Introduction to XNA; Game Loops
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DECEMBER 5-9, ORLANDO, FLORIDA Royal Pacific Resort at Universal Orlando® 5 CODE-FILLED DAYS IN FLORIDA! REGISTER TODAY! VSLIVE.COM/ORLANDO u Visual Studio 2010 / .NET u Web / HTML5 u Developing Services u Cloud Computing u Silverlight / WPF u Windows Phone 7 u Data Management u Programming Practices PLATINUM SPONSORS SUPPORTED BY PRODUCED BY DECEMBER 5-9, ORLANDO, FLORIDA Royal Pacific Resort at Universal Orlando® A Message from the Co-Chairs The Microsoft Development Platform is reaching a huge milestone. With Windows 8 waiting in the wings, the growing momentum of Windows Phone, the industry-wide HTML 5 push and continual emphasis on Cloud Computing, just about everything is changing and growing. We think there’s a great way to digest these changes and seize their collective opportunity. And that’s to hear about them directly TABLE OF from Microsoft product team members and evangelists, along with a number of the finest independent speakers in the business. CONTENTS: We’re Andrew Brust and Rocky Lhotka, and as Conference 10 Reasons to Attend ............................................ 3 Co-Chairs for Visual Studio Live! Orlando, we’d like to personally Speaker List ............................................................................ 4 invite you to join us this December in Orlando, Florida, where we’ll have some of the best content and speakers that you’ll find at a Events & Activities ....................................................... 5 technical conference. Keynote Abstracts ....................................................... 6 Look Who’s Attending .......................................... 6 We’ve put together a blockbuster lineup of sessions on: HTML 5; the Cloud; Windows Phone Development, Silverlight and WPF; Venue & Travel .................................................................... 7 Data Management and Services Development. Agenda-At-A-Glance ............................................. -
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE Mcgonigal
Reality Is Broken a Why Games Make Us Better and How They Can Change the World E JANE McGONIGAL THE PENGUIN PRESS New York 2011 ADVANCE PRAISE FOR Reality Is Broken “Forget everything you know, or think you know, about online gaming. Like a blast of fresh air, Reality Is Broken blows away the tired stereotypes and reminds us that the human instinct to play can be harnessed for the greater good. With a stirring blend of energy, wisdom, and idealism, Jane McGonigal shows us how to start saving the world one game at a time.” —Carl Honoré, author of In Praise of Slowness and Under Pressure “Reality Is Broken is the most eye-opening book I read this year. With awe-inspiring ex pertise, clarity of thought, and engrossing writing style, Jane McGonigal cleanly exploded every misconception I’ve ever had about games and gaming. If you thought that games are for kids, that games are squandered time, or that games are dangerously isolating, addictive, unproductive, and escapist, you are in for a giant surprise!” —Sonja Lyubomirsky, Ph.D., professor of psychology at the University of California, Riverside, and author of The How of Happiness: A Scientific Approach to Getting the Life You Want “Reality Is Broken will both stimulate your brain and stir your soul. Once you read this remarkable book, you’ll never look at games—or yourself—quite the same way.” —Daniel H. Pink, author of Drive and A Whole New Mind “The path to becoming happier, improving your business, and saving the world might be one and the same: understanding how the world’s best games work. -
3-16 Edit Inhalt CD.Indd
