首頁(yè) > 計(jì)算機(jī)網(wǎng)絡(luò) >
數(shù)據(jù)庫(kù)
> XNA 4 3D Game Development by Example:Beginner's Guide最新章節(jié)目錄
舉報(bào)

會(huì)員
XNA 4 3D Game Development by Example:Beginner's Guide
最新章節(jié):
Index
Thisbookisastep-by-steptutorialthatincludescompletesourcecodeforallofthegamescovered.Itadoptsanengagingstyletoteachallthegamedevelopmentconcepts.Eachblockofcodeisexplained,andgamedevelopmentconceptsarediagrammedandcoveredindetail.Eachgamebeginswithaconceptdescriptionandconcludeswithsuggestionsforexpandingonthefinishedgame.Thisbookisintendedforreaderswhowanttocreate3DgamesusingtheXNAFramework.BasicknowledgeoftheC#programminglanguageand2DXNAconceptsarehelpful,butnotrequired.
目錄(180章)
倒序
- coverpage
- XNA 4 3D Game Development by Example Beginner's Guide
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Time for action – heading
- Reader feedback
- Customer support
- Chapter 1. Introduction to XNA
- System requirements
- Installing the Windows Phone SDK
- Time for action – installing Windows Phone SDK
- Speller – Our first XNA game
- Time for action – creating an XNA project
- Managing content
- Time for action – creating content assets
- Member variables
- Time for action – declaring new member variables
- The Game1 constructor
- Initialization
- Time for action – customizing the Initialize() method
- Loading content
- Time for action – creating a square texture
- Updating
- Time for action – customizing the Update() method
- The Draw() method
- Time for action – drawing Speller
- Helper methods
- Time for action – words and letters
- Time for action – completing the Speller project
- Summary
- Chapter 2. Cube Chaser – A Flat 3D World
- Designing the game
- Creating the project
- Time for action – creating the Cube Chaser project
- Our view of the world
- Time for action – beginning the Camera class
- The Projection matrix
- Looking at something
- Time for action – implementing a look-at point
- The View matrix
- Time for action – the View matrix
- From the ground up
- Time for action – creating the Maze classes
- Drawing the floor
- Time for action – drawing the floor
- Moving around
- Time for action – expanding the Camera
- Time for action – letting the player move
- Summary
- Chapter 3. Cube Chaser – It's A-Mazing!
- Maze generation
- Time for action – defining a MazeCell
- Time for action – generating the Maze class
- Constructing the walls
- Time for action – building walls
- Time for action – drawing the walls
- Solid walls
- Time for action – bouncing off the walls
- Summary
- Chapter 4. Cube Chaser – Finding Your Way
- The cube
- Time for action – placing the cube
- Time for action – rotating the cube
- Matrices – big scary math things?
- Positioning the cube
- Time for action – randomly positioning the cube
- Catching the cube
- Time for action – catching the cube
- Summary
- Chapter 5. Tank Battles – A War-torn Land
- Creating the project
- Time for action – creating the Tank Battles project
- An arc-ball camera
- Time for action – the ArcBallCamera class – part 1
- Time for action – finishing the ArcBallCamera class
- Building the playfield
- Time for action – generating the terrain
- Time for action – adding the ReadHeightMap() method
- Time for action – adding the BuildVertexBuffer() method
- Time for action – the buildIndexBuffer() method
- Let's see the terrain already!
