Beginning XNA.2.0 Game Programming.pdf

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The eXperT’s Voice ® in Game proGramminG
XNA 2.0 Game
Programming
From Novice to Professional
Guiding your first steps in creating
Xbox 360 and Windows games!
Alexandre Lobão, Bruno Evangelista,
and José Antonio Leal de Farias
Foreword by Amintas Lopes Neto,
Academic Relations Manager—Microsoft Brazil
Beginning
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Beginning XNA 2.0
Game Programming
From Novice to Professional
Alexandre Lobão, Bruno Evangelista, and
José Antonio Leal de Farias
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Beginning XNA 2.0 Game Programming: From Novice to Professional
Copyright © 2008 by Alexandre Lobão, Bruno Evangelista, José Antonio Leal de Farias
All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means,
electronic or mechanical, including photocopying, recording, or by any information storage or retrieval
system, without the prior written permission of the copyright owner and the publisher.
ISBN-13 (pbk): 978-1-59059-924-2
ISBN-10 (pbk): 1-59059-924-1
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ISBN-10 (electronic): 1-4302-0512-1
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Contents at a Glance
Foreword . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii
About the Authors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
About the Technical Reviewer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xvii
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xix
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxi
n CHAPTER 1 Game Planning and Programming Basics . . . . . . . . . . . . . . . . . . . . . . . . 1
n CHAPTER 2 2-D Graphics, Audio, and Input Basics . . . . . . . . . . . . . . . . . . . . . . . . . . 17
n CHAPTER 3 Creating Your First 2-D Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
n CHAPTER 4 Improving Your First 2-D Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
n CHAPTER 5 Basics of Game Networking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
n CHAPTER 6 Rock Rain Live! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
n CHAPTER 7 3-D Game Programming Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
n CHAPTER 8 Rendering Pipeline, Shaders, and Effects . . . . . . . . . . . . . . . . . . . . . . 227
n CHAPTER 9 Lights, Camera, Transformations! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
n CHAPTER 10 Generating a Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
n CHAPTER 11 Skeletal Animation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
n CHAPTER 12 Creating a Third-Person Shooter Game . . . . . . . . . . . . . . . . . . . . . . . . 339
n CHAPTER 13 Closing Words . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
n INDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 411
iii
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