XNA Framework Magazin 17 satz haben, lässt sich bereits nach wenigen Minuten der Code für das Spiel schreiben. Lästige, immer wiederkehrende Aufga- Revolution in der ben, wie beispielsweise die Initialisierung des Render-Device oder die Wiederher- stellung des Device beim Skalieren des Spiele-Welt Fensters, gehören der Vergangenheit an – diese Aufgaben übernimmt das XNA Managed Code für die XBox: Framework (zumal die XBox 360 keine typischen Fenster kennt). Eine neue Ära der Spieleentwicklung Schichten sind wieder aktuell von Jens Konerow Wo sich das XNA Framework einreiht, lässt sich am einfachsten erkennen, wenn In den letzten ein bis zwei Jahren zierte das Kürzel XNA gehäuft die Wer- das ganze System in Schichten unterteilt beblätter von Entwicklerkonferenzen, die von Microsoft initiiert wurden, wird. Die folgende Auflistung schemati- oder tauchte in Logos auf, die mit der Multimediaschnittstelle DirectX in siert das gesamte Modell von der tiefsten Verbindung standen. Ende August 2006 wurde die erste Beta-Version Ebene bis zur höchsten Ebene: des Produkts XNA Game Studio Express der Öffentlichkeit zur Verfügung • Plattform: Gebildet wird die Plattform gestellt. Doch was genau ist XNA? Welche Vorzüge bietet XNA? Fragen über eine Reihe von nativen und verwal- über Fragen, die in diesem Artikel beantwortet werden sollen. teten APIs. Darunter zählt beispielswei- se Direct3D zur Kommunikation mit der Grafikkarte, XACT, XInput oder XContent (die Begriffe werden später Microsoft hat es geschafft, DirectX als gleich diese vorerst nur aus Vorlagen für noch etwas genauer beschrieben). eine der wichtigsten Schnittstellen im Be- Visual C# Express besteht. Das Besondere • Core Framework: Diese Schicht des reich Multimediaprogrammierung zu an XNA ist, dass die Spiele nicht nur auf XNA Framework kann mit den Aufga- etablieren. -
Test-Driving ASP.NET MVC Dino Esposito, Page 6 Keith Burnell
Untitled-10 1 6/6/12 11:32 AM THE MICROSOFT JOURNAL FOR DEVELOPERS JULY 2012 VOL 27 NO 7 Pragmatic Tips for Building Better COLUMNS Windows Phone Apps CUTTING EDGE Andrew Byrne .......................................................................... 24 Mobile Site Development, Part 2: Design Test-Driving ASP.NET MVC Dino Esposito, page 6 Keith Burnell ............................................................................ 36 DATA POINTS Create and Consume Writing a Compass Application JSON-Formatted OData for Windows Phone Julie Lerman, page 10 Donn Morse ............................................................................ 48 FORECAST: CLOUDY Mixing Node.js into Your Hadoop on Windows Azure Windows Azure Solution Joseph Fultz, page 16 Lynn Langit .............................................................................. 54 TEST RUN How to Handle Relational Data Classifi cation and Prediction Using Neural Networks in a Distributed Cache James McCaffrey, page 74 Iqbal Khan ............................................................................... 60 THE WORKING A Smart Thermostat on the Service Bus PROGRAMMER The Science of Computers Clemens Vasters ....................................................................... 66 Ted Neward and Joe Hummel, page 80 TOUCH AND GO Windows Phone Motion and 3D Views Charles Petzold, page 84 DON’T GET ME STARTED The Patient Knows What’s Wrong With Him David Platt, page 88 Start a Revolution Refuse to choose between desktop and mobile. With the brand new NetAdvantage for .NET, you can create awesome apps with killer data visualization today, on any platform or device. Get your free, fully supported trial today! www.infragistics.com/NET Infragistics Sales US 800 231 8588 • Europe +44 (0) 800 298 9055 • India +91 80 4151 8042 • APAC (+61) 3 9982 4545 Copyright 1996-2012 Infragistics, Inc. All rights reserved. Infragistics and NetAdvantage are registered trademarks of Infragistics, Inc. The Infragistics logo is a trademark of Infragistics, Inc. -
Microsoft XNA Game Studio
