Thursday, December 13, 2007

GOT IT!

I've finally downloaded and properly installed XNA GS 2.0. Yeah!

Having done that, I've decided to redesign my XNA-based engine from scratch, and in turn, my "never-ending" entry for the first DBP contest.

Meaning? Things are going to change a lot around here.

Thus, from this year-end and on I'll be posting comments regarding the development of my engine and games, showing pictures and so on (of course, eventually, I'll be also commenting on news -published by other sources- as well as doing some off-topic posts ... not on a regular basis but as exceptions).

My goal: to finish an entry for the main DBP compo.

Therefore, for news regarding XNA, pay a visit -as usual- to Ziggyware (you know it: an excellent site to get news, articles, tutorials, code snippets, watch videos and such).

Well, guys, I'll be blogging again soon.

Cheers!
Pete

[Now, if only I could find my old code ... ;) ]

Wednesday, December 12, 2007

FINALLY! GS 2.0 IS AROUND THE CORNER

Yes, at last! The final version of Game Studio v2.0 will be released this December, 13th, that is to say, tomorrow.

Follow this link to Ziggyware to get the links to the press release and the related forum thread. Or also visit Dave Weller's blog to find out more ...

Is it tomorrow? ... And now? .... How about now? ... Are you sure this watch is working? ... that's it! "8 hours to the future (enter)" ... ahhh downloading it now ... pheewww ... that's better!

Yeah, I know, no more coffe for me :)

See you all tomorrow.

VIDEOS FROM THE XNA EUROPEAN TOUR 2007

I've followed the links posted by Charles Cox to watch the videos from the XNA ET 2007.

So far, I've listened to Dave Mitchell presentation and some interesting topics cought my attention:

  1. Although no dates were disclosed, Dave commented that there are some plans related to the "YouTube For Games" project that will be revealed soon (maybe changes in the monthly-fee policy?),
  2. The RPG Starter Kit being currently developed,
  3. The second edition of the D.B.P. compo will deliver similar prizes to this year's ones, and
  4. Plus, the demo of the game targeted for children was kinda cue.

Does anybody know how the 4 winners of the publishing contract are doing with their projects? I'd love to see images or read comments on how their games are evolving in order to go gold.

Well, next video please.

Enjoy!

Tuesday, December 11, 2007

LOTS OF NICE PRESENTS THIS WEEK

Yestreday, David Weller announced two interesting things that Santa will deliver soon:

First, more details will be given about the upcoming warm-up challenge.

Second, and maybe the most interesting part of the announcememt -at least for me- and I quote: "... We will have lots of nice presents this week for all you good XNA developers ...".

So, have you been a good XNA developer this year?

Monday, December 10, 2007

MAPZONE EDITOR V2.6

With version 2.6 of ProFX comes along the respective version of MaPZone editor. For those of you who never heard about these two:
  • MaPZone is an quite handy editor that builds procedural textures, and
  • ProFX is a middleware solution that helps handling those procedural textures.

V2.6 of the editor isn't yet available for download but you can get it via 3DWorld magazine.

Now, what about ProFX? If you're using XNA you may have read this announcement: "ProFX to be part of Microsoft's XNA Tool Suite (2007, March 26)" and perhaps got excited. If so, hold your horses. No news, ETA, beta or even alpha whatsoever, just this thread.

Procedural texturing brings a lot of advantages over traditional texturing techniques. To mention a few:

  • you save deployment space, and depending on how and when you generate the final textures, disk space,
  • like in procedural shaders, the textures are generated at any given resolution, and
  • 4D textures (real-time recomputing of textures).

Thus, let's hope the guys from Allegorithmic and the XNA Team meet this week in Seattle to make the above-mentioned announcement become a soon reality.

Fingers crossed!

Sunday, December 09, 2007

PHYSX FOR (XNA) PHYSICS

Checking connect entries for XNA I found this one: Physics API.

Following one of the links provided by Mike555, I found a page where the guys behind MS Robotic Studio claim to have a managed wrapper for Ageia's PhysX.

I don't know whether this wrapper is a lite version or not (and by "lite" I mean if it doesn't implement all the functionality available in the original API), but it would be quite handy if the XNA Team could talk to these guys in order to integrate that managed API into XNA.

Possibilities could be endless for our games if that happens.

Let's hope someday we'll see an AAA physics API like Ageia's being integrated into XNA.

BTW, and switching topics to the warm-up challenge, let's thank Mykres for listing links to interesting sites that cover AI for games. Check the list out and do some reading.

Cheers!

Saturday, December 08, 2007

TO CONTESTS AND BEYOND!

