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XNA 4 3D game development by example [[electronic resource] ] : beginner's guide / / Kurt Jaegers
XNA 4 3D game development by example [[electronic resource] ] : beginner's guide / / Kurt Jaegers
Autore Jaegers Kurt
Pubbl/distr/stampa Birmingham, : Packt Publishing, 2012
Descrizione fisica 1 online resource (322 p.)
Disciplina 004.5
Soggetto topico Computer games - Programming
Computer games - Design
Soggetto genere / forma Electronic books.
ISBN 1-283-63741-3
1-84968-709-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1:Introduction to XNA; System requirements; Installing the Windows Phone SDK; Time for action - installing Windows Phone SDK; Speller - Our first XNA game; Time for action - creating an XNA project; Managing content; Time for action - creating content assets; Member variables; Time for action - declaring new member variables; The Game1 constructor; Initialization; Time for action - customizing the Initialize() method; Loading content
Time for action - creating a square textureUpdating; Time for action - customizing the Update() method; The Draw() method; Time for action - drawing Speller; Helper methods; Time for action - words and letters; Time for action - completing the Speller project; Summary; Chapter 2:Cube Chaser - A Flat 3D World; Designing the game; 3D coordinates; Creating the project; Time for action - creating the Cube Chaser project; Our view of the world; Time for action - beginning the Camera class; The Projection matrix; Looking at something; Time for action - implementing a look at point; The View matrix
Time for action - the View matrixFrom the ground up; Time for action - creating the Maze classes; Drawing the floor; Time for action - drawing the floor; Moving around; Time for action - expanding Camera; Time for action - letting the player move; Summary; Chapter 3:Cube Chaser - It's A-Mazing!; Maze generation; Time for action - defining a MazeCell; Time for action - generating the Maze class; Constructing the walls; Time for action - building walls; Time for action - drawing the walls; Solid walls; Time for action - bouncing off the walls; Summary; Chapter 4:Cube Chaser - Finding Your Way
The cubeTime for action - placing the cube; Rotating the cube; Time for action - rotating the cube; Matrices - big scary math things?; The translation matrix; The rotation matrix; The scale matrix; Combining matrices; What does it all mean?; Positioning the cube; Time for action - randomly positioning the cube; Catching the cube; Time for action - catching the cube; Summary; Chapter 5:Tank Battles - A War-torn Land; Creating the project; Time for action - creating the Tank Battles project; An arc-ball camera; Time for action - the ArcBallCamera class - part 1
Time for action - finishing the ArcBallCamera classBuilding the playfield; Height maps; Generating the terrain; Time for action - generating terrain; Height data; Time for action - adding the ReadHeightMap() method; Building vertices; Time for action - adding the BuildVertexBuffer() method; Building the indices; Time for action - the buildIndexBuffer() method; Let's see the terrain already!; Time for action - drawing the terrain; Adding texture - a gentle introduction to HLSL; Declaring variables; Time for action - HLSL declarations; The vertex shader structures
Time for action - Vertex Shader Input and Output definition
Record Nr. UNINA-9910462278103321
Jaegers Kurt  
Birmingham, : Packt Publishing, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
XNA 4 3D game development by example [[electronic resource] ] : beginner's guide / / Kurt Jaegers
XNA 4 3D game development by example [[electronic resource] ] : beginner's guide / / Kurt Jaegers
Autore Jaegers Kurt
Pubbl/distr/stampa Birmingham, : Packt Publishing, 2012
Descrizione fisica 1 online resource (322 p.)
