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.'"
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.
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.
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.
Those of us who haven't upgraded should note that this is only for the 360, not the regular Xbox.
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This video on Channel9 shows off running a game on the Xbox. Pretty cool stuff.2 54
http://channel9.msdn.com/Showpost.aspx?postid=261
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.
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.
There are two possible answers to this:
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.
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.
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.)
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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.
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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.
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