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Microsoft Publishes Free XBox Development Tools

prostoalex writes "Microsoft announced the release of free XNA Game Studio Express tools for developing C# games that run on both Windows and XBox. They're also selling XNA Creators Club subscriptions, which, similar to MSDN subscriptions, offer access to sample code and additional documentation. Also, Microsoft is explicitly aiming towards uniting the Windows and XBox development platforms: 'You will have to compile the game once for each platform. In this release simply create a separate project for each platform and then compile them both. Our goal is to allow as much code as possible to be shared between those two projects, allowing you to use the same source files in both projects, but platform-specific code will need to be conditionally-compiled.'"

221 comments

  1. Not quite free.... by nullset · · Score: 5, Informative

    If you want to run the games on your own xbox, you need the "Creators Club" subscription...which costs $100/year.

    So it's not quite free. And you can't distribute the games to others....unless you distribute the source and they are also members of the creator's club.

    1. Re:Not quite free.... by Jazz-Masta · · Score: 5, Insightful

      It's a lot cheaper than a Gamecube, Wii, PS2, or PS3 dev kit. This is a major step forward. Indie developers can use it, even if it is $100 (which, let's face it, is not much money...two games worth) and if they create something worthwhile they can pay more to get it full licenced for release.

    2. Re:Not quite free.... by TodMinuit · · Score: 1

      PS2 had a Linux-based product called PS2Linux which was only, I think, $250. Came with 40GB hard drive, keyboard (nice keyboard), mouse, VGA cable, ethernet adapter, Linux software. No subscription needed. Not sure if you'd qualify it as a "dev kit" though.

      --
      I wonder if I use bold in my signature, people will notice my posts.
    3. Re:Not quite free.... by acidrain · · Score: 4, Informative

      The ps2 linux kit had device drivers instead of direct access to the graphics hardware, which made it useless for developing competitive console games.

      --
      -- http://thegirlorthecar.com funny dating game for guys
    4. Re:Not quite free.... by thopkins · · Score: 1

      Yeah, I'm pretty sure you can't do 3d acceleration with that, meaning no real games.

    5. Re:Not quite free.... by jt2377 · · Score: 0, Troll

      oh, please. STFU already. $99 is about the cost 2 of any PS3/Wii/360 games. if MS give their product away, you'll be crying like a little girl about how MS is abusing their powers.

    6. Re:Not quite free.... by pembo13 · · Score: 1

      So you're argueing that $99 is free? Cheap - yes, but you can't argue that that is free, right?

      --
      "Thanks for all the money you paid to us. We've used it to buy off ISO among other things" -Microsoft
    7. Re:Not quite free.... by TodMinuit · · Score: 1

      I'm pretty sure you had access to all the VUs, DMA, GS, and what-nots, which would allow for hardware rendering.

      --
      I wonder if I use bold in my signature, people will notice my posts.
    8. Re:Not quite free.... by Anonymous Coward · · Score: 0

      Uh oh. Something good from Microsoft. Shit. Now what do I do? I can't admit that Microsoft did something good. Yet I also don't want to just shut the hell up because god knows I'm not happy unless I'm shooting my mouth off. Wait a second... I got it! I'll bitch that the poster fucked up the title! Yeah, it's not ACTUALLY free. Forget that other dev kits cost tens of thousands of dollars. This is Micro$hit. It must be bad.

    9. Re:Not quite free.... by jandrese · · Score: 1

      With documentation? Having access to the hardware and being able to use it can be two very different things.

      --

      I read the internet for the articles.
    10. Re:Not quite free.... by Anonymous Coward · · Score: 0

      correct, you just didn't have access to the IOP...
      no optical drive or IO processcor hacking for you!

      which seems almost entirely reversed from linux on the ps3, where you get no gpu power and can do a little more real playing with the optical drive [ps2 linux can only read signed ps2 discs].

    11. Re:Not quite free.... by SScorpio · · Score: 2, Informative

      The PS2 Linux kit came with PDFs of the documentation that came with the professional very expensive Linux kit. I believe you receive 6 out of the 7 documents or something like that. I know they just didn't include one, though I don't remember which one it was.

    12. Re:Not quite free.... by SScorpio · · Score: 1

      All the $99 gets you is the ability to compile the code for you 360 and run it. You can freely develop on a PC and you don't have to pay the annual $99 fee. Sure it's not a tone of money, but it's not exactly cheap.

    13. Re:Not quite free.... by Rycross · · Score: 1

      Yeah but a PC isn't an XBox, nor is it a game console. The last system that let you do homebrew on a game console was the Playstation Yaroze, and that was $800. You can also do some dev on systems like the Dreamcast and the GBA, but thats using unnoficial tools.

      If you look at it that way, $99 is a pretty good deal. Yeah you can develop games for your PC for free, but the people who are going to be paying that want to develop on a console.

    14. Re:Not quite free.... by timmarhy · · Score: 1

      uh, i don't see how charging you a $99 fee that provides you with nothing that you haven't already paid for is a good deal. i'd say it's LESS OF A RIP OFF then other console platforms, but i wouldn't label it a good deal.

      --
      If you mod me down, I will become more powerful than you can imagine....
    15. Re:Not quite free.... by ClamIAm · · Score: 1, Insightful

      So it's not quite free.

      I disagree. It's more like "the first hit is free", a popular Microsoft strategy. They give away free, cut-down versions of stuff (Visual Studio, their virtualization thing), or sell things at a discount (PCs preloaded with Windows + cheap Office, education discounts). This way, people get trapped in their tangled web of "interoperability".

      I can imagine that Sony and Nintendo are none to amused at this, so I'll just sit back and wait for them to file antitrust complaints.

    16. Re:Not quite free.... by ShieldW0lf · · Score: 1

      It might not be free, but it's a hell of a lot cheaper than Trolltech charges.

      --
      -1 Uncomfortable Truth
    17. Re:Not quite free.... by Anonymous Coward · · Score: 1, Insightful

      Actually, jt2377 never stated $99=free. Jt2377 actually stated if microsoft actually gave their product away instead of charging a monthly fee, you still would be bitching that Microsft is abusing their monopoly. No matter what a good number of /.ers would bitch about anything Microsoft does unless they went out of business.

    18. Re:Not quite free.... by Anonymous Coward · · Score: 0

      Actually, the last sentence should be "No matter what, a good number of /.ers would bitch about what Microsoft does, that is unless they went out of business."

    19. Re:Not quite free.... by RabidOverYou · · Score: 1

      I can't believe you actually called out that it was a 'nice keyboard'. Slashdotites have more keyboards than fingers. Ooh, how good was the VGA cable?

    20. Re:Not quite free.... by CronoCloud · · Score: 1

      You're forgetting the PS2 Linux kit and Linux on the PS3. Officially supported.

      Even if you don't want to do 3D, you could do things with python, pygame and SDL

    21. Re:Not quite free.... by ribond · · Score: 5, Insightful
      Way to fail to own it. They gave you something free (yes, there are caveats) or at worst dirt-cheap, that others sell for much more. You can now choose -- your wallet or your "must-irrationaly-hate-ms" reflex?

      God help you if the indians get close to you with a few "gimme" rounds of texas hold'em. You'll never break free.

      ...you see where I'm going with this?

      it's almost like this truly vicious practice that many shareware vendors have (wolves in sheeps clothing, these guys). They offer you up a fantastic game as a trial version and then ask you to pay for it if you love it.

      bastards.

      I can imagine that Sony and Nintendo are none to amused at this, so I'll just sit back and wait for them to file antitrust complaints.
      ...yeah. but it's MS that stifles innovation. What antitrust issue do you see here? The 2nd place player in a field tries to gain an advantage by giving things away... I'd come up with an analogy but they seem to obvious. I'll let you run with it.
    22. Re:Not quite free.... by timmarhy · · Score: 1

      wrong. trolltech 's stuff is free under gpl. next please.

      --
      If you mod me down, I will become more powerful than you can imagine....
    23. Re:Not quite free.... by hitmanWilly1337 · · Score: 2, Insightful

      I feel my soul being sucked out as I say this but...

      M$ actually got something right for a change.

      Now before you start flaming away @ this, hear me out. I am a longtime Linux user myself (Slack 11.0 as of this writing) and am as big a M$ hater as they come. This time, though, M$ actually has a good idea.

      GASP...HORROR!!!!

      One of the biggest draws for me to PCs and PC gaming was the indie game development. I got tired first of platformers, then of FPS's, now of third person sneak arounds. The PC seemed the ideal platform for me because of the fact that anyone could download a compiler and design a game however they saw fit. I knew that someone, somewhere, would eventually start designing, or had already designed, something I would enjoy. And in the rare cases where that didn't happen, I could always do it myself. This is also what attracted me to FOSS in the first place. Not only did we have the power of the compiler, but a ready made development team around the world. w00t!!!
      What M$ is doing is trying to break into that market and bring that into the console world. Imagine that an indie game, spread across the internet, could be brought to the console world? Its a sad fact that most gamers today are moving towards the consoles. This might actually help breathe new life into the PC gaming world. Double w00t!!
      Now, granted, M$ is doing this in its usual bloated, monopolizing fashion. But we can't expect miracles, now can we?
      I'm done now, so flame on!!

      "I think we might actually crash this time"-Mal Reynolds, Serenity

    24. Re:Not quite free.... by asb · · Score: 2, Insightful

      if they create something worthwhile they can pay more to get it full licenced for release

      Let me rephrase that for you: "if they create something worthwhile they have to pay more to get it full licenced for release".

      Helpful, eh?

      --
      Antti S. Brax - Old school - http://www.iki.fi/asb/
    25. Re:Not quite free.... by ribond · · Score: 2, Insightful
      (sigh) where to start...




      Look everybody, a lying M$ astroturfer


      You've accused me of lying (that's emotionally loaded terminology in my mind)
      You're use of "m$" clearly identifies you as a disinterested observer? We all have opinions that we bring to the table. That mine is different than yours does not make me evil.
      ...and then you accused me of lying for money. We disagree somewhere, lets have a conversation rather than a shouting match.


      fraudulently misrepresenting themselves


      that's a lot of negatives, but I see where you're headed.


      Duh. M$ is leveraging their desktop operating system monopoly to gain an advantage (cross-subsidizing from their monopoly) in console gaming. That may be illegal.

      You pretending not to know that is telling


      That seems non-obvious. IANAL and all that, but offering development tools to the public and wailing antitrust seems like a stretch. What could MS offer to customers in any market for free without crossing your boundary here?
    26. Re:Not quite free.... by ribond · · Score: 2, Insightful
      awesome. ...then I read your profile to find...

      Keep your eye on the ball. SCO is merely running interference for M$. M$ is still taxing the world $40,000,000,000/year for a dozen programs it mostly wrote more than a decade ago.

      I'd counter-claim astroturfing, but I don't know who would be paying... :)

      You've clearly got a belief structure built up here... some people are christians, and frankly I don't agree with them either...
    27. Re:Not quite free.... by Cocoshimmy · · Score: 1

      You are right, but they pay LESS than what they normally would have had to. Independant developers normally have a limited budget to begin with and sometimes have developers working under little or no pay until the game gets published. If development is cancelled then they aren't forced to pay for dev kits for all their developers (which can cost $10,000-$30,000 per unit). If they publish the game then yes it will cost them in licensing fees and royalties to Microsoft but they stand to make some money at the same time.

    28. Re:Not quite free.... by ArcticCelt · · Score: 1
      "Look everybody, a lying M$ Supercalifragilisticexpialidocious"

      For what I know you are the aggressive shill who is trying to push your opinion down the throat of everybody. Also according to his Slashdot serial he was already here when you were just discovering the intarwebs on your AOL connection.

      (By the way my fancy word is more interesting than yours but keep it up you may impress one of your little nephews one day and who knows, maybe even sound intelligent! )

      --

      Yahh, hiii haaaaa! -Major Kong, from Dr. Strangelove
    29. Re:Not quite free.... by bensch128 · · Score: 2, Interesting

      Duh. M$ is leveraging their desktop operating system monopoly to gain an advantage (cross-subsidizing from their monopoly) in console gaming. That may be illegal.