Wow, mate! As we approach the year-end it's as if Santa brings a lot of incredible contests for us to choose. Just to mention a few:

First, we have Ziggyware's "Holiday Contest" when you can win one of the three available DX10-ready gfx cards plus subscriptions to the Microsoft XNA Creators Club, just by writing an XNA-based tutorial or a handy tool to help you develop your XNA creations. Piece of cake!

Second, we have the second edition of the "Dream.Build.Play compo", which includes the "warm-up challenge". Although the main compo's "precious treasure" wasn't yet disclosed, there are great prizes ahead for those who enter the challenge: (a) the possibility of an intership at Microsoft Research, Rare Ltd. or Lionhead Studios, (b) tickets to show your entry at GDC'08, and (c) $3,000.

Third, the "InstantAction Game Developer Contest" organized by GarageGames. The task: to create -at least- a playable game demo by using whatever engine you want. The grand prize: a publishing deal with InstantAction.com plus a lincese to Unity Pro with Asset Server (valued 1,999 american dollars).

Fourth, the ImageCup's "Game Development Competition". If you're a student and love using XNA GS for your game creations -as much as I do- you may find this one is the right for you. Hesitating? Read on: "... Not only will cash prizes be awarded, these winners will then have an opportunity to come to Microsoft and present their entry to the Microsoft games management team for possible inclusion as a download in the popular Xbox LIVE Arcade service or MSN Games Web site. The first place team or individual will also win the opportunity to become an apprentice at Microsoft's Interactive Entertainment Business as part of its internship program ...".

Last but not least -hang on to something, Acclaim's "Project Top Secret". I won't comment on this one because it took my breath away, and I'm recovering, so I'll just quote the following: "The winning Indie Development team, which will develop the game, receives an instant prize of $100,000 and Acclaim will pay the license fees for whatever commercial game engine the team chooses. This combination is capped at $1,000,000. Yes, you are free to use ANY commercial game engine!".

And these are just a few compos. You may find plenty more, just do a google search to be surprised.

But which one suits you and your team? There lays the tricky part ... are you ready to face the challenge? If so, go ahead, choose your compo, and slay the dragon!

"SILICON MINDS"

Do you want to win the opportunity to be interviewed for an internship with Microsoft Research, Rare Ltd. or Lionhead Studios? How about an invitation to show your entry at GDC 2008? Well then you would also love to cash in 3,000 american dollars.

Yes, the cat is out of the bag now ... you can win all of the above-mentioned prizes if you "... push the limits of Artificial Intelligence while building a game with XNA Game Studio 2.0 ...".

Interested? Then head over the Dream.Build.Play site, read the rules, dates, prizes and start coding! Hurry up! The entry period for submissions starts on December 20, 2007 and ends on January 27, 2008.

Cheers!

[Well Ziggy, one part of the plot is known, so I guess we'll now have to wait for a soon release of XNA GS v2 final ...]

Friday, December 07, 2007

IS THERE A PLOT SOMEWHERE?

Thanks to Ziggyware I read about Dream.Build.Play 2 and the new warm-up challenge scheduled to start this Dec 8th, 2007, that is, tomorrow.

Now, the XNA Team guys have previously announced that XNA Game Studio 2.0 Beta Program would end today, so is it me or something is being cooked right now??!!!

I don't know about you but I feel there's a plot somewhere ... hummmm ... ;)

Tuesday, November 20, 2007

XNA GAME STUDIO 2.0 (BETA) IS NOW AVAILABLE

As announced by the XNA Team, the beta version of the awaited XNA GS 2.0 has been released!!!

So go and visit the following:

  1. The official announcement :)
  2. The "What's new" page, and
  3. The beta home page.

Don't forget to check the new "Project Upgrade Wizard", the newly updated demo sample projects, and the "Net Rumble Starter Kit".

Enjoy!

Monday, November 05, 2007

NVIDIA PERFHUD 5.1

It's been a long time since my last post but I think this news deserves it ... the new version of nVidia's PerfHUD tool supports XNA builds.

Don't believe me? Just read this: "... PerfHUD 5.1 Highlights:

  • GeForce 8 Series support on Windows Vista and XP (older GPUs are also supported)
  • Microsoft Windows Vista support (DirectX 9 and 10)
  • New in 5.1! Instrumented driver updated to 163.71
  • New in 5.1! Compatibility with Managed and XNA applications ...".

To download this great real-time perfomance analysis tool, just navigate to this page.

Tuesday, August 14, 2007

SECOND DAY WEBCAST?

I don't know about you guys but the sessions of the first day were really great! So many info shared, previews, experiences, images, demos, videos, and so on. And the webcast itself was loud and clear ... I eperienced only one glitch and it was on my side (too many webpages opened).

