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XNA 4 3D Game Development by Example:Beginner's Guide
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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 更新時間:2021-08-05 18:55:56
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