- Time for action – drawing the terrain
- Adding texture – a gentle introduction to HLSL
- Time for action – HLSL declarations
- Time for action – Vertex Shader Input and Output definition
- Time for action – the vertex shader
- Time for action – the pixel shader
- Time for action – utilizing Terrain.fx
- Moving the camera
- Time for action – moving the camera with the mouse
- Summary
- Chapter 6. Tank Battles – The Big Guns
- Adding the tank model
- Time for action – adding the tank model
- Building tanks
- Time for action – building the Tank class
- Time for action – terrain heights
- Time for action – tank animation
- Time for action – positioning tanks
- Summary
- Chapter 7. Tank Battles – Shooting Things
- Interface components
- Time for action – creating the UIWidget class
- Time for action – creating UITextblocks
- Time for action – creating buttons
- Time for action – adding the UIHelper class
- Time for action – creating the UI
- Time for action – responding to events
- Time for action – ShotManager-part 1
- Time for action – the Particle class-part 1
- Time for action – finishing the Particle class
- Time for action – the ParticleManager class
- Time for action – building Particles.fx
- Time for action – implementing particles
- Summary
- Chapter 8. Tank Battles – Ending the War
- Managing game states
- Time for action – implementing a title screen
- Time for action – detecting hits
- Managing turns
- Time for action – managing turns
- Visual improvements
- Time for action – computing normals
- Time for action – HLSL for lighting
- Time for action – using ambient light
- Time for action – multitexturing
- Summary
- Chapter 9. Mars Runner
- Design of Mars Runner
- Getting started with the GSM sample
- Time for action – creating the Mars Runner solution
- Time for action – customizing the BackgroundScreen class
- Time for action – updating the menu
- Time for action – creating the MarsRunnerPlayScreen class
- A new camera
- Time for action – the stationary camera
- Creating the background
- Time for action – creating a skybox
- Building the Martian surface
- Time for action – beginning the MarsTrack class
- Time for action – generating the track
- Time for action – drawing the track
- Summary
- Chapter 10. Mars Runner – Reaching the Finish Line
- Abstracting support for 3D models
- Time for action – the GameEntity class
- Building the rover
- Time for action –building the rover
- Time for action – accepting user input
- Animating the planet
- Time for action – moving the world
- Animating the rover
- Time for action – animating the rover
- Crashing into craters
- Time for action – detecting craters
- Adding an enemy
- Time for action – the basic flying saucer
- Time for action – flying the saucer
- Shots and collisions
- Time for action – Shot classes
- Time for action – the ShotManager class
- Time for action – enemy shots
- Time for action – player shots versus aliens
- Time for action – enemy shots versus the rover
- Scoring
- Time for action – scoring
- Time for action – the GameOver screen
- Sound effects
- Time for action – building the SFXManager class
- Time for action – playing sound effects
- Summary
- Index 更新時(shí)間:2021-08-05 18:55:56
推薦閱讀
- SQL Server 2012數(shù)據(jù)庫(kù)技術(shù)與應(yīng)用(微課版)
- 數(shù)據(jù)庫(kù)開發(fā)實(shí)踐案例
- 數(shù)據(jù)庫(kù)原理與應(yīng)用(Oracle版)
- 數(shù)據(jù)庫(kù)程序員面試筆試真題庫(kù)
- 從0到1:JavaScript 快速上手
- SQL優(yōu)化最佳實(shí)踐:構(gòu)建高效率Oracle數(shù)據(jù)庫(kù)的方法與技巧
- 圖數(shù)據(jù)實(shí)戰(zhàn):用圖思維和圖技術(shù)解決復(fù)雜問題
- 云數(shù)據(jù)中心網(wǎng)絡(luò)與SDN:技術(shù)架構(gòu)與實(shí)現(xiàn)
- Instant Autodesk AutoCAD 2014 Customization with .NET
- 探索新型智庫(kù)發(fā)展之路:藍(lán)迪國(guó)際智庫(kù)報(bào)告·2015(下冊(cè))
- Solaris操作系統(tǒng)原理實(shí)驗(yàn)教程
- 新手學(xué)會(huì)計(jì)(2013-2014實(shí)戰(zhàn)升級(jí)版)
- 大數(shù)據(jù)數(shù)學(xué)基礎(chǔ)(Python語(yǔ)言描述)
- 大數(shù)據(jù)技術(shù)原理與應(yīng)用:概念、存儲(chǔ)、處理、分析與應(yīng)用
- 活用數(shù)據(jù):驅(qū)動(dòng)業(yè)務(wù)的數(shù)據(jù)分析實(shí)戰(zhàn)
- Oracle高性能SQL引擎剖析:SQL優(yōu)化與調(diào)優(yōu)機(jī)制詳解
- R Machine Learning Essentials
- Unity for Architectural Visualization
- 數(shù)據(jù)時(shí)代的品牌智造
- 數(shù)據(jù)可視化五部曲
- 敏捷數(shù)據(jù)分析工具箱:深入解析ADW+OAC
- 機(jī)器視覺原理與案例詳解
- 大數(shù)據(jù)處理框架Apache Spark設(shè)計(jì)與實(shí)現(xiàn)
- 自己動(dòng)手做大數(shù)據(jù)系統(tǒng)(第2版)
- 算法設(shè)計(jì)與分析
- 數(shù)據(jù)要素化時(shí)代的數(shù)據(jù)治理
- PostgreSQL實(shí)戰(zhàn)
- MySQL數(shù)據(jù)庫(kù)基礎(chǔ)實(shí)例教程
- 零基礎(chǔ)輕松學(xué)MySQL 5.7
- Oracle數(shù)據(jù)庫(kù)管理與維護(hù)實(shí)戰(zhàn)