3D Game Development with Microsoft Silverlight 3 - PDF

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3D Game Development with Microsoft Silverlight 3 by Gastón C. Hillar

Most online interactive content uses 2D graphics. To represent real-life situations, Rich Internet Applications (RIAs) need to show real-time 3D scenes. This book will let you add a new dimension to your Silverlight applications using C# and XAML. The book covers the various tools and libraries needed for giving life to 3D models in a Silverlight viewport—right from editing, exporting, loading, and controlling 3D models up to specific 3D algorithms. It will help you learn to develop 3D games and interactive 3D scenes for a web site with animated models, with numerous examples and clear explanations packed with screenshots to aid your understanding of every process. After all of the code is written and the additional art assets edited, they are all compressed into .zip files for easy availability and use.


What this book covers

Chapter 1: Lights, Camera, and Action!: In this chapter, we will cover many topics that will help us to understand the new tools and techniques involved in preparing 2D graphics to be used in Silverlight games. This chapter is all about tools and graphics.

Chapter 2: Working with 2D Characters: In this chapter, we will begin creating 2D characters that move on the screen and we will learn to control their behavior in the 2D space. We will learn about GPU hardware acceleration, 2D vectors, resolutions, sprites, and animation.

Chapter 3: Combining Sprites with Backgrounds: In this chapter, we will control multiple sprites created on demand. We will animate several independent sprites at the same time, while responding to the keys pressed by the player to control characters and some game logic.

Chapter 4: Working with 3D Characters: In this chapter, we will take 3D elements from popular and professional 3D DCC tools and we will show them rendered in real-time on the screen. We will learn a lot about 3D models, meshes, and 3D engines.

Chapter 5: Controlling the Cameras: Giving Life to Lights and Actions: In this chapter, we will learn everything we need to know about 3D cameras to be able to render our models in real-time on a 2D screen from different angles. We will change the values for their most important properties and we will be able to watch their effects in a rendered 3D view.

Chapter 6: Controlling Input Devices to Provide Great Feedback: In this chapter, we will learn everything we need to know about the most widely used gaming input devices. We will be able to read values from them in order to control many aspects of our games.

Chapter 7: Using Effects and Textures to Amaze: In this chapter, we will learn everything we need to know about the process of enveloping a 3D model using textures. We will be able to take 3D elements from popular and professional 3D DCC tools and we will show them rendered in real-time on the screen with different textures and enlightened by many lights.

Chapter 8: Animating 3D Characters: In this chapter, we will learn how to move, rotate, and scale the 3D models in the 3D scenes. We will use object-oriented capabilities to define independent behaviors for simple and complex 3D characters.

Chapter 9: Adding Realistic Motions Using a Physics Engine: In this chapter, we will simulate some laws of 2D and 3D physics. We will learn to define gravity force, mass, drag coefficients, and moment of inertia to represent the physical properties of the bodies that define a model.

Chapter 10: Applying Artificial Intelligence: In this chapter, we will detect collisions between 3D characters and we will define specific behaviors using artificial intelligence, persecution, and evasion algorithms

Chapter 11: Applying Special Effects: In this chapter, we will use advanced physics and special effects. We will generate gravity effects, we will add fluids with movements, and we will use transitions to determine different states in a game.

Chapter 12: Controlling Statistics and Scoring: In this chapter, we will create gadgets to display different kinds of information to the player on the screen. We will also calculate different kinds of information in order to update the gauges. Also, we will measure and improve the game’s overall performance.

Chapter 13: Adding Environments and Scenarios: In this chapter, we will create menus and attractive transitions. We will add configuration options and we will save them using an isolated storage.

Chapter 14: Adding Sound, Music, and Video: In this chapter, we will generate sounds associated to game events. We will also add presentation videos and background music.

Appendix: Pop Quiz Answers: This appendix will include answers to all the pop quiz questions chapter-wise.


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