7 blog posts tagged XNA

Adding depth to my programming ability

I remember gazing at the screen of Acornsoft’s Elite in my childhood wondering what the code behind those 3D images looked like.

How did they rotate like that? How did it know which lines to hide? And more importantly where I can get a good price for this cargo hold of radio-actives and platinum?

Compile XNA for your Xbox 360 tomorrow?

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There’s a possibility that tomorrow will see the announcement of XNA Game Studio Beta 2 with support for compiling and running applications on your Xbox 360.

Originally this was scheduled for the final 1.0 release and would involve a $99 annual fee for the privilege but what better way to get hype and excitement than to offer it free for a month or two while it’s being polished and tested during the beta phase?

Microsoft announces XNA for homebrew, score 1 for my prediction skills

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Over the last few months I’ve pieced together various snippets and hints from the web to come to the conclusion that Microsoft’s forthcoming XNA platform, specifically the XNA Framework version, would be available to home-brew developers and let them develop on the Xbox 360 — the first official home-brew since the PlayStation 1’s Net Yaroze!

Indeed I’ve been telling people in IRC and on forums that I believe this to be true. One friend, after messing with Managed DirectX2, told me if I was wrong about this I was in trouble. I went as so far to claim that it’s already tested and GarageGames Marble Blast Ultra was an XNA Framework title.

Piecing together Microsoft’s XNA gaming platform

I’ve briefly covered Microsoft’s XNA gaming platform before but have been trying to piece together what it is actually going to mean to developers.

Sorry, had to clarify the whole commercial/non-commercial parts. XNA Framework is just a portion of XNA… that won’t apply to the big guys.

Microsoft XNA

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Microsoft have announced their XNA platform for game development.

The platform is based around C# and the .NET 2.0 CLR and frameworks, specifically tailored for the requirements of game developers. This might possibly mean much of the common language specification (CLS) elements are removed for performance.