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Luke Drumm - Microsoft XNA 4.0 Game Development Cookbook

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Luke Drumm Microsoft XNA 4.0 Game Development Cookbook
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Over 35 intermediate-advanced recipes for taking your XNA development arsenal further

Overview

  • Accelerate your XNA learning with a myriad of tips and tricks to solve your everyday problems
  • Get to grips with adding special effects, virtual atmospheres and computer controlled characters with this book and e-book
  • A fast-paced cookbook packed with screenshots to illustrate each advanced step by step task
  • Apply the techniques learned for wiring games for PC, Xbox 360 and Windows Phone 7

In Detail

Microsoft XNA attempts to free game developers from writing repetitive boilerplate code, allowing them to focus on producing enjoyable gameplay rather than tedious and complicated setup. The Framework has reduced the once steep learning curve for game development, transforming it into something more attainable, and this cookbook will help you to take full advantage of XNA to bring reality into your virtual worlds.

Microsoft XNA 4.0 Game Development Cookbook is the perfect resource for propelling your game development capabilities from the simple 2D demo towards engaging and exciting, professional looking games. With a diverse selection of game-related topics covered, discover how to create rich 2D and 3D worlds filled with interesting characters, detailed scenery and dynamic special effects applicable to PC, Xbox 360, and Windows Phone 7 game play.

There is no shortage of introductory texts available for XNA, a number of which are fantastic for getting started with simple 2D games, but Microsoft XNA 4.0 Game Development Cookbook will help you take the steps to start producing games that have deeper gameplay, compelling graphics and that little bit of extra polish!

The books recipes will get you up and going quickly with the next level of game features such as 3D graphics, AI, and network play.

With this practical cookbook to hand, even the more experienced developer will be better equipped to achieve high level tasks with XNA in a quick and efficient manner.

What you will learn from this book

  • Dive straight in to creating Special Effects like shadows, smoke and explosions
  • Get up to speed with creating both 2D and 3D terrain, including height maps and block worlds
  • Create more natural character animation with shortcuts like motion capture through Kinect and Rag Doll physics
  • Create 3D objects like spheres, tori and trees with code instead of modeling software
  • Add atmosphere to your world with virtual water, sky and clouds
  • Understand how to set the foundation for multiplayer gaming with networking

Approach

Microsoft XNA 4.0 Game Development Cookbook is a fast-paced cookbook for taking your knowledge of the framework further with advanced game development tasks. Packed with step-by-step instructions and screenshots, the book will solve an experienced developers everyday coding problems.

Who this book is written for

If you are an XNA developer who has already successfully mastered simple 2D and 3D XNA tasks, dive into Microsoft XNA 4.0 Game Development Cookbook for something more challenging. You should be comfortable with the basics of the XNA framework, and have experience with C#.

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Microsoft XNA 4.0 Game Development Cookbook

Microsoft XNA 4.0 Game Development Cookbook

Copyright 2012 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: June 2012

Production Reference: 1130612

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-198-7

www.packtpub.com

Cover Image by Sandeep Babu ( <> )

Credits

Author

Luke Drumm

Reviewers

Jason Mitchell

Kenneth Dahl Pedersen

Acquisition Editor

Stephanie Moss

Lead Technical Editor

Kedar Bhat

Technical Editors

Rati Pillai

Ankita Shashi

Copy Editor

Insiya Morbiwala

Project Coordinator

Michelle Quadros

Proofreader

Joel T. Johnson

Indexer

Rekha Nair

Production Coordinator

Melwyn Dsa

Cover Work

Melwyn Dsa

About the Author

Luke Drumm is an experienced software developer and consultant who wrote his first computer game at age 10, and has been enthusiastically exploring the world of game development ever since. With the first public release of XNA in 2006, Luke quickly latched onto the technology and began creating and talking about how to create games within XNA at every possible opportunity. This culminated in his regular presence at conferences, game camps, and user groups, and in his becoming a recipient of the Microsoft MVP Award, for XNA and DirectX, for at least four successive years. Luke lives in Sydney, Australia, with his amazing, patient, and supportive wife Cheryl, and two dogs, who may or may not rule the roost.

About the Reviewers

Jason Mitchell is a passionate .NET developer and an independent game development enthusiast. He has worked with Microsoft's XNA Game Studio since its initial release and has experience using it to create games on Windows, Xbox 360, and Windows Phone.

Kenneth Dahl Pedersen , now aged 35, has been programming basically since he got his first computer at age 6, starting on the Commodore 64, with small programs that could do next to nothing. This quickly evolved when he migrated to the much more powerful Amiga 500 with some demos and light applications, and finally culminated when he got his first PC.

Since then, game development has held his interest in a vice grip, and Kenneth has studied numerous programming languages and APIs for this purpose. His repertoire includes C/C++, OpenGL, DirectX, C#, WPF, WCF, MDX, and XNA.

With the appearance of readily-available, high-end engines, such as Unreal Development Kit, Kenneth found another interest to keep him well-sated in his thirst for game development knowledge, UnrealScript, providing another mountain top to climb.

Kenneth is a Systems Analyst and Developer. Originally from Denmark, where he still works, he now lives in Sweden with his wife and baby daughter.

Other than being with his wife and daughter, he uses his spare time for game development, seeking new knowledge and dabbling in 3D visual arts in applications, such as 3D Studio Max and ZBrush. And of course, Kenneth is an avid gamer. After all, you cannot make games if you don't enjoy playing them!

First of all, I would like to thank my wife, Nina, for the patience she's shown me while I was doing this review. I have probably not been as helpful around the house as I should have been, while this was going on.

My beautiful daughter, Nadia, for always giving me a reason to smile and laugh.

And last, but certainly not least, Michelle Quadros, for believing in me and giving me this incredible experience and opportunity to do a tech review of this awesome book on XNA.

My advice to you, the Reader: Read it, cover-to-cover. You will not regret it, as it contains some absolute treasures of tips and techniques for your own game projects.

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Preface

The Microsoft XNA 4.0 Game Development Cookbook is all about what happens once you've completed the various introductory tutorials, and want to create something with a little more substance.

In this book, you'll find examples of how to flesh out some of the more complex, or initially less intuitive, pieces of what goes into a full-blown game.

Not sure what it takes to add water to your Xbox 360 Indie game? Confused about maps for your Windows Phone game? Curious over what it takes to get started using Kinect with XNA? Then this book may just be for you.

What this book covers

, Applying Special Effects: Discover the principles behind some common special effects used in big budget titles, and add them to your own games.

, Building 2D and 3D Terrain: Learn some of the tricks behind creating landscapes in both two and three dimensions.

, Procedural Modeling: Explore what's involved in creating models in code, instead of using an external 3D modeling package.

, Creating Water and Sky: Add depth to your worlds with some virtual atmosphere.

, Non-Player Characters: Inhabit your virtual worlds with characters that can move and interact in intelligent and interesting ways.

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