Lately, many of us have been worried because the 'Register' section of the Dream.Build.Play competition only shows one country: the US (and not all of the states).
Well, Dave Mitchell has confirmed that the D.B.P. is a global competition.
From Microsoft's forums: "The site is live and yes we realize there are a few things that haven't quite propped properly. We've got people looking to get these fixed asap.
To be clear, yes you will be able to register outside the US as this is a global competition. And yes, the missing states will be re-annexed shortly.
Apologies for the wrinkles in the rollout.
--dave"
Just let's give the guys the due time to set up things properly, shall we?
Showing posts with label XNA. Show all posts
Showing posts with label XNA. Show all posts
Thursday, February 01, 2007
TIP: DEBUGGING XNA GRAPHICS PROBLEMS
Shawn Hargreaves has posted a technical article with relevant advice on how to debug and diagnose Direct3D-graphic calls both on Windows and XBox360.
From Shawn's post: "For debugging Xbox graphics you have to rely on less scientific techniques, such as tea leaves, entrails, or a visit to the local palm reader..."
Say no more, a must read ... ;)
From Shawn's post: "For debugging Xbox graphics you have to rely on less scientific techniques, such as tea leaves, entrails, or a visit to the local palm reader..."
Say no more, a must read ... ;)
"DREAM.BUILD.PLAY" CONTEST UPDATE
By the time I publish this post, I guess this update is old news if you -like me- are suscribed to many XNA Community blogs.
The Dream.Build.Play website is being updated and in turn, relevant information is starting to be published. So far you will find information on some sections -like "Home", "About XNA" and "Register"- until the week of February 5th, 2007 when the rest of the information -like "Prizes" and "How to Play"- will be unveiled.
So, what's next? Just direct your browser to the site and start by registering if you want to get in the compo (what I assume you do).
And remember: "... Besides worldwidefame and recognition, you could also win some fantastic prizes!" (just show me the money! show me the money!)
;)
The Dream.Build.Play website is being updated and in turn, relevant information is starting to be published. So far you will find information on some sections -like "Home", "About XNA" and "Register"- until the week of February 5th, 2007 when the rest of the information -like "Prizes" and "How to Play"- will be unveiled.
So, what's next? Just direct your browser to the site and start by registering if you want to get in the compo (what I assume you do).
And remember: "... Besides worldwidefame and recognition, you could also win some fantastic prizes!" (just show me the money! show me the money!)
;)
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 ...
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 ...
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.
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.
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!
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!
Tuesday, January 30, 2007
TUTORIAL: XNA COLLISION DETECTION FOR 3D MODELS (PARTS 2 & 3)
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!
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 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 ...
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 ... ;)

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 ... ;)
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 ... ;)
Friday, December 29, 2006
PROBLEMS WITH FULLSCREEN MODE IN XNA?
Some members of the XNA community (including me) have experienced problems with XNA games when running on fullscreen mode -in particular, I have a GeForce 6600 GT card.
The problem: when a XNA game tries to get/set the presentation parameters for accepted fullscreen modes, it takes the list of rates accepted by the gfx card and in some cases uses the higher one -for instance, like 240 Hz on 800x600. Phewww! So you will see nothing more than a black screen and your monitor trying to warn you that something is attempting to set an invalid refresh rate.
The workaround: if the user forgot to (or cannot) forbid any rate above the maximum accepted vertical retrace on the gfx card, just catch the "PreparingDeviceSettings" event and then set a common rate like 60 or 72 Hz. How? In the class that derives from "Microsoft.Xna.Framework.Game" class, add the following line (say, within the constructor):
Then add the following method in the same class:
I've modified the code of games like Rocket Commander and Wildboarders and it all works great!
Let's hope Sharky modifies Air Legends soon so that I can finally play the game.
Enjoy!
The problem: when a XNA game tries to get/set the presentation parameters for accepted fullscreen modes, it takes the list of rates accepted by the gfx card and in some cases uses the higher one -for instance, like 240 Hz on 800x600. Phewww! So you will see nothing more than a black screen and your monitor trying to warn you that something is attempting to set an invalid refresh rate.
