Book Image

Microsoft XNA 4.0 Game Development Cookbook

By : Luke Drumm
Book Image

Microsoft XNA 4.0 Game Development Cookbook

By: Luke Drumm

Overview of this book

Microsoft XNA attempts to free game developers from writing "repetitive boilerplate code", allowing them to focus on producing enjoyable gameplay rather than tedious and complicated setup. The Framework has reduced the once steep learning curve for game development, transforming it into something more attainable, and this cookbook will help you to take full advantage of XNA to bring reality into your virtual worlds. "Microsoft XNA 4.0 Game Development Cookbook" is the perfect resource for propelling your game development capabilities from the simple 2D demo towards engaging and exciting, professional looking games. With a diverse selection of game-related topics covered, discover how to create rich 2D and 3D worlds filled with interesting characters, detailed scenery and dynamic special effects applicable to PC, Xbox 360, and Windows Phone 7 game play. There is no shortage of introductory texts available for XNA, a number of which are fantastic for getting started with simple 2D games, but "Microsoft XNA 4.0 Game Development Cookbook"ù will help you take the steps to start producing games that have deeper gameplay, compelling graphics and that little bit of extra polish! The book's recipes will get you up and going quickly with the next level of game features such as 3D graphics, AI, and network play. With this practical cookbook to hand, even the more experienced developer will be better equipped to achieve high level tasks with XNA in a quick and efficient manner.
Table of Contents (15 chapters)
Microsoft XNA 4.0 Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Introduction


It's probably an indicator of how deep the roots of software development run in me, that every time I create a 3D model in a modeling package, my brain almost immediately starts wandering off into the possibilities of wondering what recreating it programmatically would have offered me instead.

Instead of needing to implement some weird rigging or slicing regime to facilitate customization in my models with a 3D modeling package, I can do the customizations "on the fly" within my code, as needed. Need those wheels a little larger on later levels? How about a longer blade on that sword? With code, all of these customizations feel a lot more natural to me as they reside "just next to" the gaming logic that feeds them.

This, of course, is not the most pragmatic view to hold in the time-pressure-sensitive world of game construction. For most projects it tends to be a mix of models created in 3D modeling packages and models created via code. Sometimes the path of least effort (and pain...