Building XNA 2.0 Games

We’re in an amazing era of video games; high-definition, complex shader-powered, highly immersive 3D content is the norm. The games industry is bombarded by titles of incredible quality month after month. While the end product is great for gamers, it can be a bit disheartening to aspiring game de...

Mô tả đầy đủ

Đã lưu trong:
Chi tiết về thư mục
Những tác giả chính: Silva, James, Sedlak, John
Định dạng: Sách
Ngôn ngữ:English
Được phát hành: Apress 2012
Những chủ đề:
Truy cập trực tuyến:https://scholar.dlu.edu.vn/thuvienso/handle/DLU123456789/30918
Các nhãn: Thêm thẻ
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Thư viện lưu trữ: Thư viện Trường Đại học Đà Lạt
Miêu tả
Tóm tắt:We’re in an amazing era of video games; high-definition, complex shader-powered, highly immersive 3D content is the norm. The games industry is bombarded by titles of incredible quality month after month. While the end product is great for gamers, it can be a bit disheartening to aspiring game developers with great ambitions and little experience. Being in this crazy era, it’s easy to make a number of mistakes while trying to jump into game development. Most are due to not really fully grasping the scope of a game development undertaking. For instance, it’s easy to look at a lot of big-name games and start thinking in terms of cut scenes; or, a bit worse, to start thinking of massive multiplayer anything. Creating something simple, like a bouncing sprite, and then getting overwhelmed while trying to introduce bigger game-play concepts is a fairly common pitfall. James will readily admit to making all of the main mistakes at one point or another (though to be fair, it was in an era before MMORPGs). When we set out to make this book, we intended to describe the process of creating a game very much like James’s game, The Dishwasher: Dead Samurai—a platforming, combat-heavy 2D game with good controls, clean animation, and polished presentation. We could have introduced you to a smattering of math-intensive 3D concepts like BSP trees and volumetric lighting, but we wanted to give you something you can easily be productive with, because that’s the fun part of game development. And that’s the essence of what we’re doing here: having fun. That’s why we got into this business in the first place.