XNA Game Studio 4.0 for Xbox 360 Developers Paperback – Feb 16 2011
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Introduction PART 1 - Core Framework Elements 1. Hello, XNA! 2. The XNA Application Model 3. Basic 2D Rendering Techniques 4. Basic 3D Rendering Techniques 5. User Input 6. Music & Sound FX PART 2 - Intermediate Framework elements 7. Scene Management & Collision Detection 8. The Graphics Sub-System 9. Shaders and Effects 10. Intermediate Rendering Techniques 11. File IO & Serialization PART 3 - Advanced Framework Elements 12. Models, Skinning, & Skeletal Animation 13. Advanced Rendering Techniques 14. Particle Systems and Other Effects 15. Gamer Services & Live! 16. Networked Multiplayer Games PART 4 - Tools and Technology 17. Debugging & Profiling 18. Multi-Threaded Development 19. Playing Without a Game PART 5 - The Content Pipeline 20. The Content Pipeline Paradigm 21. Importers and Content Types 22. Processors and Intermediate Formats Appendix A: Obtaining and Using XNA GSE 2.0 Appendix B: Developing and Deploying on the Xbox 360 Appendix C: Working with the Cross-Platform Audio Creation Tool (XACT)
About the Author
Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).
Top Customer Reviews
Most Helpful Customer Reviews on Amazon.com (beta)
However, the real meat and potatoes are in part 3 of the book. This is where the author covers, Meshes, Avatars, Sprites and Multiplayer Networking, in-depth, with the XNA library. In the last chapter, the author has you making a simple multiplayer game engine that can easily be added to for a more full featured multiplayer engine.
In conclusion, you need to take this book for what it is, a good reference to the XNA 4.0 library with some really good examples coming towards the end of the book. If you are experienced with C# and have used past XNA libraries (XNA 2.0/3.1), then this is a good book to have on hand while making a game with XNA 4.0. With that said, this book would have greatly benefited from an extra 100 to 200 pages, in order to include more code examples and maybe even a couple of chapters to cover the HLSL too.
was actually meant to be. Since then, the publisher has fixed its description.
Since then, I have had the chance to read the book and it has some great resources that are not covered in
your typical book...which is great....more meat and potatoes rather than just some of the fluff you get in other books.
It is not meant as a beginner, take you step-by-step book...It is meant for programmers that know the main topics of game development, but it is meant to take you further into game development through using the tools that are not typically covered, but this book does.
Hope this is of help for those people trying to advance their XNA games. BTW-> If you are looking to learn the basics of game development, please check out Jonathan Harbour's (this author) other programming books that do teach you beyond the fluff!