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The XNA Game Studio 4.0 for Xbox 360 Developers


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Table of Contents

Introduction. PART I INTRODUCTION AND PRIMER. 1. Introduction to XNA Game Studio 4.0. 2. Peeking Under the Hood. PART II XNA FRAMEWORK LIBRARY. 3. XNA Framework Overview. 4. Audio. 5. Content. 6. Gamer Services. 7. Graphics. 8. Input. 9. Media. 10. Net. PART III XBOX LIVE. 12. Avatars. 13. Guide. 14. Multiplayer Networking. 15. Meshes. 16. Sprites. 17. Multiplayer Game Engine. Index.

About the Author

Jonathan S. Harbour is an associate professor at the University of Advancing Technology (Tempe, AZ). His web site at www.jharbour.com includes an online forum and blog for book support. His most recent game projects are Starflight - The Lost Colony (www.starflightgame.com) and Aquaphobia: Mutant Brain Sponge Madness (www.aquaphobiagame.com).


Introduction PART 1 - Core Framework Elements 1. Hello, XNA! 2. The XNA Application Model 3. Basic 2D Rendering Techniques 4. Basic 3D Rendering Techniques 5. User Input 6. Music & Sound FX PART 2 - Intermediate Framework elements 7. Scene Management & Collision Detection 8. The Graphics Sub-System 9. Shaders and Effects 10. Intermediate Rendering Techniques 11. File IO & Serialization PART 3 - Advanced Framework Elements 12. Models, Skinning, & Skeletal Animation 13. Advanced Rendering Techniques 14. Particle Systems and Other Effects 15. Gamer Services & Live! 16. Networked Multiplayer Games PART 4 - Tools and Technology 17. Debugging & Profiling 18. Multi-Threaded Development 19. Playing Without a Game PART 5 - The Content Pipeline 20. The Content Pipeline Paradigm 21. Importers and Content Types 22. Processors and Intermediate Formats Appendix A: Obtaining and Using XNA GSE 2.0 Appendix B: Developing and Deploying on the Xbox 360 Appendix C: Working with the Cross-Platform Audio Creation Tool (XACT)

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