Disciplina 004.5
Soggetto topico Video games - Programming
Video games - Design
ISBN 1-283-63741-3
1-84968-709-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1:Introduction to XNA; System requirements; Installing the Windows Phone SDK; Time for action - installing Windows Phone SDK; Speller - Our first XNA game; Time for action - creating an XNA project; Managing content; Time for action - creating content assets; Member variables; Time for action - declaring new member variables; The Game1 constructor; Initialization; Time for action - customizing the Initialize() method; Loading content
Time for action - creating a square textureUpdating; Time for action - customizing the Update() method; The Draw() method; Time for action - drawing Speller; Helper methods; Time for action - words and letters; Time for action - completing the Speller project; Summary; Chapter 2:Cube Chaser - A Flat 3D World; Designing the game; 3D coordinates; Creating the project; Time for action - creating the Cube Chaser project; Our view of the world; Time for action - beginning the Camera class; The Projection matrix; Looking at something; Time for action - implementing a look at point; The View matrix
Time for action - the View matrixFrom the ground up; Time for action - creating the Maze classes; Drawing the floor; Time for action - drawing the floor; Moving around; Time for action - expanding Camera; Time for action - letting the player move; Summary; Chapter 3:Cube Chaser - It's A-Mazing!; Maze generation; Time for action - defining a MazeCell; Time for action - generating the Maze class; Constructing the walls; Time for action - building walls; Time for action - drawing the walls; Solid walls; Time for action - bouncing off the walls; Summary; Chapter 4:Cube Chaser - Finding Your Way
The cubeTime for action - placing the cube; Rotating the cube; Time for action - rotating the cube; Matrices - big scary math things?; The translation matrix; The rotation matrix; The scale matrix; Combining matrices; What does it all mean?; Positioning the cube; Time for action - randomly positioning the cube; Catching the cube; Time for action - catching the cube; Summary; Chapter 5:Tank Battles - A War-torn Land; Creating the project; Time for action - creating the Tank Battles project; An arc-ball camera; Time for action - the ArcBallCamera class - part 1
Time for action - finishing the ArcBallCamera classBuilding the playfield; Height maps; Generating the terrain; Time for action - generating terrain; Height data; Time for action - adding the ReadHeightMap() method; Building vertices; Time for action - adding the BuildVertexBuffer() method; Building the indices; Time for action - the buildIndexBuffer() method; Let's see the terrain already!; Time for action - drawing the terrain; Adding texture - a gentle introduction to HLSL; Declaring variables; Time for action - HLSL declarations; The vertex shader structures
Time for action - Vertex Shader Input and Output definition
Record Nr. UNINA-9910785740403321
Jaegers Kurt  
Birmingham, : Packt Publishing, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
XNA 4 3D game development by example : beginner's guide / / Kurt Jaegers
XNA 4 3D game development by example : beginner's guide / / Kurt Jaegers
Autore Jaegers Kurt
Edizione [1st ed.]
Pubbl/distr/stampa Birmingham, : Packt Publishing, 2012
Descrizione fisica 1 online resource (322 p.)
Disciplina 004.5
Soggetto topico Video games - Programming
Video games - Design
ISBN 1-283-63741-3
1-84968-709-9
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1:Introduction to XNA; System requirements; Installing the Windows Phone SDK; Time for action - installing Windows Phone SDK; Speller - Our first XNA game; Time for action - creating an XNA project; Managing content; Time for action - creating content assets; Member variables; Time for action - declaring new member variables; The Game1 constructor; Initialization; Time for action - customizing the Initialize() method; Loading content
Time for action - creating a square textureUpdating; Time for action - customizing the Update() method; The Draw() method; Time for action - drawing Speller; Helper methods; Time for action - words and letters; Time for action - completing the Speller project; Summary; Chapter 2:Cube Chaser - A Flat 3D World; Designing the game; 3D coordinates; Creating the project; Time for action - creating the Cube Chaser project; Our view of the world; Time for action - beginning the Camera class; The Projection matrix; Looking at something; Time for action - implementing a look at point; The View matrix
Time for action - the View matrixFrom the ground up; Time for action - creating the Maze classes; Drawing the floor; Time for action - drawing the floor; Moving around; Time for action - expanding Camera; Time for action - letting the player move; Summary; Chapter 3:Cube Chaser - It's A-Mazing!; Maze generation; Time for action - defining a MazeCell; Time for action - generating the Maze class; Constructing the walls; Time for action - building walls; Time for action - drawing the walls; Solid walls; Time for action - bouncing off the walls; Summary; Chapter 4:Cube Chaser - Finding Your Way
The cubeTime for action - placing the cube; Rotating the cube; Time for action - rotating the cube; Matrices - big scary math things?; The translation matrix; The rotation matrix; The scale matrix; Combining matrices; What does it all mean?; Positioning the cube; Time for action - randomly positioning the cube; Catching the cube; Time for action - catching the cube; Summary; Chapter 5:Tank Battles - A War-torn Land; Creating the project; Time for action - creating the Tank Battles project; An arc-ball camera; Time for action - the ArcBallCamera class - part 1
Time for action - finishing the ArcBallCamera classBuilding the playfield; Height maps; Generating the terrain; Time for action - generating terrain; Height data; Time for action - adding the ReadHeightMap() method; Building vertices; Time for action - adding the BuildVertexBuffer() method; Building the indices; Time for action - the buildIndexBuffer() method; Let's see the terrain already!; Time for action - drawing the terrain; Adding texture - a gentle introduction to HLSL; Declaring variables; Time for action - HLSL declarations; The vertex shader structures
Time for action - Vertex Shader Input and Output definition
Record Nr. UNINA-9910819921303321
Jaegers Kurt  
Birmingham, : Packt Publishing, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Xna 4.0 game development by example [[electronic resource] ] : beginner's guide : create exciting games with Microsoft XNA 4.0 / / Kurt Jaegers
Xna 4.0 game development by example [[electronic resource] ] : beginner's guide : create exciting games with Microsoft XNA 4.0 / / Kurt Jaegers
Autore Jaegers Kurt
Edizione [1st edition]
Pubbl/distr/stampa Birmingham [U.K.], : Packt Pub., 2010
Descrizione fisica 1 online resource (428 p.)
