Download or read book XNA 3 1 Game Development for Teens written by Jerry Lee Ford and published by . This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "'XNA 3.0 Game Development For Teens' is a complete guide to entry level programming and computer game development using XNA 3.0 and the Visual C# 2008 Express programming language for beginners. This book shows readers how to create and execute computer games on their PC, and then how to port their PC games over to their Xbox 360 or Zune player. This book is for anyone looking to begin creating their own computer games with XNA 3.0 and Visual C# 2008 Express"--Resource description page
Download or read book Building XNA 2 0 Games written by John Sedlak and published by Apress. This book was released on 2008-10-21 with total page 453 pages. Available in PDF, EPUB and Kindle. Book excerpt: Building XNA 2.0 Games: A Practical Guide for Independent Game Development is written by James Silva, who recently won the prestigious Microsoft Dream Build Play game competition with his award–winning game, The Dishwasher: Dead Samurai. Building XNA 2.0 Games: A Practical Guide for Independent Game Development is an in–depth and exclusive look into the entire XNA game development process and includes the creation of a software game masterpiece. James Silva guides you through the process he took to build his award–winning title, from concept to reality. He reveals tips and techniques for creating a polished, high–quality game with very few resources, while bridging the gap between coding and art. This title shows software developers the following: The creation of a polished game from start to finish Design philosophies Next–gen 2D graphics, including shaders Techniques for fast, fluid game play XACT Audio and XInput Eye–catching particle effects for visual stimulation The book is packed full of code, pictures, and valuable insights into XNA game development.
Download or read book Learning XNA 4 0 written by Aaron Reed and published by "O'Reilly Media, Inc.". This book was released on 2010-12-09 with total page 542 pages. Available in PDF, EPUB and Kindle. Book excerpt: Want to develop games for Xbox 360 and Windows Phone 7? This hands-on book will get you started with Microsoft's XNA 4.0 development framework right away -- even if you have no experience developing games. Although XNA includes several key concepts that can be difficult for beginning web developers to grasp, Learning XNA 4.0 shortens the learning curve by walking you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with illustrations and annotated examples, along with exercises and review questions to help you test your understanding and practice new skills as you go. Once you've finished this book, you'll know how to develop your own sophisticated games from start to finish. Learn game development from 2D animation to 3D cameras and effects Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts Build three complete, exciting games using 2D, 3D, and multiplayer techniques Develop for and deploy your games to the Xbox 360 and Windows Phone 7
Download or read book Beginning XNA 3 0 Game Programming written by Bruno Evangelista and published by Apress. This book was released on 2009-05-31 with total page 437 pages. Available in PDF, EPUB and Kindle. Book excerpt: Would you like to create your own games, but never have the time to dig into the details of multimedia programming? Now you don't have to! XNA 3.0 makes it simple to create your own games, which will run on your PC and Xbox 360 console. Even if you don't know how to program at all, Beginning XNA 3.0 Game Programming: From Novice to Professional will teach you the basics of C# 2008 programming along the way. Don't get overwhelmed with details you don't need to know—just learn what you need to start creating your own games right now! This fast–paced introduction to XNA 3.0 and the C# language provides you with a quick–start guide to creating high–quality XNA games. You'll be introduced to the key concepts and ideas you need to know in a gradual fashion so that you master one concept before using it as a foundation for the next. Before long, you will have the skills to create smooth, professional–looking results in a range of gaming genres. By the end of the book, you will have constructed several working games and have an excellent knowledge base from which to investigate more advanced techniques.