      Perhapse. Mostly, I see it as a ploy to get kids to beg their parents "Oh, I can build games for the 360. Buy me a 360, please!!!!"
      If Sony was smart, they would go to a major games developer (EA?) and try the same thing for PS3.
      Or just wait for Mono to be ported to PS3 and then write drivers for it.

      I too think this is an innovative thing because hopefully, M$ will develop a decent UI for managing small-scaled 3D games ala flash.
      It would be interesting to see their interface.

      On the other hand, I can (and will) build games for my ipod on linux because
      1) I can (gcc toolchain for arm is free and the tool C++ is standard)
      2) no one is blocking me from doing so.

      Cheers
      Ben

    30. Re:Not quite free.... by shmlco · · Score: 1

      "Duh. M$ is leveraging their desktop operating system monopoly to gain an advantage (cross-subsidizing from their monopoly) in console gaming. That may be illegal."

      What company on the planet DOESN'T use existing sales dollars to create and subsidize new products?

      DUH.

      --
      Any sect, cult, or religion will legislate its creed into law if it acquires the political power to do so.
    31. Re:Not quite free.... by PatrickThomson · · Score: 1
      What company on the planet DOESN'T use existing sales dollars to create and subsidize new products?

      companies prevented from doing so by anti-monopoly laws? They're grossly undercutting other options in order to tie indie games to thier platform.

      The biggest problem with microsoft is that there are no analogies. No other company, process, or idea has the kind of staggering monopoly they do.

      Oh, and I checked ribond's history. He says some things which worm into your head, like this one, but I don't think there's enough volume to effectively actually be a paid shill, probably more like a misguided MS employee. And he uses a DS, so he can't be all bad :)

      --
      I am one of many. My idea is not unique, nor do I expect my voice alone to sway you. I speak in a chorus of opinion.
    32. Re:Not quite free.... by Anonymous Coward · · Score: 0

      before you start flaming Oh can I flame you?

      You loser, you've used "@" instaed of "at". And only immature spotty kids calls Microsoft "M$".

      And what the hell is "W00t"? You Muppet.

      And "Slack 11"? So what, when I were a kid we didn't have these fancy installers, we used command lines that didn't work. We installed from floppy disks, and thought 512Mb drives so bloody huge that none would ever be able to fill them up. We used 486DXs with 16mb of RAM and they were high powered CAD computers, Wordprocessing was done with 4MB of RAM and we were happy, because they had just replaced 8086s with 640k. And we had to save our work on 3 floppy disks, just incase the other two buggered up, which they often did.

      But using "M$", "W00t" and "@" not in email addresses, mean that whatever you say in your post is a pile of shite.

      Oh, and I'm posting Anonymously, as I'm a coward.
    33. Re:Not quite free.... by Anonymous Coward · · Score: 0

      Yeah but a PC isn't an XBox, nor is it a game console. The last system that let you do homebrew on a game console was the Playstation Yaroze, and that was $800.

      The Yaroze continued as YaBasic on the PS2. However, YaBasic was not a $800 special console, it was included on the demo disc. At least on the demo disc I got when I bought my PS2.

      After that came PS2 Linux and now PS3 Linux. The PS2 Linux was a paid add-on, but I believe the PS3 one is just a disc like YaBasic on the PS2.

    34. Re:Not quite free.... by vhogemann · · Score: 1

      Agreed,

      This is a major hit, and probably will boost PC and XBox game development. But, can it mean the end of Linux gaming? XNA will be the way to go for most development houses out there, and AFAIK it depends on Vista-only features... so probably Cedega/WineX won't help us.

      So, can Linux gaming have any hope of survival? I guess so, it looks like Microsoft wants C# to be the official language for game development, and we already have Mono, so in theory one could wrap the XNA API around SDL, ALSA, etc... to provide a compatibility layer for playing, and developing, games on Linux/BSD/MacOSX.

      The sad thing is... by using .NET, this XNA thing could be "The One Cross Platform Gaming SDK"(TM), write once play everywhere! Unfortunately it's Microsoft we're talking about, and they'll do everything to tie this tightly to Vista...

      --
      ---- You know how some doctors have the Messiah complex - they need to save the world? You've got the "Rubik's" complex
    35. Re:Not quite free.... by whoop · · Score: 0

      Does that include a compiler? Can you use a windows binary of gcc? Since it mentioned creating a project for the Xbox, I figure it is meant for Visual Studio. How many $100 bills is that again? And no, you can't count Pirate Bay...

    36. Re:Not quite free.... by molarmass192 · · Score: 1

      Yep, you're right, also don't forget that since you authored the code, you can develop against the GPL ver, and can just buy a QT license to distribute it if you decide to keep it closed. Seems fair to me.

      --

      Good people do not need laws to tell them to act responsibly, while bad people will find a way around the laws-Plato
    37. Re:Not quite free.... by derekned · · Score: 1

      Actually, I still own the PS2 Linux kit and I can back up the statement that it came with a nice keyboard. In this case I guess "nice" means "nicer than what I expected" since I was expecting Sony to throw in the cheapest keyboard they could find, which they didn't do. The VGA cable was unfortunately restricted to being used only with the PS2 Linux kit but as for quality, it was as good as any other.

    38. Re:Not quite free.... by Anonymous Coward · · Score: 0

      >it's almost like this truly vicious practice that many shareware vendors have (wolves in sheeps clothing, these guys). They offer you up a fantastic game as a trial version and then ask you to pay for it if you love it.

      Quoth Linus Torvalds:

      "In my opinion, shareware tends to combine the worst of commercial software (no sources) with the worst of free software (no finishing touches). I simply do not believe in the shareware market at all."

      I think most tech support would agree with Linus on the finishing touches aspect of shareware. And most coders agree on the lack of sources part. Customers just think it sucks all around.

      Shareware = lame.

    39. Re:Not quite free.... by CastrTroy · · Score: 1

      After paying for a license for windows, visual studio, your $100 fee (per year), you're very close to getting a $2000 full dev kit for the Wii. Although I'm not sure if they'll sell them in units of 1, I think it may be possible if you could get 20 of your closest internet friends together and order 20 dev kits. I don't think they'd really turn you down.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    40. Re:Not quite free.... by Blakey+Rat · · Score: 4, Interesting

      The only reason behind the $100 charge per year is the same reason they charge for approving drivers, or they charge for Xbox Live:

      To keep the riff-raff out.

      If you're paying $100 a year, you're likely a responsible enough adult that you'll not constantly submit Xbox Live Arcade games that completely suck, have no chance at being published, and waste a lot of Microsoft's time. (They charge for driver certification so they driver makers don't start using Microsoft as a free QA service. Similar concept. They charge for Xbox Live subscriptions so assholes don't make 30 of them to dodge bans.)

      It's a valid practice. $100 a year is NOTHING to anybody actually interested in game development, the only one is hurts are little kids who would produce crap games anyway. (And even THEN, they can produce as many crap games on PC as they want; the $100 only applies if you want to run it on an Xbox.)

      I like the insane leaps of logic required to make giving free dev tools away to the public look like a bad thing. While you're making up anti-Microsoft bullshit, remember that releasing stuff like this is what is going to give Microsoft a huge lead in console gaming and leave Sony in the dust.

    41. Re:Not quite free.... by Rycross · · Score: 1

      No graphic acceleration. Sorry, that doesn't count as officially supporting homebrew game dev. Once Sony opens up and lets people use the graphics hardware, we'll talk.

    42. Re:Not quite free.... by grazzy · · Score: 1

      20 of your closest internet friends to order a $2000 dev kit. Whowa. I wish I was as popular as you are :)

    43. Re:Not quite free.... by amliebsch · · Score: 2

      Does that include a compiler?

      The .NET SDK has always included a free command-line based compiler.

      I figure it is meant for Visual Studio. How many $100 bills is that again?

      Zero.

      --
      If you don't know where you are going, you will wind up somewhere else.
    44. Re:Not quite free.... by Anonymous Coward · · Score: 1, Insightful

      "can it mean the end of Linux gaming?"

      What?

      What Linux Gaming?

      Linux gamers feel their "hobby" threatened by this product?

      I thought the only way to go for Linux Gaming was up.

    45. Re:Not quite free.... by ericlondaits · · Score: 2, Informative

      You can use Visual Studio Express 2005, which is free (as in beer). In fact, according to this page:

      http://blogs.msdn.com/xna/archive/2006/10/10/XNA-G ame-Studio-Express_2C00_-C_2300_-and-Visual-C_2300 _-2005-Express-Edition.aspx

      the only version of Visual Studio you can use at the moment is the free one.

      --
      As a Slashdot discussion grows longer, the probability of an analogy involving cars approaches one.
    46. Re:Not quite free.... by Tolookah · · Score: 1

      Actually... no.
      From the Trolltech FAQ: http://www.trolltech.com/developer/knowledgebase/1 82/

      Entry number: 182 - Can we use the Open Source Edition while developing our non-opensource application and then purchase commercial licenses when we start to sell it?
      Answer: No. Our commercial license agreements only apply to software that was developed with Qt under the commercial license agreement. They do not apply to code that was developed with the Qt Open Source Edition prior to the agreement. Any software developed with Qt without a commercial license agreement must be released as Open Source software.

    47. Re:Not quite free.... by Anonymous Coward · · Score: 0

      After paying for a license for windows, visual studio, your $100 fee (per year), you're very close to getting a $2000 full dev kit for the Wii. No, it runs on the free Visual Studio Express. You currently can't run it on real pay-for Visual Studio, it requires the free version.

    48. Re:Not quite free.... by drinkypoo · · Score: 1

      You had access to the graphics hardware only through OpenGL, which eliminates pretty much all of the fun of working with a highly specialized platform. You also could not use the internal optical drive for anything but loading linux. On the PS3 the rumor is that you don't even get 3d graphics (but I haven't had this confirmed yet.)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    49. Re:Not quite free.... by drinkypoo · · Score: 1
      God help you if the indians get close to you with a few "gimme" rounds of texas hold'em. You'll never break free.

      Incidentally, I work in a tribal casino in Northern California. If anyone would like a $10 match play, let me know :D

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    50. Re:Not quite free.... by Netino · · Score: 1

      You forget to include the price of the C# of M$.

    51. Re:Not quite free.... by w1ll0w · · Score: 1

      I think it's kind of cool but it ends there. If it's c# only than it's pretty worthless for any hardware intensive games. I mean you can create your tetris clone but not much else. Any game that's going to push the system will need a lower level language. MS released this as a nice thing for people to get started but if your going to get into making hard core games than you will need to get the devkits and spend all the money.

    52. Re:Not quite free.... by ClamIAm · · Score: 1

      "must-irrationaly-hate-ms" reflex?

      Ah, the "irrational Microsoft basher" fallacy. I haven't been accused of that one in a while.

      What antitrust issue do you see here?

      With XNA, Microsoft is leveraging their Windows monopoly to artificially boost the Xbox. Think about it: if you are a game developer, whose platform looks the most appealing? Sony and Nintendo can't give you a platform that includes 95% of the desktop PC market. Only Microsoft can. And that, my friend, is what anti-trust laws are all about: protecting people and businesses from those who try to abuse their position in the marketplace.

    53. Re:Not quite free.... by ribond · · Score: 1
      Ah, the "irrational Microsoft basher" fallacy. I haven't been accused of that one in a while.

      Antitrust complaints around everything MS seem knee-jerk to me. That's what brings to mind the flail-at-ms image for me...

      With XNA, Microsoft is leveraging their Windows monopoly to artificially boost the Xbox. Think about it: if you are a game developer, whose platform looks the most appealing? Sony and Nintendo can't give you a platform that includes 95% of the desktop PC market. Only Microsoft can. And that, my friend, is what anti-trust laws are all about: protecting people and businesses from those who try to abuse their position in the marketplace.

      That's a rational argument -- thank you. :) They're in short supply on /. I disagree that MS has a built-into-windows advantage here.

      XNA allows someone to build something for 360 & windows, sure... but there is nothing stopping Sony from producing the same thing, right? In this case the only leverage that MS is getting out of it's windows franchise is via releasing tools on top of it. Sony can release their SDK for little or nothing to allow the same people to start developing for their platform. Sony could also (if they had the urge) invest in creating a development structure that spanned hardware platforms, or enable the same things on windows.

