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Microsoft XNA 4.0 Game Development Cookbook
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Index
"MicrosoftXNA4.0GameDevelopmentCookbook"isafast-pacedcookbookfortakingyourknowledgeoftheframeworkfurtherwithadvancedgamedevelopmenttasks.Packedwithstep-by-stepinstructionsandscreenshots,thebookwillsolveanexperienceddeveloper’severydaycodingproblems.IfyouareanXNAdeveloperwhohasalreadysuccessfullymasteredsimple2Dand3DXNAtasks,diveinto"MicrosoftXNA4.0GameDevelopmentCookbook"forsomethingmorechallenging.YoushouldbecomfortablewiththebasicsoftheXNAframework,andhaveexperiencewithC#.
目錄(72章)
倒序
- coverpage
- Microsoft XNA 4.0 Game Development Cookbook
- 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
- Reader feedback
- Customer support
- Chapter 1. Applying Special Effects
- Introduction
- Creating shadows within the Reach profile
- Creating shadows within the HiDef profile
- Implementing lens flare within the Reach profile
- Implementing lens flare within the HiDef profile
- Implementing smoke within the Reach profile
- Creating explosions within the Reach profile
- Creating explosions within the HiDef profile
- Chapter 2. Building 2D and 3D Terrain
- Introduction
- Displaying hexagonal maps
- Displaying 2D isometric maps
- Importing and displaying 3D isometric maps
- Generating 3D height maps
- Creating block worlds within the Reach profile
- Creating block worlds within the HiDef profile
- Chapter 3. Procedural Modeling
- Introduction
- Modeling triangles
- Modeling discs
- Modeling spheres
- Modeling tori
- Modeling trees
- Chapter 4. Creating Water and Sky
- Introduction
- Creating water within the HiDef profile
- Building skyboxes within the Reach profile
- Building skyboxes within the HiDef profile
- Cloud generation within the Reach profile
- Chapter 5. Non-Player Characters
- Introduction
- A* pathfinding
- Character state machines
- Constructing dialogue
- Decentralizing behavior
- Chapter 6. Playing with Animation
- Introduction
- Applying animation with SkinnedEffect
- Motion capture with Kinect
- Integrating rag doll physics
- Rendering crowds
- Chapter 7. Creating Vehicles
- Introduction
- Applying simple car physics
- Implementing simple plane controls
- Rendering reflective materials within the Reach profile
- Chapter 8. Receiving Player Input
- Introduction
- Adding text fields
- Creating dialog wheels
- Dragging dropping and sliding
- Chapter 9. Networking
- Introduction
- Connecting across a LAN
- Connecting across the Web
- Synchronizing client states
- Index 更新時間:2021-08-13 18:28:52
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