Learning XNA 3. 0
Language: English
Published by O'Reilly Media, Incorporated, 2008
- First Edition
- Softcover
- Used

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- Title
- Learning XNA 3. 0
- Author
- Reed, Aaron
- Publisher
- O'Reilly Media, Incorporated
- Publication year
- 2008
- Condition
- Good
- Binding
- Soft cover
- Language
- English
- ISBN 10
- 0596521952
- ISBN 13
- 9780596521950
- Edition
- 1st Edition.
- Item weight
- 1.444 pounds
- Dimensions
- N/A
Written by an experienced university-level game development instructor, Learning XNA 3.0 walks you through the framework in a clear and understandable step-by-step format. Each chapter offers a self-contained lesson with lots of illustrations and annotated examples to help you master key concepts. Once you finish the book, you'll know how to develop sophisticated games from start to finish.
- Learn game development concepts from 2D animation to 3D cameras and effects
- Delve into high-level shader language (HLSL) and introductory artificial intelligence concepts
- Develop three complete and exciting games using 2D,3D and multiplayer concepts
- Develop and deploy games to the Xbox 360 and the Microsoft Zune
While teaching XNA to beginning game developers, author Aaron Reed noticed that several key concepts were difficult for students to grasp. Learning XNA 3.0 was written specifically to address those issues. With this book, you can test your understanding and practice new skills as you go with unique "Test Your Knowledge" exercises and review questions in each chapter.
Why wait? Amaze your family and friends by building your own games for the PC, Xbox 360, and Zune-with Learning XNA 3.0.
"An outstanding book! Teaches you XNA development in a smart way, starting from 2D basics and going into 3D and shader development. What I really like is the 'peeling the onion' approach the author takes, which builds up knowledge from previous chapters." --David "LetsKillDave" Weller, CEO, Cogito Ergonomics, LLC, and former XNA program manager
"Synopsis" may belong to another edition of this title.
About the Author
Aaron's experience in teaching both DirectX and XNA for several years to university-level students helps him understand what topics are easily understood and which ones need more depth and emphasis. Through experience in the classroom he also has a good understanding of what format and sequence makes the most sense to present the material. This book follows that format and is meant to present game development concepts in the way most efficient and most comprehendible as proven in the classroom.
"About the title" may belong to another edition of this title.
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