      MS has something good with the directX/xbox platforms... but they were created independent of the windows platform in a process that anyone can duplicate with a little bit of time and money. Sony certainly has both.
    54. Re:Not quite free.... by misteryman000 · · Score: 1

      Well check this out...it works grerat even BBc NEWS was talking about it couple weeks ago http://gifts.freepay.com/?r=35390977

  2. Creator's club not necessary to use XNA by Osty · · Score: 5, Informative

    The Creator's Club is only necessary if you want the extra content/samples/support or if you want to run XNA games on an Xbox 360 (for now you'll have to have a Creator's Club membership even if you only want to run others' code, but that should change in a future release). If you just want to build Windows games using XNA then there's no reason to get a Creator's Club subscription.

    1. Re:Creator's club not necessary to use XNA by Anonymous Coward · · Score: 0
      (for now you'll have to have a Creator's Club membership even if you only want to run others' code, but that should change in a future release)


      What are you basing that on?

    2. Re:Creator's club not necessary to use XNA by Osty · · Score: 2

      What are you basing that on?

      My own assumption based on comments from the XNA development team and community comments during the beta (XNA has been available in beta form since August). Right now, to be able to play XNA games on an Xbox 360 you need to have a Creator's Club subscription. This allows you to build and deploy your own games. The majority of the Xbox userbase has no interest in building games and would rather just play games instead. That's fine, but $100/year to be able to play indie games is a very steep entry fee. XNA is currently V1, and there are a lot of things that the XNA team has said weren't able to make it into this version and are under consideration for V2 or later. I expect the ability to download games in some manner (whether through a cheaper subscription, or by downloading the games from Marketplace, or by some other mechanism, I don't know) is very high on their priority list for the next version. Of course, that goal conflicts directly with the XBLA revenue stream, so they'll have to figure out how to protect the existing Marketplace while still allowing for indie games to be downloaded (for free? for pay?). That will be their biggest hurdle.

  3. Is it just me... by Programmerangel · · Score: 1, Interesting

    Is it just me, or would this speed up the development of Linux on the XBox 360?

    1. Re:Is it just me... by jonwil · · Score: 2, Informative

      Unless you can run the linux kernel on top of the .NET Common Language Runtime.
      Oh and someone would need to port it to C# too.

    2. Re:Is it just me... by Osty · · Score: 2, Insightful

      Is it just me, or would this speed up the development of Linux on the XBox 360?

      It's just you. I guess it might be technically possible to build a virtual machine on top of the .NET Framework Compact Edition which could then run Linux, but that's not anywhere near the same as running Linux on the Xbox 360.

    3. Re:Is it just me... by rbanffy · · Score: 1

      There must be some exploitable part that can be used to gain access to the hypervisor... It is Microsoft we are talking about.

    4. Re:Is it just me... by Osty · · Score: 1

      There must be some exploitable part that can be used to gain access to the hypervisor... It is Microsoft we are talking about.

      No games have been found to be exploitable yet, and they're mostly written by third-party companies that aren't as familiar with the Xbox 360 as Microsoft is. Why would you think that Microsoft would suddenly screw up on something as important as the .NET framework runtime?

      Say what you will about Microsoft and security, but from all indications it looks like Microsoft got it "right" this time around (where "right" means "nobody's hacked it after more than a year, and no that DVD-ROM firmware hack doesn't count," which may conflict with the Slashdot "it runs linux" definition of "right").

    5. Re:Is it just me... by T-Ranger · · Score: 1

      That argument works both ways. The third-party developers only develop against the "sanctioned" (or at least, documented) interfaces. The documented interfaces are the ones well tested (and designed, and hardened). The MSFT internal game devs dont necessarily have the same documents. (Or only the same documents). Or they have only the official docs, but when they run into problems they go down the hall to the kernel hackers and say "WTF, dude?", and get back "Oh, ya. That doesn't work. What you need to do is XYZZY-A-B-A-B-UP-DOWN-LEFT-RIGHT, and you get right in. Beer me!"

    6. Re:Is it just me... by Anonymous Coward · · Score: 0

      That sentence makes about as much sense as "Is it just me or what time is it"? If you start with "is it just me", you have to move on to ask something about somebody else. Sorry, pet peeve...

      (my other peeve is people who HAVE to say:
      "[blah blah blah]. Having said that, [more blah blah blah]..."
      or
      "[blah blah blah]. That being said, [moreblah blah blah]...".

      Yes I KNOW you just said it, and I can see you have more to say, just say it!

    7. Re:Is it just me... by stevenm86 · · Score: 1

      Unless you can somehow find a hole in the .NET framework that can be exploited to run native unsigned code. Then you can put in a bootloader and natively run the kernel. But this is likely to be quickly fixed.

    8. Re:Is it just me... by forkazoo · · Score: 1
      Is it just me, or would this speed up the development of Linux on the XBox 360?


      It's not obvious that this is the case, but it may well be useful. It largely depends on how much access to the hardware the developers have. If it is all abstracted through bullet proof drivers and the .NET VM, then it may be fairly uninteresting. If developers are able to poke the machines directly and tinker on a fairly low level, then they may well be able to sort out some things which will be useful to the Linux dev community. For example, if there is low level access to the hard drive, you can read all the OS files, and bootloader, and possibly try changing them. If you can only use OS provided API's for opening files, then the task is much more difficult because the boot loader may not be an actual file, and the OS can hide any files it wants to.
  4. Xbox 360 only by Mr2001 · · Score: 5, Informative

    Those of us who haven't upgraded should note that this is only for the 360, not the regular Xbox.

    --
    Visual IRC: Fast. Powerful. Free.
    1. Re:Xbox 360 only by Osty · · Score: 2, Informative

      Those of us who haven't upgraded should note that this is only for the 360, not the regular Xbox.

      That's okay. You can still use it to write Windows games for free, and if/when you do upgrade to a 360 it won't be much extra work to port your game to 360. At best it's just a matter of setting up a new project using the same source and building that; at worst you may have to change some code if you're doing something the 360 doesn't support.

    2. Re:Xbox 360 only by wolrahnaes · · Score: 1

      Not that this matters, as there are already many ways to develop for the original Xbox. If you have one of a few specific games, a memory card, and a USB cable you don't mind hacking you can do it for free.

      --
      I used to get high on life, but I developed a tolerance. Now I need something stronger.
  5. So I make a vijeo game for XBOX360 by CrazyJim1 · · Score: 1

    Who's gonna publish my game after I make it?

    1. Re:So I make a vijeo game for XBOX360 by Osty · · Score: 1

      Who's gonna publish my game after I make it?

      For now, you are. Your potential market consists of other users who have subscribed to the Creator's Club. Keep in mind that this is a "free" V1 product that has the potential compete with an existing monetary stream (XBLA games). Microsoft will eventually sort out a plan for how to properly distribute XNA games, but nobody knows when that will happen.

    2. Re:So I make a vijeo game for XBOX360 by Anonymous Coward · · Score: 0

      It would be published on the marketplace.

  6. SNES by Midnight+Thunder · · Score: 4, Interesting

    I would love to see Nintendo do something like this. I think allowing development using the SNES dev kit would allow those who want to get into console game development somewhere to start, yet not compromise what they are charging for their professional kit.

    --
    Jumpstart the tartan drive.
    1. Re:SNES by edwdig · · Score: 1

      I think allowing development using the SNES dev kit would allow those who want to get into console game development somewhere to start, yet not compromise what they are charging for their professional kit.

      SNES games were coded in assembly. They wouldn't gain much by opening that up.

      GBA is the sweet spot - powerful enough to code in C/C++, but weak enough that a team of a couple people can max out the power of the system.

    2. Re:SNES by ivan256 · · Score: 1

      GBA is the sweet spot - powerful enough to code in C/C++, but weak enough that a team of a couple people can max out the power of the system.

      I'm not sure what point you are trying to make. Almost no system is too underpowered to run compiled code, including the SNES. There is no system available on the planet right now that cannot be maxed out by one or two people... Even the most advanced renderers can be implemented by a very small number of people.

      SNES games were coded in assembly. They wouldn't gain much by opening that up.

      There are compiled language tools available for SNES development. There are compilers for pretty much any language that was available at the time for the 6502 (The main CPU in the SNES). I seriously doubt you could produce credible documentation that no SNES games used any compiled code. I'm sure that a large number of them used some, and many were likely mostly compiled.

    3. Re:SNES by modeless · · Score: 1

      I don't see why anyone would want experience developing a SNES game, it wouldn't transfer well to modern consoles. If you just want to know how the SNES works, an open-source emulator is the ultimate documentation. If you want to develop an indie game, it's a no-brainer to do it on PC. A top-of-the-line PC is already far better than any console including PS3, and if the game is good enough to be released on a console, porting it will be cake compared to building it in the first place.

    4. Re:SNES by Darkforge · · Score: 5, Interesting

      Hmm, thought I'd hit submit, but the post disappeared.

      Aaanyway. Nintendo has done you one better by providing Flash support in the Opera browser included in every Wii. That means that you can play games developed in Flash on your Wii using the Wiimote.

      Opera is already installed on every Wii (it's used to power the Wii Shop Channel), but to access other websites you have to use DNS redirection hacks... Once Opera is properly "released" you'll be able to use it freely. Meanwhile, wiicade.com is a website dedicated to developing/promoting Flash games explicitly designed to be played on the Wii.

      --

      When I moderate, I only use "-1, Overrated". That way, I never get meta-moderated!

    5. Re:SNES by flimflammer · · Score: 1

      "There are compiled language tools available for SNES development. There are compilers for pretty much any language that was available at the time for the 6502 (The main CPU in the SNES). I seriously doubt you could produce credible documentation that no SNES games used any compiled code. I'm sure that a large number of them used some, and many were likely mostly compiled."

      Just a bit of a note, the 6502 was the NES processor. The SNES had a 65816, which, admittedly, was technically backward compatible with the 6502. I think some games written for the SNES commercially were compiled in C. So it's not impossible, nor improbable.

    6. Re:SNES by colmore · · Score: 2, Insightful

      It would be interesting, but I think you'd find programming for the SNES and modern game programming to be different beasts.

      Back then, with much smaller resources, a lot of work was still done in assembler and some pretty low level code that is now taken care of by libraries. There isn't the need to squeeze every last inch of functionality out of hardware any more, and the coding is a lot different.

      --
      In Capitalist America, bank robs you!
    7. Re:SNES by Stormwatch · · Score: 3, Informative

      Not exactelly. Here's more wikitrivia for you: the CPU of the SNES was a Ricoh 5A22, which was based on the CMD/GTE 65c816, itself a version of the WDC 65C816. Now, the WDC 65816 was also the CPU of the Apple IIGS, and that is why the Apple IIGS was used as an early SNES devkit. Also, some SNES games had a built-in processor, the Nintendo SA-1, which was also based on the 65816.

    8. Re:SNES by Grey+Ninja · · Score: 1

      A SNES really isn't that far removed from a GBA or DS. The 2D capabilities of all 3 systems are quite similar. And interestingly enough, the sound processing on a DS is also quite similar. I wouldn't say that it's completely different.

    9. Re:SNES by Megane · · Score: 2, Interesting

      GBA is the sweet spot - powerful enough to code in C/C++, but weak enough that a team of a couple people can max out the power of the system.

      I'd say Sega Genesis is a sweet spot, too. 68K, large address space (4 megabytes in a cartridge with no bank switching), good C compilers (people have supposedly used MPW C with it), decent graphics/sprite support, less colors than SNES, but still a decent selection, and the original Sega documentation is out there. You won't be doing 3D on it, but it's a darn good 2D system. Used consoles are easy to find, cartridges are relatively easy to make, and it's supported for Wii download games.

      The Sega CD, on the other hand, is extremely under-documented (just try finding out about its BIOS calls--there are only about a dozen basic ones I've found references to), and it requires synchronizing two CPUs running at different speeds, in addition to having to swap parts of the game in and out all the time. And it's hard enough to fill up 4 megabytes without getting a couple of artists and musicians, but 650 megabytes is really hard to fill without cramming in FMV or CD audio.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    10. Re:SNES by edwdig · · Score: 2, Interesting

      I'm not sure what point you are trying to make. Almost no system is too underpowered to run compiled code, including the SNES.

      Obviously you can run compiled code on the SNES. You're just not going to get very good performance out of it. You have 3 general purpose registers on the SNES CPU. Compilers don't create very good code when they're that register starved. You can certainly code an average game in C, but if you're trying to do anything impressive, you won't get the performance you need.