I know it was announced that only the first day would be webcasted but, given the importance of the sessions and the fact that many of us couldn't attend the gamefest this year, let's hope the XNA Team decides -of course, if within possibilities- to webcast today's XNA sessions.

Fingers crossed!

Monday, August 13, 2007

XNA GS: FORGET THE FUN JUST SHOW ME THE MONEY!

Finally! The last webcast of the day has ended.

Frank Savage reminded us what's the current state and features of XNA GSE, what XNA "GS" 2 will bring, and what to expect for the first half of 2008.

I'm tired so I won't comment on the current status of GSE. What will come on v2 was already covered. So the juice is on 2008. Why? Because even though there are not further details on how they will implement it yet -meaning it's still under discussion- these guys are working on a way to help us reach the XBox Live Arcade market more easily (and then the Xbox360 retail disk distribution).

The final round of questions seemed pretty exhausting since everybody start asking and asking, even questions that had nothing to do with what this guys were supposed to talk about!

Some interesting Q&A:

  • Will we worthwhile building a game for the 360 in 2008 given the advances in technology which could make the 360 an obsolete console? Yes.
  • How can one convince any publisher that managed code & XNA can create a "blockbuster" game? The answer is simple, just convince them that your game is fun and sellable. they don't even care what technology you use to create the proof of concept, prototype or even the game itself.
  • How much does it cost to get a certificate? I think the first time you get in is free and after that you pay by submittion.

Well, that's all folks! I hope my comments on the webcasts help those unable to watch them because of bandwith restriction, bad connections, and so on.

Cheers!

NETWORKING COMMING UP NEXT!

The one we all were probably waiting for ... and is comming along nicely!

Some features we will find:

  • Reliable UDP, ordering, etc.
    Packages can be sent to a specific player and to all players on the session.
    360 players can join Windows sessions and viceversa.
    Player-to-player voice.
    "Lobby" management so as to sync games (isReady and isEveryoneReady properties).
    and much more.

Some we don't by now: Game invites, Leaderboards, etc.

Some we probably won't (or at least in the middle run):

  • Ranked matchmaking.
  • Achievements.
  • Raw sockets.

A couple of great questions:

  • ¿Dead Reckoning? Nope. This version will provide basic functionality, so you should build upon it by yourself.
  • ¿Beta Public Release? Maybe in a couple of months (more good news!).
  • Didn't get the answer about the kind of suscription to play networked games (silver or gold), maybe gold? Sorry about htis one.

Btw, if after building the game you try to host/join a session but get an unhandled exception, just recompile your code and try again ... :)

GAINING SOME PERFORMANCE ON XNA GSE

Man! I really need to get Shawn' slides ... very useful info and tips to program game using XNA GSE, both for Windows and the 360. He covered many areas, like graphics, math, threading and profilin tools.

Hereunder you will find some bullets:

  • Graphics: Shawn mentioned things like the spritebatch, then shaders, materials and effects, and finally renderstates. Some conclusions: use the GPU the most you can, don't forget to set SpriteSetMode, undesrtand the 360 system's calls and avoid the use of states blocks.
  • Math: is incredible how one can gain some performance by passing structs by reference and inline some computation. About the latter, constructs can be manually inlined (an example was provided). Those of us who have experienced .NET Framework 3 and 3.5 do know that the way this is handled in those versions of the .NET framework is quite handy.
  • Threading: a must! To take advantage of this feature on the 360 one have to understand how the cores and threads per core are organized as well as the fact that one must manually assign threads to the 360's cores (this is not done automatically for you). Also take due note that the Content Manager is not thread-safe and input handling is not threadable on windows (meaning, it has to run on the main thread, always).
  • Profiling Tools: there is not much help on the 360 to identify bottlenecks, thus, profile on windows and do some inference (of course, remember the way the compact framework deals with the GC and generations).

There were more points to mention about Shawn's presentation plus plenty of smart questions, but you'll have to watch the webcast later to get all of them ... ;)

Phew! ... a 30 minutes brake. Thanks so much! I need some rest ...

THE 10 RULES TO AVOID UNWANTED PERFORMANCE COSTS

"... measure, measure, ... , and measure". Yeap, that was what Rico Mariani said during the fourth webcast. The sooner you diagnose, the better.

The spirit associated to the above-mentioned "axiom" is driving your application to pay the costs of using managed code at the proper time, where and when you can afford those costs.

All the slides where quite interesting, and many relevant things were stated like:

  • "not all the dots are created equal" (this is related to "inlining").
  • structs are not as weel handled as reference types (although structs are sometimes preferable).
  • exception handling constrains optimization, and
  • many more.

