Wednesday, January 31, 2007

TUTORIAL: A DATA DRIVEN SAMPLE ("SHOOTER ZERO")

Continuing with the "XNA Community Pimpage" tradition, I recommend reading this post on Gamey Little Hacker's Blog about data-driven game architecture and implementation.

Not only is the second part of the series on the matter but also you will find an interesting demo sample code which will bring some light for those of us who need tips and examples (and I say "of us" because I'm starting to deal with the concept of "Entity" within my engine so this example comes to me in the proper moment).

From GLH's blog: "Questions are welcome, and if there's enough interest I could write a few more posts that break out the details."

All in favor of more posts just raise your hands, or ... well, say, let GLH know that you're interested in more posts on this regard ... I am ...

OH MY ...

I was sad these days because my quite old crappy animation didn't make into Aniboom's finals (... not really ...) but I've been recently awarded with the "XNA Community Pimpage" by Sharky.

Thanks man ... ;)

"LIFTED" BY PIXAR

"Lifted" is the name of the upcoming short animated film from Pixar Animation Studios.

Being a follower of superheroe comic books I still consider that "The Incredibles" is the best animation film from this studios but I must admit that this trailer is really funny.

Enjoy!

TIP: DEPLOYING GAMES TO THE 360 WITHOUT SHARING SOURCE CODE

From Microsoft's forums (by Stephen Styrchak): "If you really want to share an Xbox 360 game without sharing the source, you can do it pretty easily. Just build your game into a DLL instead of an EXE (Game Library project). Then share a project with the source for the program entrypoint (main) that references your compiled assembly.

Basically, the project you have to share is the default Xbox 360 Game project with the Game1.cs file removed. The Game1 class should be defined in a separate DLL, which you can build from an Xbox 360 Game Library project. That way, the code in Program.cs will instantiate and invoke your game, which is implemented in another assembly.

You can develop the game using a multi-project solution and a project-to-project reference. But when it comes time to share it, just create a new Xbox 360 Game project and reference the already-compiled Game Library that holds all your game logic. Share that project (which is just a stub and contains no game logic), your compiled game assembly, and all the compiled assets.

This way, anyone with XNA Game Studio Express can use your shared project to build and deploy your game, without actually having the source for your game.
Although many people will encourage you to share your source as well, there are ways to show off your games and your creativity without giving everything away if you really, really don't want to.

Simpler methods are on the way. Just be patient.

--Stephen
"

Some tip! But wait, if you can read between lines you may notice that something is cooking -even though no time frame has been revealed.

Please, tell me that an update pack for XNA is almost there ...

"... Just be patient ..."

Ok.

SOME HELPFUL ADVICE FOR THE 360 DEV.

Peter D. has published some tips that will help you avoid the "memory wall" you may find when developing games for the XBox 360.

From Microsoft's forums: "I mentioned in a previous thread, that developers need to be careful when creating their games as the 360 has only 512mb of ram available. I noticed recently that as more people start to use the XNA launcher, they are running into this memory wall.

So here are my top tips to help avoid the wall ..."

Want to know more, follow this link.

XNATUTORIAL.COM: WEEKLY UPDATE

The guys from XNAtutorial.com have published their Weekly Update summary of XNA announcements, workarounds, code, games, teasers, and reads.

It's amazing how fast the XNA community is growing: new blogs have been published (and old ones now include sections which focus on XNA), plenty of interesting games are being developed, and more and more video trailers are being released (most of the latter can be found on this site).

Enjoy!

ANIBOOM AWARDS WINNERS ANNOUNCED

At last! The list of winners of AniBoom's first competition has been published.

Congrats to the winners! (... 25k ... 5k ... is this for real? If so, some compo, don't you think? ...)

Also, a new competition is comming: "Aniboom Eyedoll Auditions", so if you have some experience in Animation you could give it a try. I would ...

... if only I had time ... :(

Tuesday, January 30, 2007

TUTORIAL: XNA COLLISION DETECTION FOR 3D MODELS (PARTS 2 & 3)

Sharky's has published parts 2 and 3 of his formerly 2-part tutorial series called "XNA Collision Detection for 3D models".


For those of you who didn't read part 1, please go and check it now!

Also there's some sample code you can download and read through the code.

Enjoy!

Sunday, January 28, 2007

NEW VISUAL STYLE FOR MY BLOG

As you can see, the style of my blog has changed.