      There is no system available on the planet right now that cannot be maxed out by one or two people... Even the most advanced renderers can be implemented by a very small number of people.

      A renderer isn't a complete game. You also need artists to create the art. You could try creating a commercial grade Xbox 360 title using 3 or 4 people, but by the time your artists finish their work, we'll be well into the life of the next Xbox at least. Also don't forget the time to create all the sound effects necessary. With a GBA game, a few people can create a finished title of commercial quality.

    11. Re:SNES by whoop · · Score: 1

      Back in the day, there was a pretty active SNES development community. I wrote a disassembler, while another guy wrote the assembler. I made some simple demos, but never got into it enough to make anything useful. I mostly just looked at huge blocks of commercial games' assembly for sport. What a dork.

    12. Re:SNES by ivan256 · · Score: 1

      You could try creating a commercial grade Xbox 360 title using 3 or 4 people, but by the time your artists finish their work, we'll be well into the life of the next Xbox at least.

      I could imagine some puzzle or fighter type games being created by small teams. The amount of art and sound for those games could be very low and still be a fun and visually stunning game.

    13. Re:SNES by Drakin020 · · Score: 0

      I would think doing something like RPG Creator or whatever it was for Playstation 1 would be great. Take that game and make it to where you can distribute it online....quite the idea there..

      --
      The greatest revenge in life is massive success.
    14. Re:SNES by Mattintosh · · Score: 1

      Only one SNES game ever used the SA-1, and that game was Super Mario RPG.

      Other coprocessors used in SNES cartridges were:
      SuperFX 1 - StarFox, Stunt Race FX, Vortex
      SuperFX 2 - SMW2: Yoshi's Island, StarFox 2(Japan only)
      DSP2 - Mega Man X2, Mega Man X3

      That's all the ones I know of, but there could be more.

      You'll note that all of the games above took a while for emulators to support, and to this day have some "issues" on various emulators. That's because each one of those coprocessors had to have an emulator written for it, and usually in assembly for performance reasons.

    15. Re:SNES by Stormwatch · · Score: 1

      Check your facts. Wikipedia lists 25 games that use the SA-1 ; it also lists 23 titles that used one of the four versions of the DSP . Among them, you will not find the aforementioned Megaman X titles, because they actually use the Cx4 . Lastly, there are also some SuperFX games you have failed to mention .

    16. Re:SNES by Anonymous Coward · · Score: 0

      Interesting, but... Isn't the Flash development software quite a bit more expensive than the Microsoft solution? IIRC, Flash would be ~$500 to set up development but free to deploy to the console, while Microsoft's offering is currently free to develop and $100 to deploy.

      Or is there other competent Flash development software available for free/cheap?

    17. Re:SNES by Mattintosh · · Score: 1

      Wikipedia lists 25 games that use the SA-1

      Of which, only Super Mario RPG came out in the USA. Hence, for those of us in the USA, SMRPG was the only game that used the SA-1. Also, at least one of the games listed as using the SA-1 wasn't even a SNES release. Try out that PGA Tour '96 link. It was a Genesis/MD game.

      Good call on the DSP's and the Cx4. I had those confused.

      As far as the SuperFX lists go, I'm pretty sure Dirt Trax FX used the SFX2 and Stunt Race FX used the SFX1. Stunt Race FX was released in 1994 before the SFX was updated, while Dirt Trax FX was released in 1995, after the update.

      Moral: Don't just blindly trust Wikipedia.

    18. Re:SNES by leabre · · Score: 1

      How about the HYDRA from www.xgamestation.com or www.parallax.com . It's CPU is a 32-bit CPU with 8 cores running at 80 MHz total. the only problem is 32k of ram with 128k expansion. even SNES was better than that in terms of memory. But, its a great start if that's what you're looking for.

      Thanks,
      Leabre

    19. Re:SNES by Stormwatch · · Score: 1
      Also, at least one of the games listed as using the SA-1 wasn't even a SNES release. Try out that PGA Tour '96 link. It was a Genesis/MD game. [...] Moral: Don't just blindly trust Wikipedia.
      Indeed, I must not trust Wikipedia blindly. If I did, I would not know that PGA Tour 96 had a SNES release.
  7. Channel 9 Demo by dilbert627 · · Score: 4, Informative

    This video on Channel9 shows off running a game on the Xbox. Pretty cool stuff.
    http://channel9.msdn.com/Showpost.aspx?postid=2612 54

  8. Non commercial by edwardpickman · · Score: 5, Insightful

    It strictly allows only non commercial development and no distribution including free over the net. There's is another commercial version that'll be released early next year but you still face the Microsoft bottle neck. You can't release commercial games unless they approve of them and take a health chunk of the profits. It'll allow you to develope for the Xbox 360 at a much lower risk but there are no guarentees you'll be able to release the game on Xbox 360. Microsoft still retains the final approval and demands their pound 'O fleash.

    1. Re:Non commercial by east+coast · · Score: 2, Insightful

      I'm not a game developer and I don't know much about it but what's the costs associated with developing for other consoles? MS offering educational stuff for free or damn close to it isn't that bad of a deal, from where I sit.

      MS put a lot of cash down to develop an entire platform, they stuck out their necks... if you're making cash from a venture involving their proprietary platform tell me where their cut comes from?

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    2. Re:Non commercial by jt2377 · · Score: 0

      uh...like you don't give a big chunk of money to Sony/Nintendo for your PS3/Wii games and Sony/Nintendo still retain the final approval and deman their pound 'O fleash.

      Why am i even bothering to reply? this is Slashdot where we must bash on every MS news/product.

    3. Re:Non commercial by Xzzy · · Score: 0, Troll

      Because you could download and use pygame, crystal space, irrlicht, ogre, sdl, whatever for free (both beer and speech) and be able distribute the game however you want. The only thing using this Microsoft download earns you is the ability to run the code on the 360.. which Microsoft is already making money on.

      A lot of people are going "holy cow! xbox programming! yay!" and ignoring that they're giving us tools that have existed in the pc world for decades. Microsoft isn't giving anyone anything.. they're seeing how much we'll pay for what we can get for free.

    4. Re:Non commercial by Anonymous Coward · · Score: 0

      Presumably, hardware sales. But they decided against that strategy.

    5. Re:Non commercial by Osty · · Score: 5, Informative

      A lot of people are going "holy cow! xbox programming! yay!" and ignoring that they're giving us tools that have existed in the pc world for decades. Microsoft isn't giving anyone anything.. they're seeing how much we'll pay for what we can get for free.

      There are two possible answers to this:

      1. When was the last time a company gave you a very inexpensive way to develop games for a console system? The last I can think of was Sony's Net Yaroze (essentially a limited PS1 dev kit), but that was quite a bit more expensive than XNA currently is (at $100/year, it'll take 7.5 years for a Creator's Club subscription to equal the cost of a Net Yaroze). PS2 Linux doesn't count as it was seriously hindered in its capabilities, and PS3 Linux won't count until you can fully utilize the GPU. GBADev and DSDev don't count because they're not official development tools provided by Nintendo and rely on hacks to allow you to run your code on the handhelds directly.
      2. What other frameworks allow you to build games for both PC (windows) and console (xbox 360) at the same time (there are a few minor differences you need to take into account, but if you write a game for Windows using XNA it's mostly trivial to re-build that for 360, with maybe a few shader tweaks here and there)? Do those frameworks allow you to load your game onto the console in a "legal" (non-modchip, non-hack) way? A framework like Torque doesn't count becase you still have to be able to get a 360 dev kit to be able to run your game (dev kits cost upwards of $10K, and getting one requires you to jump through a bunch of hoops proving that you're a competent software developer with a high likelihood of actually being able to ship your game in a timely manner among many other things).

      That tools like this have existed on the PC for a while is a red herring, because tools like this for consoles generally have not. If you want to stick with PC development, that's fine, but it's orthogonal to the discussion at hand.

    6. Re:Non commercial by east+coast · · Score: 1

      The only thing using this Microsoft download earns you is the ability to run the code on the 360.. which Microsoft is already making money on.

      Really? I wasn't aware that MS was making money off the 360 in terms of either hardware sales or you running your own code off of their unit.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
    7. Re:Non commercial by flimflammer · · Score: 1

      A lot of people find the prospect of developing for consoles to be more exciting or fun, and there is also the fact that consoles remain the same in terms of power. You have what you have, and can't require your end user need anything else, nor need to worry about your game running too slowly on any percentage of the user base.

      I like that environment, personally.

    8. Re:Non commercial by SnprBoB86 · · Score: 1

      You can, however, make commercial _Windows_ games using XNA.

      --
      http://brandonbloom.name
    9. Re:Non commercial by nobodyman · · Score: 1
      Microsoft isn't giving anyone anything.. they're seeing how much we'll pay for what we can get for free.


      What are you talking about? A consumer/indie console sdk is a dream come true for anywone who's wanted to develop on a console. Show my any pygame app deployed on any console that comes anywhere close to looking like XNA Racer.
    10. Re:Non commercial by Anonymous Coward · · Score: 0

      And C#, what this be? C++++?

    11. Re:Non commercial by Cyberax · · Score: 1

      That's a moot point. XNA Studio is not a proper dev kit.

      You CAN'T develop real games with such licensing restrictions.

    12. Re:Non commercial by Osty · · Score: 1

      That's a moot point. XNA Studio is not a proper dev kit.

      Correction: XNA is not a retail Xbox 360 game dev kit. With V1, it's a hobbyist kit with which you can create games that other hobbyists (defined as "Xbox Live Gold or Silver subscribers with a Content Creator's Club subscription") can play. Expect that to change in later versions as the XNA team works out distribution arrangements on the Marketplace.

      You CAN'T develop real games with such licensing restrictions.

      I just installed the RTM release (I had been using Beta 2). I took the liberty of copying the EULA just to make sure we're all on the same page. As I read it, there are two interesting clauses.

      First, Windows games (sorry for the bad formatting, but this is how it copied out of the installer into Notepad):

      a. Programs developed for the Windows platform
      i. Distributable Code. The software contains code that you are permitted to distribute in programs you develop for the Windows platform only, if you comply with the terms below.
      A. Right to Use and Distribute. The code files listed below are "Distributable Code."
      You may copy and distribute the file XNAFX_REDIST.MSI and permit distributors of your programs to copy and distribute the Distributable Code as part of those Windows platform programs.
      B. Distribution Requirements. For any Distributable Code you distribute, you must
      add significant primary functionality to it in your programs;
      require distributors and external end users to agree to terms that protect it at least as much as this agreement;
      display your valid copyright notice on your programs; and
      indemnify, defend, and hold harmless Microsoft from any claims, including attorneys' fees, related to the distribution or use of your programs.
      C. Distribution Restrictions. You may not
      alter any copyright, trademark or patent notice in the Distributable Code;
      use Microsoft's trademarks in your programs' names or in a way that suggests your programs come from or are endorsed by Microsoft;
      distribute Distributable Code to run on a platform other than the Windows platform;
      include Distributable Code in malicious, deceptive or unlawful programs; or
      modify or distribute the source code of any Distributable Code so that any part of it becomes subject to an Excluded License. An Excluded License is one that requires, as a condition of use, modification or distribution, that
      the code be disclosed or distributed in source code form; or
      others have the right to modify it.

      Essentially what that says is, "You can distribute your games for Windows as much as you like, but if you're going to use one of the XNA Starter Kits as the basis of your game then you need to substantially alter it (i.e., you can't release 'Spacewars Retro/Evolved Deluxe', but you could use Spacewars as a basis for 'Super Asteroid Miner 20x6' assuming you substantially change the code). Redistribution of the various necessary bits for XNA to work on a non-development computer is allowed."

      Now for the Xbox 360 parts, which I believe is what you're up in arms about:

      b. Programs developed for the Xbox 360 Platform
      i. Personal Use. Use of any programs developed for the Xbox platform using the software is restricted to your personal, non-commercial use.
      ii. Distributable Code. You are not permitted to distribute the Distributable Code for programs developed for the Xbox 360 platform.
      iii. Additional Requirements. In order to use any programs developed for the Xbox 360 platform on your Xbox 360, you will need to
      Download Microsoft XNA Game Launcher from Xbox Live Marketplace;
      Obtain a Silver or Gold Xbox Live subscription;
      Have a current membership to the Microsoft XNA Creators Club, available from Xbox Live Marketplace; and
      Comply with the Microsoft XNA Creators Club offer terms, Xbox Live Cod

    13. Re:Non commercial by Xzerix · · Score: 1

      Am I the only one here thinking GP2X?