Finally, there was a great comment, the proof for non-believers that managed code is suitable for game design are all the games that were created for the 360 using managed code (through XNA GSE, of course).

Well, now is Shawn's turn, so gotta go again.

PRE-MORTEM: SCHIZOID

What an interesting webcast this is: Jamie Fristrom & Bill Dugan (from Torpex Games) are commenting on their whole experience to bring Schizoid to the XBox Live! Arcade.

I do agree to what they have said about C#:
  • the C# vs. C++ discussion for game development is like "C++ vs. Assembly" many years ago. With C# you forget about pointers, and that alone says a lot. Plus, performance, speed, etc. is becoming less and less an issue as many games, demos and samples demonstrates, and
  • you don't need to use external languages for scripting (of course, you can do it if you want to), since you can use c# itself as a scripting language (as I said on this blog and on others' blogs).

In short, C# will rule (read my first posts).

What I don't agree -at least, partially: and I know Benny is also gonna hate me for this, is that Test-Driven Development is great for creating "proof-of-concepts" and prototypes -so as to bring your ideas close to the "real" thing quickly (and get some nasty bugs on the initial stages), but from a design viewpoint, relying only on tests to write the "final" implementation/output from scratch could be messy for the final stages and as a base for future projects (one could deem it as a "too aggressive" way of programming, again, only the final product, not the proptotypes).

I mean, you may find yourself in the need of changing many places to get the final product as well as to create future products (like "this class should be responsible for rendering this and that" -instead of the original class- and things like that) . And that could worsen, the bigger the game project, IMHO, of course.

With this I'm not saying "this approach is better than those", "don't use a rapid approach" or things like that. Instead, I'm saying "balance" is the key to a well-designed software. One should find its own approach -mostly if you're going solo, ... the one that you are most comfortable with, but it doesn't mean you have to use one and only one approach. In fact, your way of designing and programming games could be a mixture of methodologies derived from the type of project, available resources (including staff), time/stage/deadlines, and budget (estimated and current costs and ditto for funding).

Why "balance"? Because as these guys' just said (non-textual quote) "if you plan and discuss too much you face the risk that your project gets cancelled ..." (it doesn't matter whether you were implementing it or not), to what I must add, "... but if you plan too little you face the risk of having to redesign a lot of code at later stages."; both extremes could complicate things up in the end. So get the balance, optimus, equilibrium ("sounds" like a yoga class).

Now, I want to listen the round of questions, so bye ... for now!

XNA GAME STUDIO 2.0

The second presentation has finished and many interesting things came out. You can find some of the upcomingfeatures on the XNA Team Blog. Again, what happened to the "Express" word? Simpe. Everything lays now on a common ground!

The news ... there's new content available on the creators site:

You can check it out all here.

Also, you can watch a video of the first Xbox Live Arcade created all the way with XNA GSE: Schizoid (presented on the first webcast by the producers/developers of the game -Torpex Games- and is the focus of the third webcast, which is going to start in a couple of minutes).

Well, in fact I see the guys preparing the third webcast -images and sound is being transmitted- so, again, gotta go ... stay tuned!

AND THE WINNERS ARE ...

Have you watched the first webcast? A great intro by Chris Satchell with plenty of info about the future of XNA v2.0 (first surprise: get to the part about the "pro" version), expected numbers on the XBox Live market (growing very fast), XBOX Live Arcade and ... drums please ... the winners of the Dream.Build.Play compo of this year:

  1. First Place: two games will share this place, both getting all the prizes: "Blazing Birds" and the "The Dishwasher: Dead Samurai" ... btw, Chris, how cruel of you! ... :)
  2. Second Place: my connection went bad at this time but I guess this place is also shared ... please correct me if I'm wrong, but the games getting the second place are "Gravitron Ultra" and "Yo Ho Kablammo!" (the sound went bad but the pictures shown a Live Arcade image among the prizes, so I guess they also getting the opportunity for a publishing/distribution deal? If so, more congrats!)
  3. Third Place: the remaining finalists ... I can bet and hope that many-to-all of you will also get some interest deals and offers from distributors/publishers/etc. in the split of a second ... ;)

Congrats to all of you!

Also, there were shown great demos, in particular, I was amazed with the one presented by the guy of XSI (in fact, the procedural-textured terrain looked awesome).

Ah, yes, before the second webcast begins, in sync with Chris' presentation, Michael Klucher was also announcing XNA GS 2.0 at the XNA Team Blog ... what no "Express" term inthere? Mmmm ... just watch what Chris says about the "pro" version ...

Opps! gotta go ... Michael's presentation has started ...