As a result, all my previous posts have been automatically regrouped by year/month but both fields are displayed wrong (year-1, moth-1) even though the date of each post is correct ... weird!!!

Since I'm using the beta version of Blogger -which seems not to include "republish index/site" options- I'm contacting google support team now ...

Anyway. I hope you like the new look.

Bye.

Saturday, January 27, 2007

ANIBOOM AWARDS FINALS COUNTDOWN: ONLY 3 DAYS LEFT

Yes, that's right. We have only three days left to cast our votes for the finalists.

I did vote, so what about you? If not, don't forget to watch the videos in each category and rank them before the deadline is met if you want your favorites to win the competition.

Watch this space!

Friday, January 26, 2007

OOB INTERSECTION TEST USING XNA

As we wait for the second part of Sharky's tutorial "XNA Collision Detection for 3D models", there is an interesting source code to study, which was programmed and uploaded by Minh at Channel 9 site.

Too many links for one sentence, don't you think?

Anyway, just dowload the code, build the assembly and play around with the test demo to see how the test performs.

See ya!

Thursday, January 25, 2007

DREAM.BUILD.PLAY CONTEST IS COMING

You don't believe it, read this post on the XNA Team Blog.

"... The specific timeframes will be announced soon but I can say that everyone will have ample time to design, develop and polish their games. After all, we're not after samples here... we're looking for the next blockbuster game that's lurking in your dreams! ..."

Say again please .... THE NEXT BLOCKBUSTER ... I love this part ... ;)

Wednesday, January 24, 2007

AGE OF CONAN: DIRECTX 10 TRAILER

It's been a while since my last post.

The reason: right now I'm struggling with the final stage of a project for a client which I must end in less than a month, so I don't have time left to write about anything. Otherwise, this is going to become a "60-day" month ... ;)

Just go an see this trailer at GameTrailers.com which uses DirectX's newest technology ...

Now, back to work!

Thursday, January 18, 2007

GCG'S NEW ARTICLE: MICRSOFT XNA PRIMER

The Game Career Guide has published an article about XNA which briefly explains what is all about with XNA.

Also, the article mentions some of the sites of the XNA community as well as includes interviews to Julien Ellie (Software Design Engineer - XNA Team), Joe Nalewabau (Project Manager Architect - XNA Team), Benjamin Nitschke (creator of 'Rocket Commander' and 'XNA Racer') and Alex Okafor (developer of 'WildBoarders', "a physics based 2D snowboarding game that recently won the first XNA development competition at xbox360homebrew.com").

Worth reading ...

SHARKY'S AIR LEGENDS BATTLES XNA COLLISION DETECTION ...

Sharky has published "XNA Collision Detection for 3D models - Part 1". The first article of a two part series where he tells from a "code warrior" experience the path he has being following so as to implement a precise yet robust collision detection system in his game: Air Legends.


This is an interesting read since it's a common problem developers face when dealing with collision as rotating AABB -in case you decide to go this way- could bring performance issues, possibly leading in the end to the use of other techniques like bounding spheres (i.e.: read the comments on this post).

I cannot wait for a new release of Air Legends (and the radar), one of the first games that were and are still in development using XNA ... and of course, fun to play too ... ;)

ARTICLE: "GATES TAKES ON SONY AND NINTENDO"

GameIndustry.biz has published an article that summarizes Bill Gates' comments -interviewed by Dean Takahashi of the San Jose Mercury News, regarding how good the different strategies of the major console makers are doing so far, in his opinion of course.

As an indie, and from now on I will only refer to the 'game development' side of the story, I agree that the XBOX360 will do great since MS has decided to make the "development transition" easy for us: XNA.

I mean, the easier they make it for developers, the more developer's attention -and projects- they'll get, and ultimately, the more games will be created and released for their console.

If -in addition- "easy" includes "cheapper", the better.

Please do not misunderstand me, I'm not saying with this that console makers should make less restrictive the quality assurance policies and controls for commercial games. All I am saying is don't forget "indies", thus, help us produce for your consoles by providing better and affordable tools and frameworks, reducing the cost of game development (including time and effort as a "cost").

XNA GSE goes in that way, the right way imho ... ;)

Wednesday, January 17, 2007

ANIBOOM AWARDS 2006: FINALISTS HAVE BEEN ANNOUNCED!