      Hand-held console, SD card interface and Free dev tools from the word go. Ok, so It's primarily a home-brew console from the start, but commercial games ARE starting to appear.

      -Pete.

      --
      You just *know* than my other sig is funny...
    14. Re:Non commercial by TeraCo · · Score: 1

      They recently announced that they've 'broken even' on hardware. I took this to mean they've become efficient enough that the cost of making one is now the same as the money they get from selling it. So technically they do make a tiny amount off the console itself. (It's been suggested that now that they're breaking even they're ready to drop the price some more to compete against the PS3 better).

      --
      Not Meta-modding due to apathy.
    15. Re:Non commercial by Anonymous Coward · · Score: 0

      Microsoft, and all of the console manufacturers, sell the hardware at a loss. They subsidize the equipment that you buy. They expect to make back their money on sales of games.

      This isn't some evil conspiracy -- this is just the business model of how to sell consoles AND games to people who want them. Would you pay the actual cost of any console? The actual cost of all of the modern consoles is $600 to $800. Somehow, I doubt you would -- and nor would I, or anyone else.

      So Microsoft, and Sony, and Nintendo, etc. have made something possible that would not otherwise be possible. And you bitch about it, because you don't understand it.

      The royalties that game creators pay to the console manufacturers are how the entire business model works. Without that, you can shut up, and forget about console games entirely.

    16. Re:Non commercial by Anonymous Coward · · Score: 0

      You don't need hacks to run code on a GBA (just a flashcart). The DS you do need a hack, but there are commercial game cards that can do it for you now (for around $20 if I'm not mistaken), so I don't know if that still counts as a hack or not.

  9. Here's the free code by EmbeddedJanitor · · Score: 4, Funny
    freecode.c

    #include "creatorsclub.h"

    --
    Engineering is the art of compromise.
  10. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  11. yeehaw! I'm gonna write me a program! by ILuvRamen · · Score: 3, Funny

    I'll get right on working on a version of Open Office that runs on the Xbox :-D Then I can use that incredibly fast direction pad to type my documents. Ooh and I could bring in my Xbox for powerpoint presentations at school and have some fun when I'm not using it for that! The possibilities are endless! You may think that's a dumb idea but have you looked at the public domain roms made from scratch by people in their basements for earlier consoles like SNES, Genesis, and N64? THEY SUCK! Regular people aren't very good at console programming I guess. Office it is! :-D

    --
    Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
    1. Re:yeehaw! I'm gonna write me a program! by scribblej · · Score: 1

      OpenOffice is already available for the Xbox, I imagine... but with only 64m of RAM, it's not going to be pretty.

      I run Xebian on my Xbox, and run mythtv-frontend from within there to watch my mythtv. It's just barely passable, the famerate is sometimes noticable. Anyhow, it's a full Debian system; I'm sure OpenOffice is in the package management.

    2. Re:yeehaw! I'm gonna write me a program! by poot_rootbeer · · Score: 1

      have you looked at the public domain roms made from scratch by people in their basements for earlier consoles like SNES, Genesis, and N64? THEY SUCK! Regular people aren't very good at console programming I guess.

      Wait... you're surprised that a single hobbyist coder hacking in his spare time can't produce results comparable to a team of 6-20 game developers working full time on a project for several months? The hell you say.

  12. Sample code with XNA: Madelbrot at 60fps by jeswin · · Score: 2, Interesting

    Here is some interesting code, using C# and the pixel shader which draws fractals 60 times a second using the XBox GPU. Initially I was skeptical about coding games with managed code (like C#), but it looks like we will see some games written in .Net. The drawing underneath still gets done natively, but you will be insulated to some extent.

    Interestingly, Mono is planning to bring XNA to other platforms. Hopefully we will see PS3 running XNA sometime soon (quite possible, since PS3 already runs Mono).

    --
    Life is a conviction.
    1. Re:Sample code with XNA: Madelbrot at 60fps by Osty · · Score: 2, Informative

      Here is some interesting code, using C# and the pixel shader which draws fractals 60 times a second using the XBox GPU. Initially I was skeptical about coding games with managed code (like C#), but it looks like we will see some games written in .Net. The drawing underneath still gets done natively, but you will be insulated to some extent.

      XNA is just the next version of DirectX's managed interface (it's changed quite a bit from DirectX 9's MDX interface). Anything you can do with DirectX, you can do with XNA.

      As for "games written in .NET", here is a video of the XBLA Marble Blast Ultra (built using the native-code Torque engine) converted over to XNA and .NET. You might not be able to build the next Gears of War or Halo 3 using XNA, but there's no reason why you couldn't build Marble Blast Ultra or Geometry Wars.

    2. Re:Sample code with XNA: Madelbrot at 60fps by AArmadillo · · Score: 1

      Even more interesting is the XNA Racer game that renders at 1080p with 2x antialiasing and 30 fps. Granted, the environment is not incredibly detailed, but I was surprised to see managed code do that.

    3. Re:Sample code with XNA: Madelbrot at 60fps by slapout · · Score: 1

      I believe that C# can stand on it's own. It doesn't have to be compiled to managed code.

      --
      Coder's Stone: The programming language quick ref for iPad
    4. Re:Sample code with XNA: Madelbrot at 60fps by 2megs · · Score: 1

      Why surprised? Once a program says "draw this polygon" it's up to the graphics chip to render it. The graphics chip doesn't know or care whether the command came from managed or unmanaged or anything else. On the other hand, managed code is probably capable of saying "draw this polygon" a lot fewer times per second...leaving the graphics chip a lot more time per polygon to spend on those extra pixels.

    5. Re:Sample code with XNA: Madelbrot at 60fps by Anonymous Coward · · Score: 1

      So you've found some code that runs in the GPU and somehow this proves C# (which is doing absolutely nothing in this case) is fast enough for games. Sorry, show me a C# game that couldn't be done in 1999 (no XNA demo I've seen qualifies). Then I'll be convinced.

    6. Re:Sample code with XNA: Madelbrot at 60fps by edxwelch · · Score: 1

      Well that's a demo that was written specifically to showcase that c# is not slower than non managed languages.
      Try a more real world case, somebody rewrote Quake2 in managed c++ (http://www.codeproject.com/managedcpp/quake2.asp) linking it to .NET and it ran 85% of the speed of the origonal... I assume that c# would be even slower because of the way it creates all objects on the heap
      That at least shows that while managed code doesn't perform bad, it's definately slower than c++

    7. Re:Sample code with XNA: Madelbrot at 60fps by Anonymous Coward · · Score: 0

      the xbox c# is a _lot_ more optimized.

  13. Take that Stallman! by Timbotronic · · Score: 5, Funny

    From the FAQ:
    Q: What does XNA stand for?
    A: XNA's Not Acronymed

    Seems even the Evil Empire has a sense of humour.

    --

    One of these days I'm moving to Theory - everything works there

    1. Re:Take that Stallman! by ticklish2day · · Score: 2, Interesting

      Humor, the hallmark of yet another J. Allard led group.

    2. Re:Take that Stallman! by Anonymous Coward · · Score: 0

      Given the allusion to GNU, I guess the translation is:

      XNA
      XNA's Not Acronymed
      XNA's Not GNU
      XNA's Not Free

    3. Re:Take that Stallman! by Anonymous Coward · · Score: 0

      Yeah, that makes sense. No, wait. It doesn't.

    4. Re:Take that Stallman! by Shadowlore · · Score: 1

      yet they say OSS doesn't innovate.

      --
      My Suburban burns less gasoline than your Prius.
    5. Re:Take that Stallman! by spitzak · · Score: 1

      My god you are stupid!

      Hint: acronyms contain the letters that start the words that it stands for.

      A "recursive acronym" uses itself as one of the words.

      RMS is well known for using recursive acronyms. He is also known for using the words "GNU" and "Free" but that has NOTHING to do with this.

      I do love how posters all say "those recursive acronyms are so childish, why doesn't OSS grow up?", and then the moment MicroSoft does it they say "oh MicroSoft has a sense of humor!"

  14. Burger King ! by up2ng · · Score: 4, Funny

    Just find a way to murderlize the King and they'll sell it for $3.99 with a meal

    --
    Success is not the result of spontaneous combustion, you must set yourself on fire.
    1. Re:Burger King ! by theMerovingian · · Score: 1


      Hey the racing game is pretty fun for $4. I haven't tried the other two though.

      The worst part of it was my wife making fun of me for being excited about a happy meal toy :)

      --
      "If you think you have things under control, you're not going fast enough." --Mario Andretti
  15. XNA is not bad by Maurice · · Score: 5, Informative

    I come from a low level graphics programming background. Having played around with the XNA betas that have been out for a while, I must say that XNA is probably the easiest way to get an amateur started with DirectX programming and game development. It seems almost like Microsoft is trying to get the grass roots hooked onto the platform so that the next generation of game programmers prefer the MS platform.

    Oh, and people who compare XNA to game engines like Ogre are missing the point. XNA is not a game engine, it's more of a development tool/platform. It does come with lots of library code, but it's not a full-fledged game engine.

    1. Re:XNA is not bad by MelloDawg · · Score: 4, Interesting

      I attended the XNA Open House this evening. The first demo consisted of downloading a model from TurboSquid, adding it to a XNA Game project, writing about 15 lines of code ... and boom -- there was a rendered ship that was lit, spining and was controlable by the 360 controller. Ridiculously easy.

      The entry barrier has been lowered significant. I forsee alot people taking advantage of this platform.

      --
      /. is irrelevant.
    2. Re:XNA is not bad by ggy · · Score: 1
      Oh, and people who compare XNA to game engines like Ogre are missing the point. XNA is not a game engine, it's more of a development tool/platform. It does come with lots of library code, but it's not a full-fledged game engine.
      Well, neither is Ogre.

      From Ogres about page: ( http://www.ogre3d.org/index.php?option=com_content &task=view&id=19&Itemid=79)
      "Is OGRE A Game Engine?
      No. OGRE can be (and indeed has been) used to make games, but OGRE is deliberately designed to provide just a world-class graphics solution; for other features like sound, networking, AI, collision, physics etc, you will need to integrate it with other libraries, something several frameworks have done, and we have a collision / physics reference integration library as an example in our distribution."
    3. Re:XNA is not bad by cafard · · Score: 1

      people who compare XNA to game engines like Ogre are missing the point. XNA is not a game engine, it's more of a development tool/platform. It does come with lots of library code, but it's not a full-fledged game engine.

      Before saying people are missing the point, it might be better to do a bit of research on your subject a bit, as Ogre is *not* a full-fledged game engine. Ogre deals with graphics, that is all. No sound, no physics, no networking, only a reduced input management layer to make the engine demos easier to code. Who's missing the point?

      --
      This post is awesome.
    4. Re:XNA is not bad by Shadowlore · · Score: 1

      Downloading a pre-made model and making it move is something that can easily be done, or made easy by a toolkit. But games are a lot more than that. There is the interaction between objects, AIs, pathing, all sorts of things needed. How does XNA compare when doing these items? Just because you can make a demo of a model being moved by a controller doesn't mean that making games will be easy. For all we know the rest may well be difficult.

      --
      My Suburban burns less gasoline than your Prius.
    5. Re:XNA is not bad by Anonymous Coward · · Score: 0

      > It seems almost like Microsoft is trying to get the grass roots hooked onto the
      > platform so that the next generation of game programmers prefer the MS platform.

      And a big part of that is getting folks hooked on C# rather than C++.

    6. Re:XNA is not bad by WheresMyDingo · · Score: 1
      and boom -- there was a rendered ship

      wow-- Steve Jobs http://www.youtube.com/watch?v=r8L39UwOS-Y was demoing a Microsoft product?

  16. Very low level API by Sir+Homer · · Score: 1, Informative

    Don't think this is a game engine or anything, this is very close to being a wrapper around Direct X, execpt missing alot of features of DirectX including most of DirectInput. It's ok for making Xbox360 games, but there are MUCH MUCH better toolkits for free for PC development then XNA.

