xna course

posted on 29 Oct 2007 12:20 by xnanoob  in News

สวัสดีค่ะ วันนี้ลองไปสำรวจหลักสูตรสอน เกี่ยวกับ XNA มาดูกันว่ามีรายละเอียดไรบ้าง

ในแต่หละคลอส เค้าสอนไรกันบ้าง

และแต่ละที่ราคาประมาณกี่บาท ??

 

1.XNA Foundation - Game Development with XNA Game Studio Express

http://www.pixelboxacademy.net/xna.html 

อันนี้เป็นหลักสูตรสอน XNA ราคาประมาณ 650$ มั่งนะ 8 สัปดาห์

 

....

2. 3DBuzz Announces a New XNA Class: XNA Xtreme 101

http://www.3dbuzz.com/vbforum/sv_info_xna.php

อันนี้ราคาประมาณ 100USD  เรียน 8 สัปดาห์เหมือนกัน

3D Buzz is proud to bring you XNA Xtreme, an 8-week intensive game design course using C# and the XNA Framework! The course will take the complete beginner to a solid understanding of object-oriented programming. Throughout the class you will create a wide variety of games for the PC, as well as for the Xbox 360 game console!

The course will begin from the entry level with a simple hands-on look at how to get Visual C# Express and the XNA Framework installed and running on your computer. You’ll also receive an overview of the .NET Framework, upon which the XNA Framework is built.

As the class progresses, you’ll create at least 5 separate and complete games, learning new skills and techniques as you finish each one. You’ll learn programming-specific topics such as working with namespaces, variables, data types, arrays, branching, and looping. There will also be lecture focusing on procedural programming, including the creation and use of functions and parameters, as well as more advanced concepts such as generics, delegates, and events.

Once you get a solid understanding of general programming skills, heavy emphasis will be placed on object-orientation and how it can be used to make your programs more efficient, as well as how to create your game – even in the design phase – to take the greatest possible advantage of object-orientation. Among the topics covered within object-orientation will be discussions of classes, instanced vs. static classes, inheritance, encapsulation, and polymorphism.



Since the course is based strictly upon the creation of games, there will be a strong focus on design-based topics, such as brainstorming and think-tank sessions. We will be taking the design of these games very seriously, and feel that it is important for you to see the entire process of game creation. As such, you will see actual recordings of brainstorming sessions where we discuss and work together to figure out how each game will appear and, more importantly, how it will be played. Also included will be lecture over rapid prototyping, file management, game spec development, and game testing and balancing.

An important part of a game’s experience is how the player interfaces with the game itself. In this class, we’ll be demonstrating a variety of ways to handle input from the player, including receiving mouse and keyboard inputs, as well as inputs from the Xbox 360 controller! You’ll also see how inputs can be more easily managed by being generalized from different devices.

In order to allow the various elements of your game to interact with one another, you will need to establish a method by which they can come into contact. In this course, we will look at working with and implementing a variety of 2D collision systems, including radius-based collisions, bounding collisions, and per-pixel collisions. You’ll see how to decide which method, or combination of methods, is right for your game, as well as the benefits and drawbacks to using each one.

Presentation is also a key factor in game creation. The course will include lecture over creating systems to handle 2D sprites in your games, as well as the creation and editing of those sprites using Photoshop. You’ll see a variety of methods to handle sprite creation, including hand painting and using rendered 3D models, created in 3ds Max and/or Maya, as a basis to create an image. You’ll also see how you can go about animating your sprites to create subtle motion on your images! Aside from direct visual gameplay elements, you’ll also see how to create and display Heads-Up Displays (HUDs) and menu systems for your games, allowing you to control the presentation of your gaming experience from the moment the game loads to the final Game Over screen!

They say that what you hear controls what it is you think you see. The class will focus on the use of the Microsoft Cross-Platform Audio Creation Tool (XACT) to implement sound effects and music into your games. You’ll see how to import raw audio data into XACT, create a sound cue for it, and play the cue from within your game. You’ll have the power to put in anything from simple beeps to intense orchestrated soundtracks!

Finally, once your game is complete, it’s time to get it compiled and out the door to let your friends try it out! The course will cover the distribution of your games, including the .NET Framework Redistributable and the XNA Framework Redistributable. You’ll learn about the various considerations of sharing a game over PCs as well as to Xbox 360s.

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