Download or read book RPG Programming with XNA Game Studio 3 0 written by Jim Perry and published by Jones & Bartlett Publishers. This book was released on 2009-06-19 with total page 282 pages. Available in PDF, EPUB and Kindle. Book excerpt: RPG Programming Using XNA Game Studio 3.0 provides detailed information on role-playing games (RPGs) and how to create them using Microsoft’s XNA Game Studio 3.0. The book examines the history of the genre and takes a piece-by-piece approach to producing a 2D tile-based game, demonstrating how to create the various components that make up an RPG and implement them using C# and XNA Game Studio 3.0. By the end of the book, readers will have built a complete toolset that can be used to create data for their own RPGs. Learn how to: * Creating the characters and monsters that populate RPG worlds * Add stats and skills to allow game entities to perform actions * Populate the game world with items and treasures. Construct a conversation editor to add another degree of interaction * Create a multiple-step quest system to give players goals to research during gameplay * Creating a tile engine for displaying the world Populating the game world with items and treasure * Implementing a sound and music system * Adding multiplayer support
Download or read book XNA Game Studio 4 0 Programming written by Tom Miller and published by Addison-Wesley Professional. This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get Started Fast with XNA Game Studio 4.0-and Build Great Games for Both Windows� Phone 7 and Xbox 360� This is the industry's best reference and tutorial for all aspects of XNA Game Studio 4.0 programming on all supported platforms, from Xbox 360 to Windows Phone 7 and Windows PCs. The only game development book authored by Microsoft XNA development team members, it offers deep insider insights you won't get anywhere else-including thorough coverage of new Windows Phone APIs for mobile game development. You'll quickly build simple games and get comfortable with Microsoft's powerful XNA Game Studio 4.0 toolset. Next, you'll drill down into every area of XNA, including graphics, input, audio, video, storage, GamerServices, and networking. Miller and Johnson present especially thorough coverage of 3D graphics, from Reach and HiDef to textures, effects, and avatars. Throughout, they introduce new concepts with downloadable code examples designed to help you jumpstart your own projects. Coverage includes Downloading, installing, and getting started with XNA Game Studio 4 Building on capabilities provided in the default game template Using 2D sprites, textures, sprite operations, blending, and SpriteFonts Creating high-performance 3D graphics with XNA's newly simplified APIs Loading, generating, recording, and playing audio Supporting keyboards, mice, Xbox 360 controllers, Touch, accelerometer, and GPS inputs Managing all types of XNA storage Using avatars as characters in your games Utilizing gamer types, player profiles, presence information, and other GamerServices Supporting Xbox LIVE and networked games Creating higher-level input systems that seamlessly manage cross-platform issues From Windows Phone 7 mobile gaming to Xbox 360, XNA Game Studio 4.0 creates huge new opportunities for experienced Microsoft developers. This book helps you build on skills you already have, to create the compelling games millions of users are searching for.
Download or read book Microsoft XNA Unleashed written by Chad Carter and published by Sams. This book was released on 2008 with total page 524 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides information on using Microsoft XNA to create games for the Xbox 360 and for Microsoft Windows.
Download or read book Visual Basic Game Programming for Teens written by Jonathan Harbour and published by Cengage Learning. This book was released on 2010-12-23 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: VISUAL BASIC GAME PROGRAMMING FOR TEENS, THIRD EDITION teaches teens and other beginners how to create their own 2D role-playing game (RPG) using the free-to-download and easy-to-use Visual Basic 2008 Express. You will learn step-by-step how to construct each part of the game engine using Windows Forms and GDI+, including a tiled scroller, game editors, and scripting. If you like playing RPGs, you'll love learning how to create your own because you have complete control over the game world. You'll gain a basic understanding of Visual Basic, giving you a game programming foundation, and the ability to use the tools and source code you create for other custom games. In each chapter you'll study short examples of code to help you build the different components of the game, including the foundational elements, the game engine, and all the gameplay components. You'll build the sample game from chapter to chapter, adding new elements and features as you learn them. And by the end of the book you'll have created a working RPG from scratch! With the tools, code, and skills you learn you'll be able to start creating your very own game adventures in no time. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.
Download or read book Communications and Multimedia Security written by Bart De Decker and published by Springer. This book was released on 2013-09-16 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 14th IFIP TC 6/TC 11 International Conference on Communications and Multimedia Security, CMS 2013, held in Magdeburg, Germany, in September 2013. The 5 revised full papers presented together with 11 short papers, 5 extended abstracts describing the posters that were discussed at the conference, and 2 keynote talks were carefully reviewed and selected from 30 submissions. The papers are organized in topical sections on biometrics; applied cryptography; digital watermarking, steganography and forensics; and social network privacy, security and authentication.
Download or read book Game Programming for Teens written by Maneesh Sethi and published by Course Technology Ptr. This book was released on 2008 with total page 349 pages. Available in PDF, EPUB and Kindle. Book excerpt: Utilizes a hands-on approach to the fundamental principles and techniques of game programming, covering such topics as graphics, BlitzMax, audio, and special effects as it takes readers step-by-step through the process of creating a simple game.
