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Zune Game Development Using XNA 3.0
Contributor(s): Waters, Dan (Author)

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ISBN: 1430218614     ISBN-13: 9781430218616
Publisher: Apress
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Binding Type: Paperback - See All Available Formats & Editions
Published: March 2009
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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.
 
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