3D Game Development with Microsoft Silverlight 3: Beginners Guide

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Silverlight is a great and growing RIA platform and games are the next level to exploit in it. But it doesn't offer 3D capabilities out of the box and integrating a 3D engine can involve lot of complex mathematics and matrix algebra. This book will help C developers to get their fingers on the pulse of 3D in Silverlight. This book uses Balder, an open source 3D engine offering 3D capabilities for Silverlight 3. It leaves out boring matrix algebra and complex 3D mathematics. By the end of the book you will have explored the entire engine, and will be able to design and program your own 3D games with ease!

The book begins by introducing you to the fundamental concepts of 2D games and then drives you into the 3D world, using easy-to-follow, step-by-step examples.

3D Game Development with Microsoft Silverlight 3: Beginner's Guide

The book employs amazing graphics and impressive performance, and increasingly adds more features to a 3D game giving you a rich interactive experience. By following the practical examples in this book, you will learn the important concepts, from the creation of the initial models, up to the addition of physics and artificial intelligence. The book helps you to provide realistic behaviors for 3D characters by enveloping models with different textures, using lights to create effects, animating multiple 3D characters using a physics engine Farseer Physics Engine , and simulating real-life physics.

Videos, music, and sounds associated with specific events offer the final touches to the 3D game development learning experience. Please sign in to review this course. This course is advertised on reed. Purchases are made directly from the Course Provider, and as such, content and materials are supplied by the Course Provider directly. Reed is acting as agent and not reseller in relation to this course. Reed's only responsibility is to facilitate your payment for the course.

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3D Game Development with Microsoft Silverlight 3: Beginner's Guide course | leondumoulin.nl

Are you sure you want to claim this product using a token? What do I get with a Mapt subscription? What do I get with an eBook? What do I get with a Video? Learn more Add to cart. OpenCL Programming by Example. Book Description Microsoft Silverlight is a programmable web browser plug-in that enables the animation, vector graphics, and audio-video playback features that characterize Rich Internet Applications.

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Table of Contents Chapter 1: Lights, Camera, and Action! Time for action—installing tools to manipulate scalable digital content. Time for action—creating the scalable digital content in XAML. Time for action—testing the scalable digital content using XamlPad. Time for action—building and running Silverlight applications.


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Working with 2D Characters. Time for action—shaking many illustrations at the same time. Time for action—creating User Control classes to hold images. Combining Sprites with Backgrounds. Time for action—creating sprites based on XAML vector-based graphics. Time for action—creating a specialized sprite management class.

Time for action—creating a superclass for some characters. Time for action—creating the subclasses for the characters. Time for action—detecting collisions between 2D characters. Working with 3D Characters. Time for action—exporting a 3D model without considering textures.

3D Game Development with Microsoft Silverlight 3: Beginner’s Guide

Time for action—adding 3D elements and interacting with them using Expression Blend. Giving Life to Lights and Actions. Time for action—understanding perspective and orthographic cameras. Time for action—programming the input control in the game loop. Time for action—using the mouse manager in the game loop. Time for action—testing the input devices with a DirectInput wrapper. Time for action—using the steering wheel in the game loop.

GAME DEVELOPMENT - HOW TO START

Using Effects and Textures to Amaze. Time for action—working with lights and understanding shadows. Time for action—creating a new game superclass to generalize time management capabilities. Time for action—creating a subclass for a 3D character. Time for action—animating models with skeletons and bones. Time for action—adding an Actor with skeletons and bones to the game. Time for action—adding parallel physics bodies and geometries to 3D characters.

Time for action—working with forces, impulses, acceleration and speed. Time for action—detecting collisions between 3D characters. Using artificial intelligence in games to control 3D characters. Time for action—creating a low polygon count meteor model.