Cover image for Microsoft XNA 4.0 Game Development Cookbook.
Microsoft XNA 4.0 Game Development Cookbook.
Title:
Microsoft XNA 4.0 Game Development Cookbook.
Author:
Drumm, Luke.
ISBN:
9781849691994
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (341 pages)
Contents:
Microsoft XNA 4.0 Game Development Cookbook -- Table of Contents -- Microsoft XNA 4.0 Game Development Cookbook -- Credits -- About the Author -- About the Reviewers -- www.PacktPub.com -- Support files, eBooks, discount offers, and more -- Why Subscribe? -- Free Access for Packt account holders -- 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 -- Errata -- Piracy -- Questions -- 1. Applying Special Effects -- Introduction -- Creating shadows within the Reach profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Creating shadows within the HiDef profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Implementing lens flare within the Reach profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- Implementing lens flare within the HiDef profile -- Getting ready -- How to do it... -- How it works... -- Implementing smoke within the Reach profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating explosions within the Reach profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- Creating explosions within the HiDef profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also... -- 2. Building 2D and 3D Terrain -- Introduction -- Displaying hexagonal maps -- Getting ready -- How to do it... -- How it works... -- There's more... -- Displaying 2D isometric maps -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Importing and displaying 3D isometric maps -- Getting ready -- How to do it... -- How it works... -- Generating 3D height maps -- Getting ready -- How to do it...

How it works... -- There's more... -- Creating block worlds within the Reach profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- Textures -- Creating block worlds within the HiDef profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- 3. Procedural Modeling -- Introduction -- Modeling triangles -- Getting ready -- How to do it... -- How it works... -- There's more... -- Dynamic vertex buffers -- See also -- Modeling discs -- Getting ready -- How to do it... -- How it works... -- See also... -- Modeling spheres -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Modeling tori -- Getting ready -- How to do it... -- How it works... -- See also -- Modeling trees -- Getting ready -- How to do it... -- How it works... -- There's more... -- 4. Creating Water and Sky -- Introduction -- Creating water within the HiDef profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- Shallow water -- Deep water -- Building skyboxes within the Reach profile -- Getting ready -- How to do it... -- How it works... -- Building skyboxes within the HiDef profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- Cloud generation within the Reach profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- Billboarding -- See also -- 5. Non-Player Characters -- Introduction -- A* pathfinding -- Getting ready -- How to do it... -- How it works... -- There's more... -- Distance estimation -- See also -- Character state machines -- Getting ready -- How to do it... -- How it works... -- There's more... -- Scripting -- Animation -- See also -- Constructing dialogue -- Getting ready -- How to do it... -- How it works... -- There's more... -- Scripting -- See also -- Decentralizing behavior -- Getting ready.

How to do it... -- How it works... -- There's more... -- See also -- 6. Playing with Animation -- Introduction -- Applying animation with SkinnedEffect -- Getting ready -- How to do it... -- How it works... -- Motion capture with Kinect -- Getting ready -- How to do it... -- How it works... -- There's more... -- Under voice command -- Integrating rag doll physics -- Getting ready -- How to do it... -- How it works... -- There's more... -- Part time action -- Rendering crowds -- Getting ready -- How to do it... -- How it works... -- There's more... -- 7. Creating Vehicles -- Introduction -- Applying simple car physics -- Getting ready -- How to do it... -- How it works... -- There's more... -- Getting more physical -- See also -- Implementing simple plane controls -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Rendering reflective materials within the Reach profile -- Getting ready -- How to do it... -- How it works... -- There's more... -- The cost of reflecting -- See also -- 8. Receiving Player Input -- Introduction -- Adding text fields -- Getting ready -- How to do it... -- How it works... -- There's more... -- On the phone -- Creating dialog wheels -- Getting ready -- How to do it... -- How it works... -- There's more... -- Dragging, dropping, and sliding -- Getting ready -- How to do it... -- How it works... -- There's more... -- 9. Networking -- Introduction -- Connecting across a LAN -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Connecting across the Web -- Getting ready -- How to do it... -- How it works... -- There's more... -- See also -- Synchronizing client states -- Getting ready -- How to do it... -- How it works... -- There's more... -- Index.
Abstract:
Over 40 intermediateto advanced recipes for taking your XNA development arsenal further in this book and e-book.
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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