    1. Re:Very low level API by MSFanBoi2 · · Score: 1

      Like what? Honestly what is a better toolkit for developing games on the PC?

    2. Re:Very low level API by Osty · · Score: 2, Interesting

      this is very close to being a wrapper around Direct X, execpt missing alot of features of DirectX including most of DirectInput.

      Absolutely correct. Think of XNA as MDX (Managed DirectX) version 2.0. Oh, and DirectInput is missing because that's being replaced by XInput. It's easier to work with, and will be the way of the future (DirectInput will still be supported in DirectX, of course, since DirectX strives hard to be backwards compatible across versions).

      It's ok for making Xbox360 games, but there are MUCH MUCH better toolkits for free for PC development then XNA.

      Which of those other toolkits can target Xbox 360? Which ones support .NET code (aside from Managed DirectX, which is superseded by XNA)? Of course toolkits exist for the PC. That has nothing at all to do with XNA.

    3. Re:Very low level API by flimflammer · · Score: 1

      Absolutely correct. Think of XNA as MDX (Managed DirectX) version 2.0. Oh, and DirectInput is missing because that's being replaced by XInput [wikipedia.org]. It's easier to work with, and will be the way of the future (DirectInput will still be supported in DirectX, of course, since DirectX strives hard to be backwards compatible across versions). AFAIK, XInput has the ridiculous requirement of needing the 360 PC Controller to function at all. That may have changed since I first looked into it at it's release (times change after all...) but if it hasn't, it's really nowhere near a good replacement for DirectInput.
    4. Re:Very low level API by Osty · · Score: 1

      AFAIK, XInput has the ridiculous requirement of needing the 360 PC Controller to function at all. That may have changed since I first looked into it at it's release (times change after all...) but if it hasn't, it's really nowhere near a good replacement for DirectInput.

      XInput works with keyboards and mice as well (for example, see the Spacewars demo game that's included with XNA Game Studio Express for keyboard support). As for joysticks/gamepads/other controllers, that's up to the developers. They should be able to write their own XInput drivers. Xbox 360 controllers already have a driver available that should work with the Xbox 360 wired controller (also called the Xbox 360 PC controller, exact same product with different packaging), any third-party wired 360 controllers (I haven't tested this, mostly because 99% of third-party controllers suck), and now also the 360 wireless controllers with the Xbox 360 Wireless Gaming Receiver (good luck finding one in stores, as they're currently relatively rare).

    5. Re:Very low level API by Anonymous Coward · · Score: 0

      The starter kit game that comes with the package seems to use the keyboard just fine.

    6. Re:Very low level API by ravyne · · Score: 1

      In addition to Osty's very good points, I'll give you another one: Standardization.

      The largest headache with DirectInput was that it supported every device under the sun and there was absolutely no standard as to which Buttons/D-pads/Sticks/Triggers on the physical device mapped to which logical button/axis. Which is to say that "button 1" might very well be the 6 o'clock face button on one device, and it might be the secondary left shoulder button on another. Even ignoring that, the sheer breadth of devices was a nightmare. Things ranged from very simple digital D-pad + 4 buttons, to full flight-sim gear with 4+ axis and many tens of buttons. All of this through a single interface. It was overly complex for 99% of everything it was ever used for and for the 1% that benefitted from such a bewildering array of options, was still increadibly obtuse.

      Ignoring the API (Which is joke-easy by the way; I implimented an Xinput interface through my own abstract control interface in 30 minutes, never having seen a single line of XInput code before.) what XInput does is provide a standard for the controler's physical layout. In XInput, "Button 1" is always the six o'clock face button, and the primary X/Y axis is always mapped to the left thumbstick for example. Other manufacturers are free to make XInput devices of there own (and many already do in the form of 3rd party 360 controllers) and its the biggest god-send to PC input since the industry adoption of the computer mouse.

      Besides all that, I've never met a PC gamepad that I liked better than the 360 gamepads.

    7. Re:Very low level API by everphilski · · Score: 0, Flamebait

      Openscenegraph, while an excellent rendering environment (I use it at work) does not handle input, sound, etc. Neither does Ogre. Your link to CrystalSpace is bad and I don't have time to research it but I imagine, it doesn't either. Try comparing apples to apples next time, please.

    8. Re:Very low level API by xantho · · Score: 1

      Was that in response to Osty? Because none of those are very useful for developing for the XBox or 360, right? I think his point was that, sure there are tons of toolkits and libraries for games and 3d graphics on the PC, but there hasn't been a tool like this that allows developers to target both platforms simultaneously and easily.

    9. Re:Very low level API by the_greywolf · · Score: 1
      Try comparing apples to apples next time, please.

      "Comparing apples to oranges" is perfectly valid. Please use a different silly analogy.

      --
      grey wolf
      LET FORTRAN DIE!
  17. Creator's Club by Z34107 · · Score: 3, Informative

    The press release says that they're working on removing the Creator's Club requirement for playing XNA games.

    The reason you need to be a member of the Creator's Club as of now is because of the XNA framework - a souped-up version of the .NET framework - that your games are built on top of. Your games won't run without it, which means anyone who wants to run your game needs it (i.e., be a member of the Creator's Club.)

    --
    DATABASE WOW WOW
    1. Re:Creator's Club by i+kan+reed · · Score: 1

      Only on the xbox 360. you can code some regular old c# computer apps that use xna and there's a redistributable package that lets people run it. I think this whole thing has nothing to do with helping the xbox, or making money on the "creator's club" and a heck of a lot to do with pushing C#, .NET and XNA on the development market.

  18. PSP As well... by simpl3x · · Score: 1

    I stopped off at the Sony exhibit at GDW in San Francisco, only to be told the complex method of developing for PS. I have to say that, Sony can go fuck themselves! As much as one can dis MS, and I've been an Apple user my entire life, they know how to create a development community. As a matter of fact, I have asked Apple about developing games for the iPod, receiving the same cold shoulder.

    Dear companies, not everything is going to make a million dollars, deserving an expensive subscription or development tools. not everything is needs expensive or complex development tools. I develop educational products... Microsoft should create a consistent platform across mobile, gaming, and desktop platforms, kicking the crap out of Nokia/nGage. I'm pretty damn sure they're the only ones listening.

    1. Re:PSP As well... by Anonymous Coward · · Score: 0

      Don't worry, apple has told serious developers to f**k off as well when they asked about developing for the iPod.

  19. is XNA worth the bits it's made of? by dosboot · · Score: 1

    It's nice that XNA is free as long as you only care about the PC... but Microsoft was already giving us free PC programming tools. I'd be curious if someone who actually knows this stuff can tell me if using XNA to develop for the PC is any better than the free SDK's and what not that was out there before?

  20. Developers, developers, developers! by NineNine · · Score: 2, Insightful

    I think that the "Developers" chair-throwing speech is exactly why MS is #1. Other companies (especially OSS companies) need to get just as excited about supporting developers if they want anywhere near that kind of success.

    1. Re:Developers, developers, developers! by Anonymous Coward · · Score: 0

      Damn, I want to think that's sarcasm. I can't believe you would be serious. I've been reading too many MS fanboys lately, though.

    2. Re:Developers, developers, developers! by Sir+Homer · · Score: 1

      Microsoft has seemed to invested a lot of money recently to improve their image on IT websites.

    3. Re:Developers, developers, developers! by NineNine · · Score: 1

      Uh, actually MS has been famous for giving away tons of free stuff to developers for a long time now. They don't expect developers to plunk down a few thousand just to learn how to use their tools. Besides, a lot of MS "developers" aren't even IT professionals. I know tons of people who can work with say, VBA, and they've never had a job in IT.

  21. Sony tried that 10 years ago by moco · · Score: 1

    Sony did this with the yaroze play station, 10 years ago. In my opinion it failed miserably because the conflicting goals of having a closed platform and a community of people developing for it.

    I have lost interest in game consoles since then so i don't know how the PS2 w/linux did. Does anyone know?

    --
    moi
    1. Re:Sony tried that 10 years ago by PoderOmega · · Score: 1

      This is a little different. For example, I have never yeard of yaroze play station, but I have heard of XBOX360, and a little thing called Windows that these tools will work on.

    2. Re:Sony tried that 10 years ago by moco · · Score: 1
      The PS was one of the first attempts at a DRM-enabled PC. Xbox and 360 are more of the same. The reason i think both concepts are similar is that the hardware is designed to restrict it's owner from doing things, especially creating, copying and distributing content. This by default conflicts with the idea of a community that creates and shares, and it is doomed to fail. You can't have DRM and the freedom to create and share at the same time; if you need to sign your binaries then you could sign ANY binary, including the illegal copy of halo 3 or whatever.

      XNA on windows has a chance since the PC is still an open platform. XNA for xbox 360 development has the same chance yaroze had. This is unless Microsoft opens up, which will happen when hell freezes over.

      From the FAQ, you can see you are not allowed to freely redistribute what YOU produced to other Xbox 360 users, only to other registered XNA creators club members. With yaroze you could only share with other yaroze users... hmmmmm... pretty much the same isn't it? It is the same problem, "solved" in the same way 10 years later.

      Q: How can I share my Xbox 360 game built with XNA Game Studio Express with other Xbox 360 users?
      A: To share your Xbox 360 game with friends, four requirements must be met:

              * The individual you are planning to share the game with must be logged in to Xbox Live and have an active subscription to the XNA Creators Club
              * The receiving user must have downloaded the XNA Framework runtime environment for the Xbox 360
              * The receiving user must have XNA Game Studio Express installed on their own development PC
              * The game project, including all source and content assets, must be shared with the receiving user. The receiving user then compiles and deploys the game to their Xbox 360.

      We are actively working on other ways to allow you to more easily distribute your games and are very excited about the possibilities this will open up for independent game development.
      --
      moi
    3. Re:Sony tried that 10 years ago by keith_nt4 · · Score: 1

      I don't even know if it was released or if so if it was successful but there was supposed to be a "BASIC Programming Kit" for Sega Saturn. Even if it was released some how I doubt it was terribly successful.

      --
      "UNIX is very simple, it just needs a genius to understand its simplicity." -Dennis Ritchie
  22. Using Other Developers To Profit by phantomcircuit · · Score: 3, Insightful

    The one thing that Microsoft does extremely well is document and provide tools to develop software for windows.(free tools such as visual c# express offer non-commercial developers a cheap IDE). It's why there is a much larger number of applications written for windows than for Unix like systems.

    By applying the same principles to the Xbox 360 they might just find that more people use the system because of what they can do with it, not because of the numbers.

    The applications make the system useful, not the other way around.

    1. Re:Using Other Developers To Profit by Viol8 · · Score: 1

      "It's why there is a much larger number of applications written for windows than for Unix like systems."

      Its nothing to do with that. Unix/linux has as many if not more tools to develop code on than windows
      and besides which , the majority of unix coders are happy coding at the command line with "cc" and "make"
      if theres no GUI dev env available (some even prefer the cmd line , myself included). How many windows coders
      could work from a DOS prompt?

      The reason theres more windows than unix apps is simply that windows is the desktop system used by the
      majority of the general public so naturally there will be more apps for it.

    2. Re:Using Other Developers To Profit by Sentry21 · · Score: 2, Interesting
      The one thing that Microsoft does extremely well is document and provide tools to develop software for windows.(free tools such as visual c# express offer non-commercial developers a cheap IDE). It's why there is a much larger number of applications written for windows than for Unix like systems.


      You must be new here. Until very recently, even the entry-level development tools were expensive and cumbersome to use. The vast majority of people who created apps for MS OSes when I was in school could only afford it because they pirated it, or (for a legit software developer friend) picked up the educational discount.

      Microsoft documentation has always been necessary because their APIs are ludicrously complex and ridiculously cumbersome. One function call from the Win16 API is identical in Win32, except for subtle differences in one or two parameters, requiring developers migrating up to study the documentation like the bible to figure out where things are going wrong and why.

      Microsoft is finally getting it right, and I applaud them for that, but they'd be a shining beacon of hope and joy in the world if that policy had been there for any length of time. As it is, they're just starting to get it right, but they're not there yet - after all, I can write any OS X app I like without buying any extra software to get extra features, and likewise on *NIX.

