The issue includes a first look to the XBO 360 Elite plus previews of "Grand Theft Auto IV (GTA 4)" and "Fable 2", and more, much more.
So, what are you waiting for?! Download it now!Monday, April 09, 2007
"360ZINE 5" NOW AVAILABLE FOR DOWNLOAD
CATCHIN' UP
After a short week-end off with my family the pimping nightmare is back ... sorry, folks ... :)
I'll be mainly catching up with all the news related to XNA today so please be patient while I publish all the posts since you know I like to publish one post per news item what takes a lot of time (and Mykres Space does a great job with the summary-styled news report).
So, enough talk and let's get started!Saturday, April 07, 2007
I'LL BE OUT FOR THE EASTER'S WEEKEND
Still, I'm aware that there have been some great news lately so next Monday check out this blog for the cascade of news I'm going to publish.
In the meantime, I leave you with 2 great links:
- John's list of links to XNA resources (thanks for " ... My favorite XNA News Blog ...").
- Abi's easter bunny ... ;)
[Also check the new design of my blog: on top part of the page you will find a dynamic news banner and on the left side you will see some random links to YouTube's videos related to game design, XNA GSE, xBOX360 and so on ...]
Wednesday, April 04, 2007
TUTORIAL: SIMPLE PARTICLE SYSTEM
From John's tuto: "... This tutorial describes a simple way to render particles using simple rendering techniques, and a custom vertex format in a 3D world ...".
APRIL'S DIRECTX SDK AVAILABLE FOR DOWNLOAD
The new features include:
- Improvements to the XACT UI,
- Improvements to PIX,
- Shader compiler update, and
- an effect-pools sample.
Please read Dave's post for full details. To download the SDK just follow this link.
Cheers!Tuesday, April 03, 2007
VISUAL3D.NET: BETA 1 ANNOUNCED
From the announcement: "... Realmware is happy to announce that Visual3D.NET Beta1 will be released April 30th, 2007. The list of features to be included in Beta1 as well as future releases can be seen on the Visual3D.NET Features page. Please register now to sign up for the Beta ...".
Visual3D.Net vs. Blade3D vs. TorqueX vs. doing all by your-self. Hummm ... so many choices ... which one will you choose?JAD ENGINE 1.1 RELEASED
I was following its development since it was originally called "Haddd" engine, so let me tell you that if you want to learn how to develop a robust and powerful engine, then Jad engine is a great knowledge base on the subject.
From the announcement: "... After more than 6 months of work the Jad Engine Team has finally released Jad Engine 1.1. This new version comes with lots of bug fixes, minor improvements (math library, multiple viewports,...) and major new features (virtual file system, scripting,..) ...".
You can download the engine from its hompage in Codeplex.
Cheers!"XNA WEEKLY ROUNDUP 27-03-07 TO 01-04-07"
From Mykres' post: "... it as been another quiet week in the world of XNA, but this week we have seen a few new Bloggers come onto the scene (Lets hope they keep the content flowing). We have also seen a refresh of the Garage Games Torque X Systems and the introduction of another starter kit, 'Platformer Starter Kit'.
Ziggy has posted an update to his tutorial collections, and we have seen an example of a Windows GUI System for the XNA Framework.
Just a Reminder guys that a lot of the XNA Community already hangs out on IRC on the Efnet Server in the #xna Channel, please drop by and say hello… it has been a but quiet there as well ...".
Find the whole news update here ...
"MICROSOFT ON LOWERING THE BARRIERS OF CREATIVITY"
From the article: "... With XNA Game Studio Express, it is a different approach. It's not just about modding a game that somebody's made; it's about making your own game. I definitely take your point [because] you need some skill to do it. Now I do think we've made it much easier with XNA Game Studio Express than it's ever been before, but when you add our partner products on top—like what we've done with Garage Games—then you actually have systems like Torque GameBuilder (TGB), which is drag and drop game development. You literally drag pieces in and you drop them. And then we have starter kits, so if you just want to mod an experience you can do that... So imagine if you take TGB and load up a pack and there's all the cool animated things—you just drag and drop them in, say what behavior you want and can start playing a game. And we actually licensed that from Garage Games so if you're a member of the Creator's Club in XNA you get that in your subscription ...".