The workaround: if the user forgot to (or cannot) forbid any rate above the maximum accepted vertical retrace on the gfx card, just catch the "PreparingDeviceSettings" event and then set a common rate like 60 or 72 Hz. How? In the class that derives from "Microsoft.Xna.Framework.Game" class, add the following line (say, within the constructor):
graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(MyMethod); // "graphics" is a reference previously instanced as "GraphicsDeviceManager(this)" usually in the same constructor
Then add the following method in the same class:
private void MyMethod (object sender, PreparingDeviceSettingsEventArgs args)
{
args.GraphicsDeviceInformation.PresentationParameters.FullScreenRefreshRateInHz = 60; // for instance, or 70, 72, 75, etc.
}
{
args.GraphicsDeviceInformation.PresentationParameters.FullScreenRefreshRateInHz = 60; // for instance, or 70, 72, 75, etc.
}
I've modified the code of games like Rocket Commander and Wildboarders and it all works great!
Let's hope Sharky modifies Air Legends soon so that I can finally play the game.
Enjoy!
XNA: COUPLE OF NEW FRAMEWORKS
I was wondering lately what had happened with Visual3D.Net's CTP -due to be released this month, so I directed my browser ro V3D's forums so as to get some answers -which I did not, but for my surprise someone posted a couple of links to new XNA-targeted frameworks: "3D Evolution" and "XNA Magic".
To be honest, I didn't have time to browse 3D Evolution's site as much as I did for XNA Magic's one -I promise I will sometime soon, so I will talk about the latter in this post.
XNA Magic looks pretty cool. It reminds me of "Unity" (for MAC). The demo videos do a great job on showing off what this framework has to offer.
So, pay a visit to both frameworks' site and compare them while we still wait for V3D's CTP (c'mon guys, hurry up!).
More later.
To be honest, I didn't have time to browse 3D Evolution's site as much as I did for XNA Magic's one -I promise I will sometime soon, so I will talk about the latter in this post.
XNA Magic looks pretty cool. It reminds me of "Unity" (for MAC). The demo videos do a great job on showing off what this framework has to offer.
So, pay a visit to both frameworks' site and compare them while we still wait for V3D's CTP (c'mon guys, hurry up!).
More later.
Saturday, December 23, 2006
XNA - PART 2 VIDEO
You wanted it, you've got it!
The second part of this series is showing in detail not only some of the games we are all already aware of, but new ones that you -like me- may have never heared of until now.
XNA GSE v1 is just the beginning ...
The second part of this series is showing in detail not only some of the games we are all already aware of, but new ones that you -like me- may have never heared of until now.
XNA GSE v1 is just the beginning ...
Thursday, December 21, 2006
RECOVERING VISUAL C# EXPRESS' PROJECT TEMPLATES
After installing XNA GSE v1 I happened to find that the project templates that come by default with the express version of VS C# - that is, Windows Application, Class Library, Console Application, etc. - had vanished from the IDE's templates browser ... :(
My first desperate move was uninstalling and reinstalling the whole thing (of course, after a very laoud scream of terror), but before jumping to a pool where maybe there was no water at all, I though (and look how clever I am): "Weeelllll! Maybe it's time to watch some TV ...", but adding almost instantly: "... but first let's do some search on MS's forums so as to get some answers, put the blame on someone else and common daily things like that ...".
For my surprise I found not one but two threads related to a similar issue which gave me a relevant hint on the workaround. And as we are approaching Christams Eve I'm going to share with all of you ...
The solution is simple, just execute the following line -either through the command shell (cmd.exe) or browsing your windows explorer to "start > run":
Of course you'll have replace "%vs80comntools%\..\..\common7\ide\vcsexpress.exe" with the correct path to "vcexpress.exe" in your local machine.
Although it all should work, it may occur a catch: the templates might still be missing according to the IDE's templates browser (this happened in my case, meaning, another scary scream). No sweat! If you open the folder where "vcexpress.exe" is located you will also find a folder named "VCSExpress", right?
If you don't, contact your local administrator, who will recommend you to (un/re)install everything.
If you did, open "ProjectTemplates" folder and then "1033" folder so as to find at least 4 zip files (usually 6) containing the missing templates. Copy these zip files to "ProjectTemplates", run again the above-mentioned command line and voilá! The IDE now recognizes all of the installed project templates.