Disciplina 794.81526
Soggetto topico Computer games - Programming
Soggetto genere / forma Electronic books.
ISBN 1-282-81935-6
9786612819353
1-84969-067-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1:Introducing XNA Game Studio; Overview of the games; System requirements; Installing XNA Game Studio; Time for action - installing XNA Game Studio; Building your first game; Time for action - creating a new Windows game project; Anatomy of an XNA game; The declarations area; Time for action - adding variables to the class declaration area; The Game1 class constructor; The Initialize() method; Time for action - customizing the Initialize() method; The LoadContent() method
Time for action - creating the squareTextureThe Update() method; Time for action - coding Update() for SquareChase; The Draw() method; Time for action - draw SquareChase!; Time for action - play SquareChase!; Summary; Chapter 2:Flood Control - Underwater Puzzling; Designing a puzzle game; Time for action - set up the Flood Control project; Introducing the Content Pipeline; Time for action - reading textures into memory; Sprites and sprite sheets; Classes used in Flood Control; The GamePiece class; Identifying a GamePiece; Time for action - build a GamePiece class - declarations
Creating a GamePieceTime for action - building a GamePiece class: constructors; Updating a GamePiece; Time for action - GamePiece class methods - part 1 - updating; Rotating pieces; Time for action - GamePiece class methods - part 2 - rotation; Pipe connectors; Time for action - GamePiece class methods - part 3 -; connection methods; Sprite sheet coordinates; Time for action - GamePiece class methods - part 4 -; GetSourceRect; The GameBoard class; Time for action - create the GameBoard.cs class; Creating the game board; Time for action - initialize the game board; Updating GamePieces
Time for action - manipulating the game boardFilling in the gaps; Time for action - filling in the gaps; Generating new pieces; Time for action - generating new pieces; Water filled pipes; Time for action - water in the pipes; Propagating water; Time for action - making the connection; Building the game; Declarations; Time for action - Game1 declarations; Initialization; Time for action - updating the Initialize() method; The Draw() method - the title screen; Time for action - drawing the screen - the title screen; The Draw() method - the play screen
Time for action - drawing the screen - the play screenKeeping score; Time for action - scores and scoring chains; Input handling; Time for action - handling mouse input; Letting the player play!; Time for action - letting the player play; Play the game; Summary; Chapter 3:Flood Control - Smoothing Out the Rough Edges; Animated pieces; Classes for animated pieces; Time for action -rotating pieces; Time for action -falling pieces; Time for action -fading pieces; Managing animated pieces; Time for action - updating GameBoard to support animated; pieces; Fading pieces
Time for action - generating fading pieces
Record Nr. UNINA-9910459198103321
Jaegers Kurt  
Birmingham [U.K.], : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Xna 4.0 game development by example [[electronic resource] ] : beginner's guide : create exciting games with Microsoft XNA 4.0 / / Kurt Jaegers
Xna 4.0 game development by example [[electronic resource] ] : beginner's guide : create exciting games with Microsoft XNA 4.0 / / Kurt Jaegers
Autore Jaegers Kurt
Edizione [1st edition]
Pubbl/distr/stampa Birmingham [U.K.], : Packt Pub., 2010
Descrizione fisica 1 online resource (428 p.)