      The reason there are more apps for Windows is that there's a bigger market, nothing more.
    3. Re:Using Other Developers To Profit by Anonymous Coward · · Score: 0

      One quick clarifying point, all Visual Studio Express products can be used for commercial use.

      From the FAQ
      http://msdn.microsoft.com/vstudio/express/support/ faq/default.aspx


      Can I use Express Editions for commercial use?
        Yes, there are no licensing restrictions for applications built using the Express Editions.

    4. Re:Using Other Developers To Profit by Shadowlore · · Score: 1
      It's why there is a much larger number of applications written for windows than for Unix like systems.

      Methinks someone isn't paying attention. There may well be more commercial applications, but not necesarily applications overall. What do you think SuSE stuck on those ten discs or so it needed before they moved to DVD. Freshmeat alone lists about 50,000 projects for posix/unix/linux. Gentoo has about 12k. Some of those are libraries, but most are applications. I've seen counts of over 100,000 apps available.

      Regarding availability of development, the cell architecture has software development tools available and non-hw specific software (i.e. not games etc.) should run fine between them, and the Sony PS3 SDK includes hardware.

      Regarding game development: http://en.wikipedia.org/wiki/PlayStation_3#Game_de velopment states the use of OpenGL and other known libraries such as
      matrix algorithms, and scene data are specified by the Khronos Group, and are intended to work with nVidia's Cg programming language. Scene data are stored with COLLADA v1.4, an open, XML-based file format.[51] Rendering uses PSGL, a modified version of OpenGL ES 1.0 (OpenGL ES 2.0 compliant except for the use of Cg instead of GLSL), with extensions specifically aimed at the PS3.[52] Other specifications include OpenMAX, a collection of fast, cross-platform tools for general "media acceleration," such as matrix calculations, and OpenVG, for hardware-accelerated 2D vector graphics. These specifications have GPL, free for any use, and/or commercial implementations by third parties.

      Sublicensed technology includes complete game engines, physics libraries, and special libraries. Engines include Epic's Unreal engine 3.0. Physics libraries include AGEIA's PhysX SDK, NovodeX,[53] and Havok's physics and animation engines.[54] Other tools include Nvidia's Cg 1.5 (a C-like shading language, which HLSL was based upon), SpeedTree RT by Interactive Data Visualization, Inc. (high-quality virtual foliage in real time), and Kynogon's Kynapse 4.0 "large scale A.I.".


      Most of those have commercial backing and good documentation. So no slouching on the Sony/IBM/Toshiba side either.

      --
      My Suburban burns less gasoline than your Prius.
    5. Re:Using Other Developers To Profit by phantomcircuit · · Score: 1

      You give the majority of developers WAY to much credit.

      Most developers cannot develop programs quickly from the command line. Without this ability programming on Unix like systems is extremely time consuming and frustrating.

      So which system are they going to develop on? The one they can rapidly develop a program with using a GUI IDE or the one where it is going to take them much longer (due to their lack of a necessary skill)?

      You decide.

    6. Re:Using Other Developers To Profit by phantomcircuit · · Score: 1

      So because the *nix world can quantify their applications they must have more?

      The vast majority of Windows applications are not centralized anywhere, so counting them would be impossible. But if you'd like an example go and try to find an audio encoder for windows, now do the same for a Linux environment.

      Big Difference.

  23. Abuse of Monopoly by kripkenstein · · Score: 1

    I can imagine that Sony and Nintendo are none to amused at this, so I'll just sit back and wait for them to file antitrust complaints.

    This was at the bottom of your post. I think it should be more prominent, since this is an excellent point: Windows is a monopoly; getting developers to prefer XBOX to other consoles because of Windows-interoperability is using a monopoly to gain an advantage in another field.

    This is no different than if Office had some 'special hooks' into Windows (before Office was a monopoly as well), or things along those lines.

    1. Re:Abuse of Monopoly by haystor · · Score: 1

      Lots of things are more popular because of interoperability with windows. Java for instance gets some of its popularity from being able to run many places. Windows is not extending their monopoly until they do something that would prevent the other consoles from doing the same thing microsoft is doing.

      As far as selling dev kits go, that's not a market at all. Sony and Nintendo deliberately keep people out of that market. They wouldn't sell you a dev kit if you wanted to buy one. You have to have $20k *and* be able to show that you're a real game company capable of producing a real game. The antitrust suit would be rather humorous, "we demand the government keep all these people out of the game development business because we don't want anyone to service them."

      --
      t
  24. XBMC in the offing? by rlanctot · · Score: 0

    I wonder if this will open the door for legalizing the XBMC (Xbox Media Center). I sure hope so, it looks pretty useful imo.

  25. Dawn of the XNA by Anonymous Coward · · Score: 0

    "When there's no more room in hell, the astroturfers will post on slashdot."

  26. Ohh the potential for MMORPGs by dave562 · · Score: 1

    I can see how this would be a great way to bridge the gap between PC and Console games. The game that I'd really like to see the light of day is Shadowrun Online. A game like that has enough variation in character archtypes and abilities that you could easily break it out across multiple platforms. Although characters like mages and shamans might require a pretty keyboard intensive interface, some of the more simple characters likes street samurai's and physical adepts could be controlled with a gamepad interface and probably not need more than 4-6 buttons. A gamepad with a joystick would be a great boon to anyone who wanted to play a rigger, or anyone else who is involved with vehicles. Another game that I am looking forward to that is already in development is APB by Webzen games. They are using the Unreal 3 engine and claim to be developing for the Xbox and PC. It is advertised as being a GTA like game, and as much as people might poo-poo GTA, everyone I know who has been into games since the days of Gunship and F15 Strike Eagle (RIP Microprose) has been wanting a massive online version of a game like GTA. It is the kind of game that we grew up dreaming about, and it is finally coming close to reality a good 20+ years later.

    1. Re:Ohh the potential for MMORPGs by Osty · · Score: 1

      I can see how this would be a great way to bridge the gap between PC and Console games. The game that I'd really like to see the light of day is Shadowrun Online.

      Just two problems here:

      1. XNA doesn't support any network functionality yet. You should be able to work around this with normal .NET functionality on Windows, but the .NET framework on Xbox doesn't expose networking. I'd expect this functionality to make it into XNA in a future release, though.
      2. FASA is already doing Shadowrun as a cross-platform game, though it's being done as a FPS. Using the Shadowrun property in your own game is a quick way to get Foxed by Microsoft, especially since they now have a Shadowrun game in development. Had you started a few years ago you might've gotten away with it, like the Halogen guys, before they got Foxed because of the upcoming Halo Wars RTS. If you're really going to do something like this, you need to create your own content. It can be stylistically based on Shadowrun, but stay away from anything that is obviously from Shadowrun (you might even need to be careful about the game mechanics, if you try to implement the pen-and-paper rules).
  27. Close, but no biscuit by Anonymous Coward · · Score: 0

    > Microsoft announced the release of free XNA Game Studio Express tools for developing C# games

    They had me until the C# part.

    Nice way to make sure you don't do a port to something else.

    1. Re:Close, but no biscuit by Anonymous Coward · · Score: 0

      Nice way to make sure you don't do a port to something else. Well, that's the point.
       
      DirectX, XNA, .NET etc. all serve this purpose. Lock people to their platform.
    2. Re:Close, but no biscuit by julesh · · Score: 1

      They had me until the C# part.

      Nice way to make sure you don't do a port to something else.


      I think the DirectX part is more likely to restrict portability. C# can run on a lot of platforms, thanks to the mono team's work, you know?

    3. Re:Close, but no biscuit by oh_my_080980980 · · Score: 1


      You're new here aren't you.

      C#/.NET is only support on Windows period. Microsoft has not support C#/.NET on any other platform. Mono is not a Microsoft sanction product. Microsoft has NEVER embraced Mono. Microsoft, if they decide, can pull the plug on Mono anytime. In fact Microsoft's agreement with Novell may be one step in the direction.

    4. Re:Close, but no biscuit by everphilski · · Score: 0, Troll

      Wow. You buy every word that PJ on Groklaw says, don't you? Sheep.

    5. Re:Close, but no biscuit by Anonymous Coward · · Score: 0

      Wow. You're a fucking moron, aren't you? Astroturfer.

  28. it had to be said. by Anonymous Coward · · Score: 0

    In Soviet Russia, XNA develops with YOU.

  29. One word by Anonymous Coward · · Score: 0
  30. Device drivers or libraries? by Anonymous Coward · · Score: 0

    The PS2 linux kit had libraries that allow you to access the hardware. They are the same libraries as us console developers had (almost) There's no speed difference between the two.

    The main difference is the open source game devs aren't as good and had less time working on it, and therefore got slower results.

  31. Offtopic: GBA Development by TheVelvetFlamebait · · Score: 1
    GBA is the sweet spot
    For anyone interested, try DevKitAdv or Visual HAM (Sorry, can't seem to (be bothered to) find the link). VHAM is a GUI based on the HAM SDK which you may need to download first. I use DevKitAdv, personally.

    There are some helpful forums here and here is an ebook on GBA software development and the GBA hardware. Be gentle with this guy's servers. He's put the book up (in pdf form, separate chapters compressed into RAR archives) and he doesn't have unlimited bandwidth.

    Enjoy!
    --
    You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
  32. appropriation of participatory culture. by bigmammoth · · Score: 2, Interesting
    Microsoft is positioning themselves to capitalize on the participation & creativity of their user-base. Being a producer is the new consumer v2.0 ;)

    We can see this transformation across corporate culture with the flood of web 2.0 software and services. It simply far more profitable to have your consumers produce the content that you service that it is to make content your self. This also shapes the traditional big budget game productions look at what EA is trying to do with Spore or the popularity of EverQuest like MMORPGs where participants produce experiences with each other under the domain of corporate context provider. These experiences are enriched by this appropriation and therefore accumulate social capital, and whats important to remember about capital is that is transferable.

    Its only logical that microsoft will try to capitalize on the home-brew game community. When those high up in the corporate hierarchy were shown a moded xbox and the home-brew software library, their question was not how do we stomp this out rather it was how do we appropriate this into our business model.

    The tragedy of corporate appropriation is the tendency to make things suck. For example by shifting around generated social capital (ie your coolness becomes our brand) Your youtube videos are 1.6 billion for a few people at the top and free hosting for those at the bottom.

    As the service model integrates the qualities/coolness of free & user generated software with open APIs, customizable interfaces and in this case low cost "development kits", the qualities that made free software so desirable are appropriated and generally potentially crippled as generated social capital is siphoned off to disproportionately support the (relatively minor) contributions of a few at the top.

    So we see the rise of free service models wikipedia, creative commons, participatory culture foundation, the linux platform etc. (they are still appropriated and ofcourse people profit disproportionate to their contributions but at least there are some structural qualities in place that limit the disproportional profitability such as the GPL, open platforms, copyleft etc. We should probably chose to participate in those spaces if possible or given circumstance and specific goals you decide to make content for microsoft/google/sony, that fine as long as you think about it first ;)

    1. Re:appropriation of participatory culture. by mandelbr0t · · Score: 0, Troll

      Microsoft has a history of obtaining things through unscrupulous means. For those of you who don't know the story about DOS 6.0 and Stacker, I'm going to tell it quickly because I think it highlights very well how Microsoft does business. Basically, drive compression became very popular during the DOS 5.0 days, and a company named Stacker produced the most well-known product (called Stacker, surprisingly enough). Microsoft decided that DOS 6.0 needed drive compression built in, both to put Stacker out of business, and to improve their own product. After Stacker refused to sell (if Microsoft even made the offer), Microsoft simply stole it and repackaged it as DriveSpace. Sure, there was a legal settlement (a couple million, IIRC) but it was hardly fair, given how much people thought DriveSpace was great and used it to market DOS 6.0. Stacker should have received royalties from every copy of DOS 6.0 that was ever sold. Instead, they dried up since there product was rendered useless. Remember: It was proven that Microsoft illegally obtained this code!
      This kit and it's associated distribution requirements smacks of the same sort of thing; watch people make stuff, steal the best stuff and sick the lawyers on the poor sucker who was dumb enough to do something useful with a Microsoft tool. I hope the best developers stay away from this latest attempt of Microsoft's to find cool stuff to steal.
      mandelbr0t

      --
      "Please describe the scientific nature of the 'whammy'" - Agent Scully
  33. Torque X by EvilIdler · · Score: 1

    It's just hours old:
    http://www.garagegames.com/products/torque/x/

    If you already have a Torque Game Builder license, you can also use Torque X to make games
    for the Xbox 360. I just discovered the release, so I dunno how similar this will be to TGB,
    but they use the same scripting language for all their products. I'm guessing only some minor
    porting is needed, and that gives you four platforms to make games for (Mac, Linux, Windows, 360).

