LEADER 03697nam 2200625 a 450 001 9910462444003321 005 20200520144314.0 010 $a1-281-09019-0 010 $a9786613775559 010 $a1-84969-199-1 035 $a(CKB)2670000000210886 035 $a(EBL)952087 035 $a(OCoLC)798535910 035 $a(SSID)ssj0000691461 035 $a(PQKBManifestationID)12281506 035 $a(PQKBTitleCode)TC0000691461 035 $a(PQKBWorkID)10633753 035 $a(PQKB)10516216 035 $a(MiAaPQ)EBC952087 035 $a(PPN)228030005 035 $a(Au-PeEL)EBL952087 035 $a(CaPaEBR)ebr10576348 035 $a(CaONFJC)MIL377555 035 $a(EXLCZ)992670000000210886 100 $a20120709d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aMicrosoft XNA 4.0 game development cookbook$b[electronic resource] $eover 35 intermediate-advanced recipes for taking your XNA development arsenal further /$fLuke Drumm 210 $aBirmingham $cPackt Pub.$d2012 215 $a1 online resource (357 p.) 300 $a"Quick answers to common problems." 300 $aIncludes index. 311 $a1-84969-198-3 327 $aCover; 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 maps 327 $aImporting 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* pathfinding 327 $aCharacter 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 LAN 327 $aConnecting across the webSynchronizing client states; Index 330 $aOver 40 intermediateto advanced recipes for taking your XNA development arsenal further in this book and e-book 606 $aComputer games$xProgramming 606 $aVideo games 608 $aElectronic books. 615 0$aComputer games$xProgramming. 615 0$aVideo games. 676 $a006 700 $aDrumm$b Luke$0979155 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910462444003321 996 $aMicrosoft XNA 4.0 game development cookbook$92232054 997 $aUNINA