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標(biāo)題: Titlebook: Beginning XNA 3.0 Game Programming; From Novice to Profe Alexandre Santos Lob?o,Bruno Evangelista,Riemer Gr Book 2009 Bruno Evangelista and [打印本頁(yè)]

作者: Enlightening    時(shí)間: 2025-3-21 19:15
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作者: zonules    時(shí)間: 2025-3-21 23:15
Book 2009ofessional–looking results in a range of gaming genres. By the end of the book, you will have constructed several working games and have an excellent knowledge base from which to investigate more advanced techniques..
作者: Feigned    時(shí)間: 2025-3-22 03:07
Alexandre Santos Lob?o,Bruno Evangelista,Riemer GrXNA is rapidly becoming a large and reliable market– early titles in the area, including the first edition of this book, are doing well and there is a widespread confidence in the industry that its gr
作者: engagement    時(shí)間: 2025-3-22 06:08
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作者: Intentional    時(shí)間: 2025-3-22 09:21
https://doi.org/10.1007/978-1-4302-1818-0Animation; Audio; C#; Shader; XNA; Xbox; game programming; multimedia; programming; rendering; time
作者: 攝取    時(shí)間: 2025-3-22 13:34
978-1-4302-1817-3Bruno Evangelista and Alexandre Santos Lobao and Riemer Grootjans and Jose ANTONIO LEAL DEFARIAS 200
作者: 黑豹    時(shí)間: 2025-3-22 19:13
https://doi.org/10.1007/978-88-470-2832-6In this chapter, we present some fundamental concepts of planning and programming games that you should keep in mind when creating games. You’ll learn the basic ideas involved in creating a game and discover how XNA makes game development easy for you.
作者: GUILT    時(shí)間: 2025-3-22 22:12
Il ritorno al villaggio e l’ultra metropoliIn this chapter, you’ll create your first game and explore some of the technique discussed in the previous chapter. Your first game will be both simple and fun. It will run on a PC or on an Xbox 360 console.
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作者: 相信    時(shí)間: 2025-3-23 13:44
Diencefalo: introduzione ed epitalamoThe game in Chapter 4 mainly showed a playability change, allowing a match between two players on the same PC or on the same Xbox 360 console. This is nice, but how about being able to play with your friend on the other side of the world? And what about matches with one player running on a PC and another one on an Xbox 360? Wouldn’t that be cool?
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作者: amenity    時(shí)間: 2025-3-24 03:10
Il solito Albert e la piccola DollyIn this chapter, you’ll learn how to create a 3D terrain for your game. Terrains are an excellent way to represent outdoor environments. They can be generated at random or stored in and loaded from a 2D grayscale image, called a ..
作者: 猛烈責(zé)罵    時(shí)間: 2025-3-24 08:00

作者: CALL    時(shí)間: 2025-3-24 12:43
Game Planning and Programming Basics,In this chapter, we present some fundamental concepts of planning and programming games that you should keep in mind when creating games. You’ll learn the basic ideas involved in creating a game and discover how XNA makes game development easy for you.
作者: FAR    時(shí)間: 2025-3-24 18:42

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作者: 寵愛    時(shí)間: 2025-3-25 02:32
Basics of Game Networking,This chapter introduces the basic concepts involved in creating games that support networking, so you’ll be prepared to create a real multiplayer game in the next chapter. Before discussing the details of XNA support for networking, let’s look at networked games in general and identify some of the most common problems faced when coding such games.
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作者: giggle    時(shí)間: 2025-3-25 19:31
Lights, Camera, Transformations!,A 3D scene may include many cameras, lights, and objects. Creating some classes to represent these objects will make your game a lot easier to manage.
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作者: 營(yíng)養(yǎng)    時(shí)間: 2025-3-26 06:17
Lo strumento perfetto: il corpo umanots, such as the use of sprites and collision-detection algorithms. You’ll also see how to deal with user input in XNA. Finally, you’ll learn some basics of using audio in your games. By the end of this chapter, you’ll be ready to start creating 2D games.
作者: folliculitis    時(shí)間: 2025-3-26 10:16
Il museo, i giovani e la scienza,e. First, you’ll create a basic engine for the game containing all the required objects, such as cameras, lights, terrains, and animated models. Then you’ll create all the game play and logic for the game.
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作者: 粗野    時(shí)間: 2025-3-27 07:11
2D Graphics, Audio, and Input Basics,ts, such as the use of sprites and collision-detection algorithms. You’ll also see how to deal with user input in XNA. Finally, you’ll learn some basics of using audio in your games. By the end of this chapter, you’ll be ready to start creating 2D games.
作者: Hectic    時(shí)間: 2025-3-27 12:48
Creating a Third-Person Shooter Game,e. First, you’ll create a basic engine for the game containing all the required objects, such as cameras, lights, terrains, and animated models. Then you’ll create all the game play and logic for the game.
作者: RAG    時(shí)間: 2025-3-27 17:04

作者: Feigned    時(shí)間: 2025-3-27 20:16
Rudolf Nieuwenhuys,Jan Voogd,Michele Papa use effects to describe a combination of shaders and configurations for the fixed stages of the rendering pipeline. This flexibility allows you to create custom visual effects, improving the visual aspect of the final image.
作者: 兩種語(yǔ)言    時(shí)間: 2025-3-28 01:30

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作者: KIN    時(shí)間: 2025-3-28 06:28
Skeletal Animation,animation process becomes more complex. This is because you’ll need to modify the character’s mesh, called .. This chapter focuses on techniques for animating characters. Let’s begin by looking at the two main types of animation.
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Skeletal Animation,nonplayable characters (NPCs)— in your game. You can create animated models in different ways. For example, in a racing game, the car might be an animated model because its wheels rotate as the vehicle moves. You can easily reproduce this type of animation just by finding the part of the mesh that c
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