Zune Game Development Using XNA 3.0 Contributor(s): Waters, Dan (Author) |
|||||||
ISBN: 1430218614 ISBN-13: 9781430218616 Publisher: Apress
WE WILL NOT BE UNDERSOLD! Click here for our low price guarantee Binding Type: Paperback - See All Available Formats & Editions Published: March 2009 Annotation: XNA 3.0 provides designers with the ability to create games that will run not just on the PC and Xbox 360, but also on the Zune mobile device. This comprehensive resource guides developers through the many aspects of XNA and their specific implementations on the Zune platform. Click for more in this series: Expert's Voice in XNA |
Additional Information |
BISAC Categories: - Computers | Software Development & Engineering - General - Computers | Programming - Games |
Dewey: 794.815 |
Series: Expert's Voice in XNA |
Physical Information: 0.89" H x 7" W x 9.26" L (1.27 lbs) 400 pages |
Features: Bibliography, Illustrated, Index, Table of Contents |
Review Citations: Scitech Book News 12/01/2010 pg. 24 |
Descriptions, Reviews, Etc. |
Publisher Description: Welcome to Zune Game Development Using XNA 3.0, a book that was inspired by two of my lifelong passions: games and music. I was introduced to the wonder of PC games with grou- breaking titles such as Doom and Quake in the mid-1990s, and have been an avid gamer ever since. I was also brought up in a musical family. Over time, I have amassed a collection of g- tars, drums, and other musical equipment that has ultimately failed in bringing my dreams of rock stardom to fruition. I have also attempted to write my own games for different platforms with varying degrees of success. Since 1997, I have made efforts to wrap my head around technologies like DirectX and OpenGL to create a real game. I still have books on my shelf covering DirectX 3.1, game engine design, physics, and calculus. In my initial pursuits, I found it too difficult and ti- consuming to learn such technologies with enough depth to be truly effective. Rather than following my most heartfelt aspiration of making millions as a virtuoso g- tar player, I opted for a computer science and engineering education, and became a software developer. I also tabled the idea of creating a real game due to the time investment, which I perceived as unrealistic. |
Customer ReviewsSubmit your own review |
To tell a friend about this book, you must Sign In First! |