舉報

會員
Microsoft XNA 4.0 Game Development Cookbook
最新章節:
Index
"MicrosoftXNA4.0GameDevelopmentCookbook"isafast-pacedcookbookfortakingyourknowledgeoftheframeworkfurtherwithadvancedgamedevelopmenttasks.Packedwithstep-by-stepinstructionsandscreenshots,thebookwillsolveanexperienceddeveloper’severydaycodingproblems.IfyouareanXNAdeveloperwhohasalreadysuccessfullymasteredsimple2Dand3DXNAtasks,diveinto"MicrosoftXNA4.0GameDevelopmentCookbook"forsomethingmorechallenging.YoushouldbecomfortablewiththebasicsoftheXNAframework,andhaveexperiencewithC#.
目錄(72章)
倒序
- coverpage
- Microsoft XNA 4.0 Game Development Cookbook
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. Applying Special Effects
- Introduction
- Creating shadows within the Reach profile
- Creating shadows within the HiDef profile
- Implementing lens flare within the Reach profile
- Implementing lens flare within the HiDef profile
- Implementing smoke within the Reach profile
- Creating explosions within the Reach profile
- Creating explosions within the HiDef profile
- Chapter 2. Building 2D and 3D Terrain
- Introduction
- Displaying hexagonal maps
- Displaying 2D isometric maps
- Importing and displaying 3D isometric maps
- Generating 3D height maps
- Creating block worlds within the Reach profile
- Creating block worlds within the HiDef profile
- Chapter 3. Procedural Modeling
- Introduction
- Modeling triangles
- Modeling discs
- Modeling spheres
- Modeling tori
- Modeling trees
- Chapter 4. Creating Water and Sky
- Introduction
- Creating water within the HiDef profile
- Building skyboxes within the Reach profile
- Building skyboxes within the HiDef profile
- Cloud generation within the Reach profile
- Chapter 5. Non-Player Characters
- Introduction
- A* pathfinding
- Character state machines
- Constructing dialogue
- Decentralizing behavior
- Chapter 6. Playing with Animation
- Introduction
- Applying animation with SkinnedEffect
- Motion capture with Kinect
- Integrating rag doll physics
- Rendering crowds
- Chapter 7. Creating Vehicles
- Introduction
- Applying simple car physics
- Implementing simple plane controls
- Rendering reflective materials within the Reach profile
- Chapter 8. Receiving Player Input
- Introduction
- Adding text fields
- Creating dialog wheels
- Dragging dropping and sliding
- Chapter 9. Networking
- Introduction
- Connecting across a LAN
- Connecting across the Web
- Synchronizing client states
- Index 更新時間:2021-08-13 18:28:52
推薦閱讀
- Web程序設計及應用
- Learning NServiceBus(Second Edition)
- HTML5移動Web開發技術
- PyTorch Artificial Intelligence Fundamentals
- Oracle JDeveloper 11gR2 Cookbook
- Python機器學習算法與實戰
- Haskell Data Analysis Cookbook
- Java SE實踐教程
- Kotlin開發教程(全2冊)
- Vue.js 3應用開發與核心源碼解析
- Ext JS 4 Plugin and Extension Development
- Redmine Cookbook
- 程序員必會的40種算法
- SQL Server實例教程(2008版)
- 和孩子一起學編程:用Scratch玩Minecraft我的世界
- Managing Windows Servers with Chef
- C++面向對象程序設計
- Puppet Cookbook(Third Edition)
- JavaWeb入門經典
- Objective-C入門教程
- LibGDX Cross:Platform Development Blueprints
- 術以載道:軟件過程改進實踐指南
- 數據庫管理與開發項目教程:MySQL(微課版·第4版)
- Rust編程之道
- VMware vSphere Troubleshooting
- OpenShift在企業中的實踐:PaaS DevOps微服務
- SQL Server 2017從零開始學(視頻教學版)
- Web Design Blueprints
- Learning Angular 2
- Getting Started with TensorFlow