Description |
1 online resource : illustrations. |
Series |
Quick answers to common problems |
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Quick answers to common problems.
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Note |
Includes index. |
Contents |
Microsoft XNA 4.0 Game Development Cookbook; Microsoft XNA 4.0 Game Development Cookbook; Credits; About the Author; About the Reviewers; www.PacktPub.com; Support files, eBooks, discount offers, and more; Why Subscribe?; Free Access for Packt account holders; Preface; What this book covers; What you need for this book; Who this book is for; Conventions; Reader feedback; Customer support; Downloading the example code; Errata; Piracy; Questions; 1. Applying Special Effects; Introduction; Creating shadows within the Reach profile; Getting ready; How to do it ... ; How it works ... ; There's more ... |
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See alsoCreating shadows within the HiDef profile; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Implementing lens flare within the Reach profile; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Implementing lens flare within the HiDef profile; Getting ready; How to do it ... ; How it works ... ; Implementing smoke within the Reach profile; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Creating explosions within the Reach profile; Getting ready; How to do it ... ; How it works ... ; There's more ... |
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Creating explosions within the HiDef profileGetting ready; How to do it ... ; How it works ... ; There's more ... ; See also ... ; 2. Building 2D and 3D Terrain; Introduction; Displaying hexagonal maps; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Displaying 2D isometric maps; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Importing and displaying 3D isometric maps; Getting ready; How to do it ... ; How it works ... ; Generating 3D height maps; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Creating block worlds within the Reach profile. |
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Getting readyHow to do it ... ; How it works ... ; There's more ... ; Textures; Creating block worlds within the HiDef profile; Getting ready; How to do it ... ; How it works ... ; There's more ... ; 3. Procedural Modeling; Introduction; Modeling triangles; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Dynamic vertex buffers; See also; Modeling discs; Getting ready; How to do it ... ; How it works ... ; See also ... ; Modeling spheres; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Modeling tori; Getting ready; How to do it ... ; How it works ... ; See also. |
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Modeling treesGetting ready; How to do it ... ; How it works ... ; There's more ... ; 4. Creating Water and Sky; Introduction; Creating water within the HiDef profile; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Shallow water; Deep water; Building skyboxes within the Reach profile; Getting ready; How to do it ... ; How it works ... ; Building skyboxes within the HiDef profile; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Cloud generation within the Reach profile; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Billboarding; See also. |
Note |
5. Non-Player Characters. |
Summary |
Over 40 intermediateto advanced recipes for taking your XNA development arsenal further in this book and e-book. |
Note |
Print version record. |
Subject |
Microsoft XNA (Computer file)
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Microsoft XNA (Computer file) (OCoLC)fst01787216
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Video games -- Programming.
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Application software -- Development.
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Smartphones -- Programming.
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Windows phone (Computer file)
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Electrical engineering.
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Computer science.
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Engineering.
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GAMES -- Video & Electronic.
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Computer games -- Programming.
(OCoLC)fst00872114
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Genre/Form |
Electronic books.
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Other Form: |
Print version: Drumm, Luke. Microsoft XNA 4.0 Game Development Cookbook. Birmingham : Packt Publishing, 2012 9781849691987 |
ISBN |
9781849691994 (electronic bk.) |
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1849691991 (electronic bk.) |
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