CreatingAcceleration an Abstract and ClassThe Physics Windows in C# .. Phone .. .. .. Marketplace .. .. .. .. .. .. ... ... ... ... ..282 .. .. .. .. ..340 . 403 Drawing Multiple Text Strings . 97 Extending anMaking AbstractAdding Sense RegisteringTomato ClassDetecting of Memory.Accelerometer Targets. forKey . the.Overflow Presses .. App.. .Readings. .Hub. .and. ... ..Data . .. .. Values . .. .. .. .282. .. .. .. .. ..341. ... ... ... 227 .. 404 ..155 . 35 Repeating Statements with a for Loop . 99 DesigningCreating with a Abstract “CheeseTomatoUsingDecoding Classes Lander” CollisionsaMaking Windows . KeyTipping . a . .CharactersProper Phone.. .Game. .. Mood Device.. .... ... Light .. .. .. .. .. .. .. .. 284 . 343 . .. .. .. .229. .404. 159. 36 Other Loop Constructions . 101 ReferencesTable Gameto ConclusionAbstract World Creatingof ParentUsing Objects . .Making Contentsthe . ClassesGames .in Shift. “Cheese Decisions. for .Keys. .Sale . .Lander”. in. .. .Your . .. .. .. Program. .. .. .. .. .. .. .. .. .. .. .284... .... .... .... .... ..343. ... ... ... 232 ... 405.. 160. 37 Fun with for Loops . 101 Constructing ClassGetting InstancesChapterConclusion Access Review Editing. .to .The. the .Questions .the .Completed . Accelerometer .Text. .. .Mood . Class. .Light . from. .XNA . ..285 ... ... ... ... ... 344 .. .. .. .232. .405. 161. 41 Creating Fake 3-D . 103 ConstructorsUsing inAcknowledgments StructuresChapter theConclusion Accelerometer Review .Finding . .Questions . .Programin . an .. XNA ... ..Bugs Game.. ... .. ... ... ... .. .. . -
Xbox 360 Physical Dimensions - Xbox
Xbox 360 Physical Dimensions - Xbox http://news.teamxbox.com/xbox/8417/Xbox-360-Physical-Dimensions/ IGN Entertainment Games: IGN | GameSpy | FilePlanet | TeamXbox | GameStats | Direct2Drive | What They Play | Battlefield Heroes Home | Xbox 360 | TXBase | Forums | Games | Previews | Reviews | News | Cheats | Guides | RSS | Contact Us The Web TXB Forums TeamXbox.com 1 of 3 3/29/2012 3:10 PM Xbox 360 Physical Dimensions - Xbox http://news.teamxbox.com/xbox/8417/Xbox-360-Physical-Dimensions/ Content Sections Welcome, Guest. You are not logged in. TeamXbox Home Xbox 360 Physical Dimensions [Register] [Login Now] Xbox News By: César A. Berardini - "Cesar" Share This Article Add TeamXbox to Google Features Jun. 1st, 2005 4:30 pm Editorials Xbox 360 (Xbox) Interviews REVIEWS PREVIEWS MOVIES SCREENSHOTS INTERVIEWS CHEATS NEWS Xbox Events Search TeamXbox You have seen user-made pictures comparing the RSS Feeds Xbоx 360 dimensions with the Xbоx, which gave you Xbox Games a good idea of the size of the console. But until now, the exact physical dimensions of the Xbоx 360 were Xbox Games unknown. Well, the dimensions of the Xbоx 360 are New Releases no longer a mystery. We have just received the official info regarding the Xbоx 360 physical Xbox Previews dimensions, including its weight. Xbox Reviews The Xbоx 360 weights 7.7 pounds (3.5 kg) and is: Editor's Choice Reader Reviews 309 mm wide x 83 mm high x 258 mm deep Xbox Cheats 12.15 in wide x 3.27 in high x 10.15 in deep Xbox Guides Screenshots The Xbоx weight 8.8 pounds (4 kg) and is: Movies 320 -
Actualización De NVIDIA 1.5.20 NVIDIA Corporation 05/12/2011 1.5
Actualización de NVIDIA 1.5.20 NVIDIA Corporation 05/12/2011 1.5.20 Adobe AIR Adobe Systems Incorporated 08/05/2012 3.2.0.20 70 Adobe Community Help Adobe Systems Incorporated 18/04/2012 3.0.0.400 Adobe Creative Suite 5 Master Collection Adobe Systems Incorporated 18/04/2012 1.240 MB 5.0 Adobe Dreamweaver CS3 Adobe Systems Incorporated 16/10/2011 861 MB 9.0 Adobe Flash Player 11 ActiveX Adobe Systems Incorporated 11/10/2012 6,00 MB 11.4.402.287 Adobe Flash Player 11 Plugin Adobe Systems Incorporated 11/10/2012 6,00 MB 11.4.402.287 Adobe Media Player Adobe Systems Incorporated 18/04/2012 1.8 Adobe Reader X (10.1.4) - Español Adobe Systems Incorporated 17/08/2012 121,1 MB 10.1.4 Advanced RAR Repair v1.2 16/07/2012 Age of Empires III Microsoft Game Studios 20/04/2012 2.091 MB 1.00.0000 Alcatel USB Modem Alcatel 27/06/2012 1.001.00022 Alien Wars Media Contact LLC 20/11/2011 1.0 AnyToISO CrystalIdea Software, Inc. 02/07/2012 16,0 MB 3.2 Apache Tomcat 7.0.14 01/05/2012 Archivos auxiliares de instalación de Microsoft SQL Server 2008 Microsoft Corpor ation 16/10/2011 33,7 MB 10.1.2731.0 Assassin's Creed Revelations Ubisoft 09/10/2012 1.00 AutoCAD 2011 - Español Autodesk 16/10/2011 18.1.49.0 AutoCAD Mechanical 2011 Autodesk 16/10/2011 15.0.46.0 Autodesk 3ds Max 2010 64-bit Autodesk 02/10/2012 770 MB 12.0 Autodesk 3ds Max 2010 64-bit Components Autodesk 02/10/2012 721 MB 12.0 Autodesk 3ds Max 2010 Tutorials Files Autodesk 02/10/2012 259 MB 12.0 Autodesk Backburner 2008.1 Autodesk, Inc. -
