Suchen und Finden
Contents at a Glance
4
Contents
5
Foreword
12
About the Authors
13
About the Technical Reviewer
15
Acknowledgments
16
Introduction
17
Who This Book Is For
18
How This Book Is Structured
18
Prerequisites
19
Book Code and Errata
20
Contacting the Authors
20
Chapter 1 Game Planning and Programming Basics
21
Planning the Game
21
XNA Game Programming Concepts
25
Summary
33
Chapter 2 2D Graphics, Audio, and Input Basics
35
2D Graphics
35
Game Input
49
Game Audio
52
Summary
57
Chapter 3 Creating Your First 2D Game
59
Design for the First Game: Rock Rain
59
Let’s Get to It
60
An Xbox 360 Version of Rock Rain
77
Summary
79
Chapter 4 Improving Your First 2D Game
80
Planning Rock Rain’s New Version
80
Creating the Game Screens
80
Navigating Between the Scenes
129
Summary
134
Chapter 5 Basics of Game Networking
135
Introducing Multiplayer Games
135
Introducing XNA Networking
144
Summary
167
Chapter 6 Rock Rain Live!
169
Planning Rock Rain Live
169
Adding the Support for Network Games
170
Changing the Opening Screen
171
Creating the Network Game Scene
173
Creating the Game Sessions
184
Let’s Talk
188
Synchronizing the Players
193
Summary
200
Chapter 7 Rock Rain Zune
201
Planning Rock Rain Zune
201
Organizing the Game
202
Modifying the Classes
204
Deploying the Game on the Zune
214
Summary
216
Chapter 8 3D Game Programming Basics
217
3D Coordinate Systems and Projections
217
Vertices and Primitives
219
Vectors, Matrices, and 3D Transformations
223
Lights, Camera . . . Effects!
227
Drawing the 3D Axis in XNA
228
Models and Meshes
238
Summary
242
Chapter 9 Rendering Pipeline, Shaders, and Effects
244
Rendering Pipeline
244
Shaders
245
High-Level Shading Language
247
Techniques, Passes, and Effects
252
Shader Authoring Tools
257
Summary
257
Chapter 10 Lights, Camera, Transformations!
258
Cameras
258
Lights
270
Camera and Light Managers
271
Object Transformation
274
Summary
276
Chapter 11 Generating a Terrain
277
Height Maps
277
Creating the Terrain Class
280
An Overview of Terrain Techniques
291
Creating the Terrain Effect
293
Drawing the Terrain
304
Extending the Terrain Effect with Normal Mapping
305
Querying the Terrain’s Height
307
Ray and Terrain Collision
310
Summary
313
Chapter 12 Skeletal Animation
314
Types of Animations
314
Skeleton and Bone Representation
317
Extending the Content Pipeline for Model Animation
319
Using the AnimatedModel Class in XNA
334
Summary
351
Chapter 13 Creating a Third-Person Shooter Game
352
Designing the Game
352
Starting the Game Engine
354
Creating Helper Classes
358
Creating the Game Logic
366
Finishing the Game Engine
394
Summary
409
Chapter 14 Closing Words
410
Where You Are Now
410
Where Do You Go from Here?
411
Create Your Own Game
412
Index
414
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