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Professional XNA Programming : Building Games for Xbox 360 and Windows with XNA Game Studio 2.0 , 2nd Edition
Benjamin Nitschke
ISBN: 978-0-470-26128-6
Paperback
600 pages
February 2008

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Chapter 1: Introducing XNA

Welcome to the world of XNA. As a game programmer you probably know about DirectX and maybe even the basics of the XNA Framework... more

Chapter 2: Creating Your First Game: Pong
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This chapter provides information on designing and creating a simple Pong game. Pong was the first video game ever and even... more

Chapter 3: Helper Classes
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In the Helper namespace I usually put a lot of helpful little tools and classes, which become quite useful over time. For... more

Chapter 4: Game Components
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This chapter covers the... more

Chapter 5: Writing Your Own XNA Graphics Engine
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In the first section of this book you learned all about the XNA Framework and rendering 2D graphics with the help of the... more

Chapter 6: Shader Management
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With the basic graphics engine now up and running you can focus on shader development for a while. As mentioned in the last... more

Chapter 7: Realism Through Normal Mapping
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The really cool advantage of using shaders is that every step of the rendering pipeline can be customized. For Pixel Shader... more

Chapter 8: Post-Screen Shaders and the Rocket Commander Game
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Well, it was fun to write the graphics engine the last couple of chapters, but where is the next game? Don’t worry, in this... more

Chapter 9: Adding Sound with XACT
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This chapter takes a closer look at XACT. XACT is the name for Microsoft’s Cross-Platform Audio Creation Tool, which allows... more

Chapter 10: Player Input and the User Interface
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This chapter takes a closer look at the... more

Chapter 11: Creating XNA Shooter
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In this chapter, I want to guide you through the creation of XNA Shooter, a little shoot-’em-up game, which is actually quite... more

Chapter 12: Generating Landscapes and Tracks
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To create the last big game for this book, the XNA Racing Game, we are going to explore some of the more advanced topics... more

Chapter 13: Physics
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The use of physics in games has become quite popular in recent years. It is not as if older games do not use physics engines... more

Chapter 14: Fine-Tuning and "Modding" the Racing Game
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You are finally going to learn about all the details of the Racing Game here. In this chapter, you learn all about the game... more

Chapter 15: Multiplayer and Xbox Live
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This chapter is about multiplayer game programming and networking concepts. This knowledge will help you no matter which... more

Chapter 16: Role-Playing Games
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This chapter covers role-playing games in general and then explains the concept of the Dungeon Quest game in detail. Not... more

Chapter 17: Dungeon Quest
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This is the final chapter about Dungeon Quest and also the final chapter of this book. Because of the complexity of a role-playing... more

Appendix A: Resources

This book has covered a lot of ground. I hope you have learned enough to develop better games. The following resources should... more

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