  34. Unofficial XBox Port by Nurgled · · Score: 1

    I wonder if anyone will ever attempt to use Mono to create a compatibility layer for these games to run on Linux/OSX or even on the original XBox. Presumably this would just be "a simple matter" of reimplementing the APIs used by this toolkit, since Mono is compatible with Microsoft's CLI already.

    1. Re:Unofficial XBox Port by Mr2001 · · Score: 1

      There's already this attempt.

      --
      Visual IRC: Fast. Powerful. Free.
  35. This is actually not that bad by jonwil · · Score: 2, Interesting

    Although I personally am not interested in this, I know lots of other people are.
    I dont see the "you need to buy the subscription thing to play games on your 360" or the "you need to compile from source" or the "managed code only" as that serious.
    To me, the 2 biggest lacks is:
    C# only. No managed C++ or other languages.
    and the real big one: Programs written for the XBOX 360 cannot communicate with the outside world at all (i.e. no networking period). This is by far the biggest limitation of XNA Game Studio 360 IMO.

    1. Re:This is actually not that bad by Anonymous Coward · · Score: 0

      Support for Xbox Live development will be provided early next year.

  36. An XNA community site by derekned · · Score: 2, Interesting

    Since we're on the topic, I have a web site - www.threesixbox.com - dedicated to XNA projects. It already has a good number of user-submitted projects for you to try out, many of which have the source code that you can study and learn from. Currently all the projects a PC-based, so you don't need to be a member of the Creator's Club to try them out.

  37. Not QUITE informative- not really even correct. by Svartalf · · Score: 3, Informative

    Even in the X-Box, you're talking to device drivers, not the hardware directly. That IS what you do with DirectX- it's call that because it bypassed many of the software layers in Windows so you could write games. That's supposed to be the big selling point of the X-Box lines is that you can write for XP and do a minimal amount of work to make a console port to the X-Box or X-Box360. Talking to the hardware directly means poking values into the registers on the GPU, etc. Something few of the developers do- and none on the X-Box/X-Box 360 They typically go through a library or device driver on all the consoles to begin with. You might have done development under a console target, so your mileage may vary- but what I know of things differs from what you just said by a lot.

    --
    I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
    1. Re:Not QUITE informative- not really even correct. by Anonymous Coward · · Score: 0

      All that and you still can't spell Xbox correctly?

    2. Re:Not QUITE informative- not really even correct. by Svartalf · · Score: 1

      Heh... Lack of morning coffee more than anything else... I was up and about getting ready for work.

      Having pedants complain about "spelling", etc. on /. is what I've come to expect, though- and if that's all you've got to say
      about my post, it doesn't counter any of the fact that it's STILL accurate, etc. and the gp poster wasn't.

      --
      I am not merely a "consumer" or a "taxpayer". I am a Citizen of the State of Texas
  38. Thoughts on microsoft's strategy by PingSpike · · Score: 1

    Ah...now its easier then ever for cross platform development on the PC and consoles. Looks like the unwelcome trend of PC game interfaces with gigantic picture icons, no tool tips, rigid control schemes and tacked-on-ish mouse support shall continue unabated.

    Seriously, it sounds like this is an ok idea but the amount of restrictions seem to limit its potential. It appears to lower the barrier to entry...but does it really? It sounds like when you read the fine print they aren't really giving you much. I guess I can't blame them, they make their money on the games not the console...so if they started giving distribution rights away for free they would be screwing themselves.

    Microsoft has been trying to have their cake and eat it too by making cross platform games for windows/PC easy. Games are the main thing that ties you average home user to the windows platform. They've kind of been eating themselves since they jumped into the console arena. Cross-platform is a way of saying to users "you still need windows for PC games!" while still growing their console end.

    The trouble is, the PC has traditionally offered some advantages over the console in controls, community, etc. Perhaps advantages isn't the right word, rather differences. Most ported or even cross platform games feel like the PC support was stuck on as an afterthought these days, they have since the xbox came out. Its not a PC game...its a console game on your PC. Its only a matter of time before the PC gamers start just buying a xbox instead. And you can see that happening now, I hear a lot of people saying "its expensive upgrading my PC...I'm just going to buy an xbox360 or PS3 instead". Maybe thats what microsoft wants. But its also going to weaken their OS market because people are going to buy less new PCs and stay with their old ones longer.

    We'll see how this strategy plays out in the end. Frankly, I think MS would have been better offering a console that was very different from the PC as a gaming platform to prevent dilution of that brand. But, they're a computer company so its not a surprise they stuck with what they knew. (The original xbox pretty much was just a PC anyway right?)

  39. Microsoft's Viral Licensing by MobyDisk · · Score: 1
    Under B:
    ...require distributors and external end users to agree to terms that protect it at least as much as this agreement;
    According to Microsoft, such a license is viral and should be avoided.
    1. Re:Microsoft's Viral Licensing by Osty · · Score: 1

      According to Microsoft, such a license is viral and should be avoided.

      That only applies to Microsoft-provided Distributable Code (ie, code from Starter Kits or samples). You should probably quote the full thing next time ("For any Distributable Code you distribute, you must ..."). If you don't want to continue to protect the code they're graciously giving you at least as well as they're doing themselves, then don't use their code. You can start a game from scratch rather than starting with Spacewars or XNA Racer.

  40. I am not following here... by DragonPup · · Score: 1

    ...Microsoft makes a low cost development kit and it is an abuse of monopoly? If anything, this opens up the field to smaller developers who can't afford the multi-thousands-to-tens-of-thousands cost for the equivilent Sony or Nintendo kits.

    Seriously, there are plenty of reasons to hate MS, this sin't one of them.

    --
    "Useless organic meatbag" -HK-47
  41. How is this better? by shaneh0 · · Score: 1

    Why is it better to pay $250 for a separate system that you probably don't need than to pay microsoft $100/yr to license your games for playing/distro on the xBox? ...Nevermind, now I realize why it's better: The $250 doesn't go to Microsoft! Duh! I shoulda figured that out!

    Really, though, I could spend 2 years developing a game with ZERO DOLLARS out of pocket. I can compile and play it on Windows, with ZERO DOLLARS OUT OF POCKET. I can then, if I choose, suscribe to their service and share my game.

    That means I can dabble if I want to. I can try my hand at it with NO COMMITMENT. You can't do that with the PS2 Kit. I have to pony-up $250 upfront and if I lose interest or whatever, oh well.

    I swear to god, if Microsoft announced they cured Aids or world hunger or cancer you'd still find a reason to bitch. "By curing cancer patients, Microsoft is clearly just trying to re-enforce their monopoly."

    1. Re:How is this better? by zrobotics · · Score: 1

      Well, when you think about it, Bill Gates has probably done more to fight AIDS and world hunger than the entire slashdot community combined. It's still just easier to cry about how much MS sucks and how open source is better.

    2. Re:How is this better? by TodMinuit · · Score: 1

      It's not about better or worse, or money not going to Microsoft or anything like that. The parent said, "It's a lot cheaper than a Gamecube, Wii, PS2, or PS3 dev kit.", which wasn't completely true.

      --
      I wonder if I use bold in my signature, people will notice my posts.
    3. Re:How is this better? by shaneh0 · · Score: 1

      So $100 after development is complete is not "a lot cheaper" than $250 upfront?

  42. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  43. XNA is a waste. by kinglink · · Score: 0, Troll

    You might ask "why am I so anti-XNA"?

    Well three reasons since you asked so nicely.

    1. XNA allows you to build stuff for your PC for free, and pay 100 bucks a month for building for the 360? WOW! unless you care about the second half, ANY compiler allowed you to build stuff for your PC for Free. What's worse is unless a prospective employee has creators club (or wants to get it) they can't really see your work unless it's on the PC. So basically you're stuck.

    Instead you can get Visual Studio with just DirectX and learn how to REALLY program, rather then relying on an enviroment. If XNA is easy to use, everyone will use it and there will be a lot of worthless demos. Companies want to see that you programmed, not that you did something easy.

    2. C# is not a great programming language. Ok it has uses. However making games is NOT one of them. If you program for a console you're probably in C++ if you're not programming for a console you use what language you want. C# might make some stuff easier, but unless you know C++ you're not going to be a real asset to a company.

    In addition C# is Microsoft's programming language. It's a bastard of C++ and Java, basically so Microsoft could own a language. Don't buy into it. Java and C++ are both good languages as well, I have heard of few jobs that want C# currently.

    3. As people have mentioned to get access you need to pay 100 bucks a month then your friend has to pay 100 a month, then your other friend has to pay 100 a month. It's not a "cheap" development studio. A cheap development studio is your PC. Besides which unless you know how to do multi core processing (don't you DARE say you do unless you've done it and shipped a product, it's much harder then you realize) the 360 is going to be weaker then your PC. It's true you don't have a unified system, but even on the 360 you no longer have it with hard drives and non hard drives. In addition you have to submit to Microsoft's rules at times (mostly during production), which limits your freedom a little more.

    This might be an option for some people but if you're doing professional grade work you will almost definatly have a dev kit. If you arn't it doesn't really matter because the work is the important part, not the final product so skip XNA and work on other stuff. The only person who needs XNA is the idiot who MUST program in C# and must program on the 360. Just remember anything you do in XNA will likely be only for the PC and 360, and not for any other console.

    Microsoft is doing good positioning themselves, but if you look into their motives it's not for the fans. It's to improve their brands (C#, XNA, Xbox 360, DirectX). Unless you want to only support those brands you are better off moving on.

    1. Re:XNA is a waste. by grumbel · · Score: 1

      1,3) Its $100/year not $100/month
      2) People aren't going to write the next Halo3 in C#, for those hobby developers for which this is meant C# is by far more then fast enough. Beside, those people who are only able to learn one language are screwed anyway sooner or later, anybody with half a brain should be able to make a jump from C# to Java or to C++ in a few weeks.

    2. Re:XNA is a waste. by Anonymous Coward · · Score: 0

      Wahh WAhhh
      Heres a tampon for you.

      Pull your head out of your ass and while you're at it make sure you get your info and pricing correct.

      Jackass computer geek.

    3. Re:XNA is a waste. by Anonymous Coward · · Score: 0

      Touched a nerve, there, did he? Don't cry, cupcake, he didn't mean you specifically are an idiot. He just meant all the people who are like you, in general.

  44. It had to be said, Pt. 2 by Caffeinate · · Score: 1

    I for one welcome our new XNA developing overlords.

    --
    Godless heathen.
  45. self-publishing? by the_greywolf · · Score: 1

    Now, I don't claim to unerstand the terms of the XNA license, but I got the definite impression that you couldn't self-publish games either onto the marketplace or for free distribution - it has to be published through Microsoft.

    You can't even share a game YOU wrote with a friend unless they also have a developer account, and even then, it has to be done over the XBL network.

    So not only is this bad for developers who want to release their work for free or under their own license, but it forces you into a position of relying on Microsoft to publish your work regardless of your own wishes.

    Am I simply misunderstanding something here, or is XNA really as idiotic as it looks to me?

    --
    grey wolf
    LET FORTRAN DIE!
  46. Re:It had to be said, Pt. 3 by dctoastman · · Score: 1

    I now feel compelled to compare XNA to either Natalie Portman or Hot Grits.

    Maybe even Natalie Portman covered in Hot Grits making games using XNA.

    I've read these jokes too many times. :P

  47. Yawn by pestilence669 · · Score: 1

    If these were "REAL" developers tools, they wouldn't only support interpreted byte code. I'm all for giving homebrewers training wheels like C#, but I can't get interested until they're offering full C++ support.

  48. Well yes by goldcd · · Score: 1

    If you re-write Linux in XNA...

  49. Flash development for free by curri · · Score: 1

    I agree you probably want to buy flash, but if you want to develop for free you can. There are many compilers and tools at http://www.osflash.org/