Download or read book Game Programming Algorithms and Techniques written by Sanjay Madhav and published by Pearson Education. This book was released on 2014 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Programming Algorithms and Techniques is a detailed overview of many of the important algorithms and techniques used in video game programming today. Designed for programmers who are familiar with object-oriented programming and basic data structures, this book focuses on practical concepts that see actual use in the game industry. Sanjay Madhav takes a unique platform- and framework-agnostic approach that will help develop virtually any game, in any genre, with any language or framework. He presents the fundamental techniques for working with 2D and 3D graphics, physics, artificial intelligence, cameras, and much more. Each concept is illuminated with pseudocode that will be intuitive to any C#, Java, or C++ programmer, and has been refined and proven in Madhav's game programming courses at the University of Southern California. Review questions after each chapter help solidify the most important concepts before moving on. Madhav concludes with a detailed analysis of two complete games: a 2D iOS side-scroller (written in Objective-Cusing cocos2d) and a 3D PC/Mac/Linux tower defense game (written in C# using XNA/ MonoGame). These games illustrate many of the algorithms and techniques covered in the earlier chapters, and the full source code is available at gamealgorithms.net. Coverage includes Game time management, speed control, and ensuring consistency on diverse hardware Essential 2D graphics techniques for modern mobile gaming Vectors, matrices, and linear algebra for 3D games 3D graphics including coordinate spaces, lighting and shading, z-buffering, and quaternions Handling today's wide array of digital and analog inputs Sound systems including sound events, 3D audio, and digital signal processing Fundamentals of game physics, including collision detection and numeric integration Cameras: first-person, follow, spline, and more Artificial intelligence: pathfinding, state-based behaviors, and strategy/planning User interfaces including menu systems and heads-up displays Scripting and text-based data files: when, how, and where to use them Basics of networked games including protocols and network topology
Download or read book 3D Game Programming All in One written by Kenneth C. Finney and published by Cengage Learning. This book was released on 2012-12-03 with total page 1152 pages. Available in PDF, EPUB and Kindle. Book excerpt: 3D GAME PROGRAMMING ALL IN ONE, THIRD EDITION is perfect for anyone interested in learning the skills and processes involved in making 3D games. This new edition of the bestselling book shows you how to design and create every aspect of a fully featured game using the Torque 3D game engine. Starting with an introduction to game programming, this comprehensive book provides an overview of the gaming industry, game engines, programming, 3D concepts, texturing and modeling, and even audio engineering. After all the techniques are presented, you will use your new skills and the material on the DVD to create a game. The DVD contains everything you need to create a complete game, including all of the TorqueScript source code in sample and final form, the Torque 3D Tools Demo game engine, MilkShape 3D for 3D player and item modeling, The Gimp 2 for texture and image manipulation, Audacity for sound editing and recording, UVMapper for performing UV unwrapping tasks, and Torsion, the Integrated Development Environment tool for TorqueScript code.
Download or read book Professional XNA Programming written by Benjamin Nitschke and published by John Wiley & Sons. This book was released on 2008-02-26 with total page 602 pages. Available in PDF, EPUB and Kindle. Book excerpt: Professional game developer Nitschke shares his experience with the XNA Framework, and teaches readers how to use the free XNA Game Studio Express 2.0 to build cutting edge 2D and 3D games.
Download or read book Visual C Game Programming for Teens written by Jonathan S. Harbour and published by Muska/Lipman. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Provides instructions for creating a fully functioning role-playing computer game using C♯, including tips on scripting, game editing, creating sprites, and editing elements in the game.
Download or read book Casual Game Design written by Gregory Trefry and published by CRC Press. This book was released on 2010-01-26 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casua
Download or read book Game Engine Architecture written by Jason Gregory and published by CRC Press. This book was released on 2017-03-27 with total page 1042 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hailed as a "must-have textbook" (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the "gameplay foundation layer" delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field.
Download or read book Mathematics for Game Developers written by Christopher Tremblay and published by Course Technology. This book was released on 2004 with total page 658 pages. Available in PDF, EPUB and Kindle. Book excerpt: The author introduces the major branches of mathematics that are essential for game development and demonstrates the applications of these concepts to game programming.