03697nam 2200625 a 450 991046244400332120200520144314.01-281-09019-097866137755591-84969-199-1(CKB)2670000000210886(EBL)952087(OCoLC)798535910(SSID)ssj0000691461(PQKBManifestationID)12281506(PQKBTitleCode)TC0000691461(PQKBWorkID)10633753(PQKB)10516216(MiAaPQ)EBC952087(PPN)228030005(Au-PeEL)EBL952087(CaPaEBR)ebr10576348(CaONFJC)MIL377555(EXLCZ)99267000000021088620120709d2012 uy 0engur|n|---|||||txtccrMicrosoft XNA 4.0 game development cookbook[electronic resource] over 35 intermediate-advanced recipes for taking your XNA development arsenal further /Luke DrummBirmingham Packt Pub.20121 online resource (357 p.)"Quick answers to common problems."Includes index.1-84969-198-3 Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Applying Special Effects; Introduction; Creating shadows within the Reach profile; Creating shadows within the HiDef profile; Implementing lens flare within the Reach profile; Implementing lens flare within the HiDef profile; Implementing smoke within the Reach profile; Creating explosions within the Reach profile; Creating explosions within the HiDef profile; Chapter 2: Building 2D and 3D Terrain; Introduction; Displaying hexagonal maps; Displaying 2D isometric mapsImporting and displaying 3D isometric mapsGenerating 3D height maps; Creating block worlds within the Reach profile; Creating block worlds within the HiDef profile; Chapter 3: Procedural Modeling; Introduction; Modeling triangles; Modeling discs; Modeling spheres; Modeling tori; Modeling trees; Chapter 4: Creating Water and Sky; Introduction; Creating water within the HiDef profile; Building skyboxes within the Reach profile; Building skyboxes within the HiDef profile; Cloud generation within the Reach profile; Chapter 5: Non-Player Characters; Introduction; A* pathfindingCharacter state machinesConstructing dialogue; Decentralizing behavior; Chapter 6: Playing with Animation; Introduction; Applying animation with SkinnedEffect; Motion capture with Kinect; Integrating rag doll physics; Rendering crowds; Chapter 7: Creating Vehicles; Introduction; Applying simple car physics; Implementing simple plane controls; Rendering reflective materials within the Reach profile; Chapter 8: Receiving Player Input; Introduction; Adding text fields; Creating dialog wheels; Dragging, dropping, and sliding; Chapter 9: Networking; Introduction; Connecting across a LANConnecting across the webSynchronizing client states; IndexOver 40 intermediateto advanced recipes for taking your XNA development arsenal further in this book and e-bookComputer gamesProgrammingVideo gamesElectronic books.Computer gamesProgramming.Video games.006Drumm Luke979155MiAaPQMiAaPQMiAaPQBOOK9910462444003321Microsoft XNA 4.0 game development cookbook2232054UNINA