Read on ...Monday, April 02, 2007
"BULLET HELL TACTICS": BETA TESTERS WANTED
So if you want to help the guy just get in touch a.s.a.p. (just read here for details).
Stay tuned to Kobingo's blog for more information."NETWORKING/INTERNET WITH SOCKETS" - PART 1(WINDOWS ONLY)
From the site's post: "... Many people have asked “Can I/How do I make internet/network games in XNA” and the replay has been “yes” or “yes but not on the Xbox360 until later”. So I wanted to produce a simple network/internet game & tutorial/explanation to show off how it’s done. I wanted to keep the game simple as not to get people lost between where the game starts/stops and where the networking starts/stops, whilst not making it to simple like string only string messages as games need to send some quite complex information at times ...".
Read on ..."XNATEXTURES.COM LAUNCHED!"
From the announcement: "... The site was formerly known as The TextureBin and already has over 1700 seamless high resolution textures! XNATextures.com is membership based though... we offer 3 types of membership:
- Free 15 day Trial - Same as the standard below but limited to 15 days.
- Standard Membership - Access to all the content on the site in lower resolutions (500 pixels wide).
- Premium Membership - Access to all the content in the standard membership AND full access to high resolution versions of all the textures as well as bump maps, alpha maps, and games sized versions (powers of 2) of the textures in high resolution ...".
"THRUST": THE SUCCESSOR OF XNA5D
From John's post: "... Let me preface this story with a note that this is in no way an April Fools joke. The successor of Xna5D is Thrust and composes of all I have learned thus far. I am also pleased to announce that I have been working on several aspects of it with Matthew Randall. I thank him very much for contributing what he can to the project, even with his very busy schedule. I have decided that the development cycle of Thrust will be much slower compared to Xna5D ...".
So, let's tWHERE'S MY GIANT SPIDER?!
Saturday, March 31, 2007
HANDLING THUMBSTICKS' INPUT VALUES
From Shawn's post: "... Good analog control has a huge impact on the feel of a game, and massaging your input values can do wonders to make things feel more controllable and responsive ...".
Read on!Friday, March 30, 2007
THE END OF KRISC'S "XNA5D"?
From John's post: "... I have been getting e-mails and have had some comments about the next release of Xna5D. I am happy to say that it won't be coming, at least not in the way anyone would expect it. I have been taking some time to take a deeper look into the design of the core as well as the design of XNA. I am specifically taking a look at content management, abstraction of services and entities. I have been working closely with a developer on the prior, working on a set of prototype classes that will serve as a complete replacement for any component functionality present in the Game class. I want more layers of functionality while maintaining 100% compatibility so that no one has to rewrite code if they do not want to. The latter, has yet to come to realization, but I have been researching some scripting and dynamic assembly programming so that code can be compiled and ran on the fly as well as loading and running of a complete assembly during game time ...".
Before you panic, then John adds: "... In the next few days I will be bringing a few changes to the site that reflect the new library and will at some point make the announcement about all the goodies ...".
Watch this space!Thursday, March 29, 2007
MORE ON XNA RSS-FEEDS CENTERS
From Garret's post: " ... For those that use Netvibes, I have shared my XNA tab full of RSS feeds. I slimmed it back down a little bit so there aren't any more of the dead blogs.
Click --> Here <-- to add the page to your netvibes ...".
"XNA PORTAL": YOUR RSS-FEEDS CENTER FOR XNA
So, if you have a site with news, articles, tutorials, games or any other topic or content related to XNA -and also has a RSS-feed enabled- then head over XNA Portal main page and add your news feed by entering the url of your RSS feed.
Nice one, guys!"INTRODUCTION TO COLLADA"
This 6-page publication is specifically the book's opening chapter.
From the excerpt: "... This chapter explains why the COLLADA technology has been developed. It provides a global view, defines the problems addressed by the technology, the main actors, and the goals and perspectives for this new technology. It provides an historic overview and information on how COLLADA is being designed and adopted. The goal is to give the reader an insight into how the design choices are made and how this technology might evolve ...".
I don't know much about this format. I know is making a lot of noise in the Industry these days. So maybe it's interesting to read it and catch up at least on the concepts behind the format.
Later.