanding the analog axis for a gamepad -- Time for action-adapting a joystick manager class -- What just happened?.

Time for action-using the steering wheel in the game loop -- What just happened? -- Using the joystick manager -- Working with many input devices -- Using other input devices -- Have a go hero-using the Wiimote -- Have a go hero-working with time, analog and digital values -- Pop quiz-working with gaming input devices -- Summary -- 7. Using Effects and Textures to Amaze -- Dressing characters using textures -- Time for action-adding textures in DCC tools -- What just happened? -- Time for action-exporting 3D models from DCC tools to Silverlight -- What just happened? -- Displaying a 3D model using textures in a 2D screen with Silverlight -- Time for action-enveloping 3D models -- What just happened? -- Understanding textures -- Repeating textures as tiles -- Time for action-replacing textures -- What just happened? -- Have a go hero-playing with textures -- Displaying lights, shadows, materials, and textures -- Time for action-working with lights and understanding shadows -- What just happened? -- Understanding different kinds of lights -- Have a go hero-creating effects using lights -- Pop quiz-working with textures, materials, and lights -- Summary -- 8. Animating 3D Characters -- Invaders 3D -- Time for action-adding a UFO -- What just happened? -- Time for action-creating a new game superclass to generalize time management capabilities -- What just happened? -- Time for action-specializing a game superclass -- What just happened? -- Time for action-creating a subclass for a 3D character -- What just happened? -- Using an Actor to represent a 3D character -- Time for action-adding an Actor to the game -- What just happened? -- Moving 3D characters as Actors -- Time for action-rotating 3D characters -- What just happened? -- Using the World matrix in order to perform transformations to meshes -- Performing compound transformations.

Time for action-scaling 3D characters.
Abstract:
A practical guide to creating real-time responsive online 3D games in Silverlight 3 using C#, XBAP WPF, XAML, Balder, and Farseer Physics Engine.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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