Business at the Speed of Game Production: Opengl Or XNA? Necemon Yai Department of Computer Science, Swansea University ******@Swansea.Ac.Uk
Business at the speed of game production: OpenGL or XNA? Necemon Yai Department of Computer Science, Swansea University ******@swansea.ac.uk (a) Some OpenGL (c) An XNA sphere (b) An OpenGL sphere (d) Some spheres in an XNA game spheres [Silicon [Riemers] Graphics] Figure 1: Teaser Abstract A common start-ups' question in the gaming industry is: 2 Background Which graphical environment should we use? As time is money, a Let’s introduce the APIs and their features. crucial factor in a choice is time: not only the time it takes to build complete games with each API but also a fluid timing during the 2.1 OpenGL gaming experience to make it enjoyable. In this analysis, we will OpenGL (Open Graphics Library) is a standard specification compare the OpenGL industry standard to the Microsoft XNA defining a cross-language, cross-platform API for writing game framework on the speed factor. The study will include applications that produce 2D and 3D computer graphics. The learning curve, programming, modeling and rendering speeds on interface consists of over 250 different function calls which can be both sides. used to draw complex three-dimensional scenes from simple primitives. OpenGL was developed by Silicon Graphics Inc. 1 Introduction (SGI) in 1992 and is widely used in CAD, virtual reality, scientific visualization, information visualization, and flight A graphics API is basically a way to talk to graphics simulation. It is also used in video games, where it competes with hardware. By using an API, it gets simpler to send drawing Direct3D on Microsoft Windows platforms. -
Learning XNA 4.0
Learning XNA 4.0 Learning XNA 4.0 Aaron Reed Beijing • Cambridge • Farnham • Köln • Sebastopol • Tokyo Learning XNA 4.0 by Aaron Reed Copyright © 2011 Aaron Reed. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: (800) 998-9938 or [email protected]. Editor: Courtney Nash Indexer: Fred Brown Production Editor: Kristen Borg Cover Designer: Karen Montgomery Copyeditor: Genevieve d’Entremont Interior Designer: David Futato Proofreader: Kristen Borg Illustrator: Robert Romano Printing History: December 2010: First Edition. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. Learning XNA 4.0, the image of a sea robin fish, and related trade dress are trade- marks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc., was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions, or for damages resulting from the use of the information con- tained herein. ISBN: 978-1-449-39462-2 [M] 1291906059 To my mother and father, who, after shelling out $2,500 in the 1980’s for a sweet Compaq 286 with a 4-color monitor, 16k internal memory, a 5 1/4" floppy and no internal hard drive, didn’t yell at me when they came home and found that I’d taken the thing apart. -
Playing Computer Games Int
DARC — Digital Aesthetics Research Center www.digital-aestetik.dk Playing Computer Games: Somatic Experience and Experience of the Somatic Copyright © 2012 Henrik Smed Nielsen Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled "GNU Free Documentation License". www. gnu.org/licenses Layout, illustration and cover design: Ida Knudsen Publisher: Digital Aesthetics Research Center A copy of the book can be found at www.digital-aestetik.dk ISBN 978-87-91810-21-3 EAN 9788791810213 Table of Contents Preface 10 Introduction Addressing Lived Experience 13 Forgetting the Soma 17 A Disembodied Discipline? 17 Thinking Too Much About Rules ... 19 An Aesthetics of Mind 20 The Physical Corpus 22 The Living, Feeling, Sentient, Purposive Body 25 The Moving Body 26 The Technological Body 26 The Fictional Body 27 Between Somatic Experience and Experience of the Somatic 28 Defining Computer Games: A Human–Machine Relationship 31 The Automatic and the Proto-interactive 33 The Somatic Dimension of Human–Machine Relationship 35 An Overview of the Dissertation 38 Chapter 1 A (Post-)Phenomenological Foundation 43 The Phenomenological Movement 44 A Return to ‘Essence’? 47 The Phenomenological Reduction 49 The Intentional Soma 52 A Phenomenology of Computer Games? 56 The Patron Saint -