It seems that XNA GSE installation process changes the "cache" file located in a folder named "ProjectTemplatesCache" in a way that all of the project templates installed within the "ProjectTemplatesCache\1033" folder are disregarded.
Thus, after applying the workaround commented in this article you will find the recovered templates duplicated in the "ProjectTemplatesCache" folder (that is, 6 inside and 6 outside the "1033" folder) until a MS's team fixes future installers of upcoming XNA GSE versions ... ;)
See ya!
My first desperate move was uninstalling and reinstalling the whole thing (of course, after a very laoud scream of terror), but before jumping to a pool where maybe there was no water at all, I though (and look how clever I am): "Weeelllll! Maybe it's time to watch some TV ...", but adding almost instantly: "... but first let's do some search on MS's forums so as to get some answers, put the blame on someone else and common daily things like that ...".
For my surprise I found not one but two threads related to a similar issue which gave me a relevant hint on the workaround. And as we are approaching Christams Eve I'm going to share with all of you ...
The solution is simple, just execute the following line -either through the command shell (cmd.exe) or browsing your windows explorer to "start > run":
"%vs80comntools%\..\..\common7\ide\vcsexpress.exe" /installvstemplates
Of course you'll have replace "%vs80comntools%\..\..\common7\ide\vcsexpress.exe" with the correct path to "vcexpress.exe" in your local machine.
Although it all should work, it may occur a catch: the templates might still be missing according to the IDE's templates browser (this happened in my case, meaning, another scary scream). No sweat! If you open the folder where "vcexpress.exe" is located you will also find a folder named "VCSExpress", right?
If you don't, contact your local administrator, who will recommend you to (un/re)install everything.
If you did, open "ProjectTemplates" folder and then "1033" folder so as to find at least 4 zip files (usually 6) containing the missing templates. Copy these zip files to "ProjectTemplates", run again the above-mentioned command line and voilá! The IDE now recognizes all of the installed project templates.
It seems that XNA GSE installation process changes the "cache" file located in a folder named "ProjectTemplatesCache" in a way that all of the project templates installed within the "ProjectTemplatesCache\1033" folder are disregarded.
Thus, after applying the workaround commented in this article you will find the recovered templates duplicated in the "ProjectTemplatesCache" folder (that is, 6 inside and 6 outside the "1033" folder) until a MS's team fixes future installers of upcoming XNA GSE versions ... ;)
See ya!
XNA GSE: UK LAUNCH
On10.Net has published a video covering the UK Launch of XNA Games Studio Express which includes an interview to Chris Satchell as well as some scenes of high-quality games that show off the power of the framework.
Stay tuned ...
Stay tuned ...
Wednesday, December 20, 2006
XNA: MORE VIDEOS
Channel 9 has published "The Best XNA Movie in the UNIVERSE" ... or at least they claim they have ... ;)
... well, anyway, the video covers the official XNA launch event, so you'll find interesting interviews with the guys we can thank for bringing to life this baby named "XNA GSE" as well as some community members that attended the meeting.
On GameTrailers.com you'll also find a video new covering XNA GSE -in line with previous videos available on this regard at GT's site- with more interesting interviews: XNA - Part 1. This video can be also found on YouTube with some other XNA-related videos.
Watch this space ...
... well, anyway, the video covers the official XNA launch event, so you'll find interesting interviews with the guys we can thank for bringing to life this baby named "XNA GSE" as well as some community members that attended the meeting.
On GameTrailers.com you'll also find a video new covering XNA GSE -in line with previous videos available on this regard at GT's site- with more interesting interviews: XNA - Part 1. This video can be also found on YouTube with some other XNA-related videos.
Watch this space ...
Friday, December 15, 2006
TWO INTERESTING ARTICLES ABOUT XNA GSE
Yeap. It's true ...
- New Opportunities Offered by XNA: interview to Lionhead Studios boss, Peter Molyneux -by GameIndustry.biz.
- XNA In-Depth: 4-page interview to Microsoft's Dave Mitchell -by Gamasutra.
Thursday, December 14, 2006
DECEMBER 2006 DIRECTX SDK
Microsoft has released the latest SDK for DirectX.
Among what's new in the release you will find the official launch of DirectX 10.
I'm downloading it right now ...
Among what's new in the release you will find the official launch of DirectX 10.
I'm downloading it right now ...
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