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Zune Game Development using XNA 3.0

Autor Dan Waters
en Limba Engleză Paperback – 16 mar 2009
XNA 3.0 brings you the ability to create games that will run not just on the PC and Xbox 360, but also on the Zune mobile device. While creating games for Zune is, in many ways, similar to working on the other platforms, it also presents its own unique set of challenges and opportunities. Smaller screens, limited storage, and less processing power all affect the way you need to think about designing and implementing your games.
Zune Game Development Using XNA 3.0 is a comprehensive book that will guide you through the many aspects of XNA game development and their specific implementations on the Zune platform. The book addresses Zune game development concepts in detail and shows you how to apply them in practical, step–by–step examples, building complete, working XNA 3.0 examples along the way that you can download and play.
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Specificații

ISBN-13: 9781430218616
ISBN-10: 1430218614
Pagini: 436
Ilustrații: 400 p.
Dimensiuni: 178 x 235 x 23 mm
Greutate: 0.58 kg
Ediția:1st ed.
Editura: Apress
Colecția Apress
Locul publicării:Berkeley, CA, United States

Public țintă

Popular/general

Cuprins

Getting Started.- to XNA Game Studio 3.0.- Game Content.- Developing for the Zune.- XNA Fundamental Game Programming Concepts.- Advanced Techniques.- Final Exercise: Multiplayer Crazy Eights.

Notă biografică

Dan Waters is an academic developer evangelist at Microsoft. He has served as a developer and architect, both professionally and for fun, for over 10 years in a variety of industries. He resides in Tampa, Florida with his wife and daughter. He enjoys gaming, golf, web design, and writing music for guitar, piano, bass, and drums.

Caracteristici

This book focuses purely on Zune development, which is the largest, and most widely awaited, feature of the new XNA 3.0 version. It will likely be the first – perhaps only – book of its kind A number of fully-working games are built throughout the book (the Outbreak and Texas Hold ‘em Poker implementations being particularly well polished). Readers will be encouraged to download, play, and customize the games as an aid to understanding The book is written by Dan Waters, a Microsoft insider, with good connections to the XNA development team that ensure the books accuracy and the team’s support