At last! 25 animation pieces got into the finals -5 per category, and now they're facing the ultimate challenge: becoming the topmost ranked piece to get the biggest prize of all.

Remember! There's also a prize for each category's winner so you'd better start voting a.s.a.p.

Congrats to the ones who made it and good luck! ... yeah, right (my "crappy" entry didn't make it ... snif! ... snif!)

You all now my favorite: go Tadeo go! "Prime Time" is a very good one, too ... of course, mine was better than both ... or at least I wish ... :)

See ya ... ;)

Tuesday, January 16, 2007

I'M BACK ...

Yes, it's true. Please don't cry: you knew I would continue to terrify you with my "regular" posts ... :)

My short holidays are now gone, so back to work, filtering email messages, daily worries, and, ... well, you all know ... :(

Anyway, it was good while it lasted ... ;)

What has been going on in the XNA world? A LOT! At least, according to XNAtutorial's Weekly Update: new sites, new source codes and new tutorials. The list is impressive.

In other news: Shawn Hargreaves' has yesterday announced that a new blog from another XNA-Team member has kicked off, Dean (Johnson)'s XNA Blog, with an opening article that discusses the math to rotate 3D objects (a great way to start, IMHO).

Also, I must tell you that the week before I started my holidays I was checking a couple of sites with tutorials worth following:
Remember one of my last yearend's posts "XNA: COUPLE OF NEW FRAMEWORKS"? Well, people in the XNA Community is now becoming aware and or starting to pay more attention to 'XNA Magic'. Told ya, the demo videos catch one's attention, indeed.

Any news regarding the "Dream, Build, Play" contest? I have checked the site but there's no additional info yet about the exact starting date of the contest, deadlines, prizes, rules, etc.

Well, that's pretty much it, don't you think? A lot to check & read, so I better start a.s.a.p.

'till next time!

[BTW, thanks Lawrence (a.k.a. 'Sharky') for your support to my blog ... ;) ]

Tuesday, January 09, 2007

I WILL BE OUT FOR A WEEK ...

Yes, don't be sad. I'm taking a week off.

Having worked on a project so hard lately (not related to videogames) that I need to some holidays.

See ya in a week. Don't miss me!

Friday, January 05, 2007

FREE SOFTWARE GIVEAWAY TO UK DEVELOPERS?!!!

If you were amazed by my previous post, just read on ...

Ian Moulster has posted in his newest blog entry that they " ... are giving away 1000 free copies of Windows Vista and Office 2007 to UK developers ...".

In order to be elegible to recieve one and or the other product, you will need to register on Friday 19th for the software giveaway (details to be announce later on Ian's site, I guess), and then answer one question related to the selected product's track and then, if you are on the first 1000 people that answer it right you get your free copy.

If you live outside the UK, just hold your horses and continue reading Ian's entry since there's a catch: " ... you need to have a UK address ..." in order to receive the product.

Isn't Life fair sometimes? I don't know about you, but I'm moving to the UK just right now ...

Well, maybe next time ... but I'd really loved not to be excluded a priori from this kind of giveaways sometime ... ;)

WHERE'S MY FREE ACER FERRARI LAPTOP?!!!

According to this CRN's article (among other posts you may find in the WWW), Microsoft and AMD have been giving away "... top-of-the-line Acer Ferrari laptops to select tech bloggers ...".

Incredible, isn't it? Just wait a second ...

Then the article adds: "... raising questions in the blogosphere over whether the companies are trying to unduly influence the writers ...".

Following the wave of raising questions in the blogosphere I find my-self in the need to ask: where is my free laptop? ... Ok, or at least a T-shirt? A cup? A discount coupon to buy food at any local supermarket?

Just tell me who I must contact to inform my address and zip-code details in order to receive the laptop a.s.a.p. ... ;)

INFINITY: A SPACE-BASED MMOG

What an excellent way to publish my first post of this new year 2007 by talking about this amazing game that is being created: "Infinity". The guys behind this new production have posted great videos and images that really do a great job of showing off what the game is about.

Also, the "Journal of Ysaneya" is very interesting to follow -for us, developers- since it comments on the status of the game, the coding challenges they face to fix bugs, improve the gameplay, implement new features, etc.

Pay a visit to Infity's site, read the journal and don't forget to download the combat prototype and join the battle between the read & blue teams.

Cheers!