XNA Game studio 4.0 programming - Info and Reading Options
developing for Windows phone 7 and Xbox 360
By Tom Miller

"XNA Game studio 4.0 programming" was published by Addison-Wesley in 2011 - Upper Saddle River, NJ, it has 524 pages and the language of the book is English.
“XNA Game studio 4.0 programming” Metadata:
- Title: ➤ XNA Game studio 4.0 programming
- Author: Tom Miller
- Language: English
- Number of Pages: 524
- Publisher: Addison-Wesley
- Publish Date: 2011
- Publish Location: Upper Saddle River, NJ
“XNA Game studio 4.0 programming” Subjects and Themes:
- Subjects: ➤ Xbox 360 (Video game console) - Computer games - Xbox video games - Programming - Design - Microsoft xna (computer program) - Computer games, programming - Computer games, design - Windows phone (computer program) - Microsoft XNA (Computer file) - Windows phone (Computer file) - Computer games--programming - Computer games--design
Edition Specifications:
- Format: [electronic resource] :
Edition Identifiers:
- The Open Library ID: OL25539609M - OL16927569W
- Online Computer Library Center (OCLC) ID: 639165049 - 733752564
- Library of Congress Control Number (LCCN): 2010045743
- ISBN-13: 9780672333453
- ISBN-10: 0672333457
- All ISBNs: 0672333457 - 9780672333453
AI-generated Review of “XNA Game studio 4.0 programming”:
"XNA Game studio 4.0 programming" Table Of Contents:
- 1- 1. Getting started : Installing XNA Game Studio 4.0 ; Writing your first game ; Download samples
- 2- 2. Sprites and 2D graphics : What does 2D mean? ; Show me something on screen ; Spritebatch ; Rendering text
- 3- 3. The game object and the default game loop : What is in a new project? ; The game class ; Game loop ; Components
- 4- 4. Introduction to 3D graphics : 3D graphics in SNA Game Studio ; What are 3D graphics? ; Makeup of a 3D image ; 3D math basics ; Graphics pipeline ; Reach and HiDef graphics profiles
- 5- Let the 3D rendering start
- 6- 5. Lights, camera, action! : Why do I see what I see? ; View matrix ; Projection matrix ; Camera types ; Models
- 7- 6. Built-in shader effects : Using BasicEffect ; Using the Effect interfaces ; Using DualTextureEffect ; Using AlphaTestEffect ; Using EnvironmentMapEffect ; Using SkinnedEffect
- 8- 7. States, blending, and textures : Device states ; Render targets ; Back to device states ; SamplerStates
- 9- ^
- 10- 8. Introduction to custom effects : What is a custom effect? ; High level shading language ; Creating your first custom effect ; Parts of an effect file ; Drawing with a custom effect ; Vertex color ; Texturing ; Lighting ; Effect states
- 11- 9. Using the content pipeline : Tracing content through the build system ; Content processors ; Content importers ; Combining it all and building assets
- 12- 10. Having fun with avatars : Introduction to avatars ; Modifying avatar lighting ; Playing multiple animations ; Blending between animations ; Interacting with objects ; 2D avatars using render targets ; Custom avatar animations
- 13- 11. Understanding performance : General performance ; Graphics performance ; Measuring performance ; Cost of built-in shaders
- 14- ^
- 15- ^^
- 16- 12. Adding interactivity with user input : Using input in XNA Game Studio ; Polling versus event-based input ; The many keys of a keyboard ; Precision control of a mouse ; Xbox 360 gamepad ; Multitouch input for Windows phones ; Windows phone sensors and feedback
- 17- 13. Turn up the volume : Playing sound effects ; dynamic sound effects
- 18- 14 Storage : What is storage? ; Isolated storage ; XNA Game Studio storage ; Loading loose files from your project
- 19- 15. Gamer services : GamerServicesComponent ; Guide class ; Gamers and profiles
- 20- 16. Multiplayer networking : Multiplayer games
- 21- 17. Using media in XNA Game Studio : What is media? ; Media enumeration ; Video ; Visualizations
- 22- A. Reach vs. HiDef chart
- 23- B. Using the Windows phone FMRadio
- 24- Windows phone 7 launchers and choosers
- 25- D. Dealing with tombstoning.
- 26- ^^
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