TITLE PAGE a Usability Analysis of Video Games
TITLE PAGE A Usability Analysis of Video Games: The Development of Assessment Standards A THESIS SUBMITTED TO THE GRADUATE SCHOOL IN PARTIAL FULFULLMENT OF THE REQUIREMENTS FOR THE DEGREE MASTER OF ARTS OF DIGITAL STORYTELLING BY TAKEISHA T. YOUNG ADVISOR: DR. JAMES W. CHESEBRO BALL STATE UNIVERSITY MUNCIE, INDIANA APRIL 2011 2 Table of Contents TITLE PAGE .................................................................................................................................. 1 ACKNOWLEDGEMENTS ............................................................................................................ 3 ABSTRACT .................................................................................................................................... 4 Chapter 1: Introduction ................................................................................................................. 6 Chapter 2: Literature Review ..................................................................................................... 15 Chapter 3: Method ...................................................................................................................... 28 Chapter 4: Results and Findings .............................................................................................. 40 Chapter 5: Discussion ................................................................................................................ 54 Works Cited: ................................................................................................................................ -
Installation Instructions for the Visual C# Express Edition Software
Copyright 2011-2015 by Homeschool Programming, Inc. Installation Instructions for the Microsoft XNA Game Studio 4.0 Now includes instructions for Windows 8 and Windows 10! Updated November, 2015 The TeenCoder™: Game Programming course relies on the Microsoft XNA Game Studio 4.0 software. These instructions will guide you through the online download and local installation procedure. Microsoft XNA Game Studio 4.0 will be installed on top of Visual C# 2010 Express on your computer. This software is a free download from the Microsoft website. You must have already installed the Microsoft Visual C# 2010 Express software prior to taking these steps! Please see the “Visual_CS_2010_Install_Instructions.pdf” if you have not already done so. The following guide will show step-by-step screen shots. In some cases we have added red circles around the buttons or links you need to click. These circles are not present on the install screens you will be using; we added them to highlight the right selections. Copyright Notices: Microsoft Windows, Microsoft Visual C# 2010 Express, Microsoft XNA Game Studio 4.0, and related terms are all copyright by Microsoft Corporation. For more details, please see Microsoft's copyright page. This document, TeenCoderTM, KidCoderTM, and related terms are copyright by Homeschool Programming, Inc. This document is intended for use in a TeenCoderTM computer programming course and may not be used or distributed for other purposes. http://www.HomeschoolProgramming.com/ Page 1 Copyright 2011-2015 by Homeschool Programming, Inc. Disclaimer: Homeschool Programming, Inc, and their officers and shareholders, assume no liability for damage to personal computers or loss of data residing on personal computers arising due to the use or misuse of this course material.