Disciplina 794.81526
Soggetto topico Video games - Programming
ISBN 1-282-81935-6
9786612819353
1-84969-067-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1:Introducing XNA Game Studio; Overview of the games; System requirements; Installing XNA Game Studio; Time for action - installing XNA Game Studio; Building your first game; Time for action - creating a new Windows game project; Anatomy of an XNA game; The declarations area; Time for action - adding variables to the class declaration area; The Game1 class constructor; The Initialize() method; Time for action - customizing the Initialize() method; The LoadContent() method
Time for action - creating the squareTextureThe Update() method; Time for action - coding Update() for SquareChase; The Draw() method; Time for action - draw SquareChase!; Time for action - play SquareChase!; Summary; Chapter 2:Flood Control - Underwater Puzzling; Designing a puzzle game; Time for action - set up the Flood Control project; Introducing the Content Pipeline; Time for action - reading textures into memory; Sprites and sprite sheets; Classes used in Flood Control; The GamePiece class; Identifying a GamePiece; Time for action - build a GamePiece class - declarations
Creating a GamePieceTime for action - building a GamePiece class: constructors; Updating a GamePiece; Time for action - GamePiece class methods - part 1 - updating; Rotating pieces; Time for action - GamePiece class methods - part 2 - rotation; Pipe connectors; Time for action - GamePiece class methods - part 3 -; connection methods; Sprite sheet coordinates; Time for action - GamePiece class methods - part 4 -; GetSourceRect; The GameBoard class; Time for action - create the GameBoard.cs class; Creating the game board; Time for action - initialize the game board; Updating GamePieces
Time for action - manipulating the game boardFilling in the gaps; Time for action - filling in the gaps; Generating new pieces; Time for action - generating new pieces; Water filled pipes; Time for action - water in the pipes; Propagating water; Time for action - making the connection; Building the game; Declarations; Time for action - Game1 declarations; Initialization; Time for action - updating the Initialize() method; The Draw() method - the title screen; Time for action - drawing the screen - the title screen; The Draw() method - the play screen
Time for action - drawing the screen - the play screenKeeping score; Time for action - scores and scoring chains; Input handling; Time for action - handling mouse input; Letting the player play!; Time for action - letting the player play; Play the game; Summary; Chapter 3:Flood Control - Smoothing Out the Rough Edges; Animated pieces; Classes for animated pieces; Time for action -rotating pieces; Time for action -falling pieces; Time for action -fading pieces; Managing animated pieces; Time for action - updating GameBoard to support animated; pieces; Fading pieces
Time for action - generating fading pieces
Record Nr. UNINA-9910785217603321
Jaegers Kurt  
Birmingham [U.K.], : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Xna 4.0 game development by example : beginner's guide : create exciting games with Microsoft XNA 4.0 / / Kurt Jaegers
Xna 4.0 game development by example : beginner's guide : create exciting games with Microsoft XNA 4.0 / / Kurt Jaegers
Autore Jaegers Kurt
Edizione [1st edition]
Pubbl/distr/stampa Birmingham [U.K.], : Packt Pub., 2010
Descrizione fisica 1 online resource (428 p.)
Disciplina 794.81526
Soggetto topico Video games - Programming
ISBN 1-282-81935-6
9786612819353
1-84969-067-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover; Copyright; Credits; About the Author; About the Reviewers; Table of Contents; Preface; Chapter 1:Introducing XNA Game Studio; Overview of the games; System requirements; Installing XNA Game Studio; Time for action - installing XNA Game Studio; Building your first game; Time for action - creating a new Windows game project; Anatomy of an XNA game; The declarations area; Time for action - adding variables to the class declaration area; The Game1 class constructor; The Initialize() method; Time for action - customizing the Initialize() method; The LoadContent() method
Time for action - creating the squareTextureThe Update() method; Time for action - coding Update() for SquareChase; The Draw() method; Time for action - draw SquareChase!; Time for action - play SquareChase!; Summary; Chapter 2:Flood Control - Underwater Puzzling; Designing a puzzle game; Time for action - set up the Flood Control project; Introducing the Content Pipeline; Time for action - reading textures into memory; Sprites and sprite sheets; Classes used in Flood Control; The GamePiece class; Identifying a GamePiece; Time for action - build a GamePiece class - declarations
Creating a GamePieceTime for action - building a GamePiece class: constructors; Updating a GamePiece; Time for action - GamePiece class methods - part 1 - updating; Rotating pieces; Time for action - GamePiece class methods - part 2 - rotation; Pipe connectors; Time for action - GamePiece class methods - part 3 -; connection methods; Sprite sheet coordinates; Time for action - GamePiece class methods - part 4 -; GetSourceRect; The GameBoard class; Time for action - create the GameBoard.cs class; Creating the game board; Time for action - initialize the game board; Updating GamePieces
Time for action - manipulating the game boardFilling in the gaps; Time for action - filling in the gaps; Generating new pieces; Time for action - generating new pieces; Water filled pipes; Time for action - water in the pipes; Propagating water; Time for action - making the connection; Building the game; Declarations; Time for action - Game1 declarations; Initialization; Time for action - updating the Initialize() method; The Draw() method - the title screen; Time for action - drawing the screen - the title screen; The Draw() method - the play screen
Time for action - drawing the screen - the play screenKeeping score; Time for action - scores and scoring chains; Input handling; Time for action - handling mouse input; Letting the player play!; Time for action - letting the player play; Play the game; Summary; Chapter 3:Flood Control - Smoothing Out the Rough Edges; Animated pieces; Classes for animated pieces; Time for action -rotating pieces; Time for action -falling pieces; Time for action -fading pieces; Managing animated pieces; Time for action - updating GameBoard to support animated; pieces; Fading pieces
Time for action - generating fading pieces
Record Nr. UNINA-9910826112103321
Jaegers Kurt  
Birmingham [U.K.], : Packt Pub., 2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui