Book Image

Windows Phone 7 XNA Cookbook

By : Zheng Yang
Book Image

Windows Phone 7 XNA Cookbook

By: Zheng Yang

Overview of this book

Developing games for Windows Phone 7, a new mobile platform, is your big chance to impact the world of mobile games. The XNA 4.0 for Windows Phone 7 integrates a lot of capabilities from software and hardware for you to create incredible games. The next generation of mobile games will be built by you. Windows Phone 7 XNA Cookbook is the best choice for you to make a game on Windows Phone 7. The book helps you to master the indispensable techniques to create your games using XNA 4.0. From the basics such as animating a 2D sprite and interacting with the customized graphical user interface to the more challenging such as 3D graphic rendering and collision detection. This comprehensive cookbook covers all the essential areas of XNA game development for Windows Phone 7, such as approaches to control the sensors, gestures and typical kinds of cameras. We also have recipes for sprite animation, texture rendering, and graphical user interface development that will give you a powerful tool to work with 2D effects. After this we move onto the more juicy stuff with recipes covering 3D graphic rendering and collision detection, and major ways to improve your loading efficiency. You will also work with Xbox live so you can take your game global. Finally, no mobile game development book would be complete without a look at performance optimization to make your games run faster. Windows Phone 7 XNA Cookbook will equip you with the firepower to rock the game world.
Table of Contents (17 chapters)
Windows Phone 7 XNA Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Chapter 10. Performance Optimization Fast! Faster!

In this chapter, we will cover:

  • Optimizing your game's performance

  • Using the EQATEC Profiler to profile your game's running time

  • Reducing the game contents' loading time

  • Improving game performance with garbage collection (GC)

Introduction

Performance and efficiency are like the Sword of Democritus hanging over the head of programmers. We should know how to make our applications run faster. We should choose a proper algorithm that executes quicker and consumes less memory; we should know the positive and negative aspects of using different compilers. Actually, every game has a certain fixed amount of available computing resources. Due to market forces, programmers must make sure that their games provide a good playing experience. Optimization should always be done holistically. Having a big picture first and then drilling down until you find the specific problem reduces your game performance. The difference between a novice and master chess player...