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A Primer for Microsoft's XNA

simoniker writes "Over at the education site Game Career Guide, they've got an in-depth primer of Microsoft's XNA, including interviews with Julie Ellen and Joe Nalewabau of Microsoft about the PC and Xbox 360 indie/student homebrew construction tool, as well as chats with two developers (Benjamin Nitschke and Alex Okafor) who have worked with XNA to some notable effect. Microsoft's Ellie claims of the efforts: 'Homebrew and independent developers are often very talented and have lots of creative ideas. Being able to officially write games directly for a retail console right at home is a first and could be very empowering for them. For the homebrew and indie scene to succeed we need to provide two things: great tools and access to a large audience. We're working on both.'"

10 comments

  1. Better sites by Utopia · · Score: 3, Informative
  2. Free game development kits by yule0 · · Score: 0

    I think every game development kit should be applauded if there is a free version of it (like XNA). It can only help talented developers to show their real potential.

  3. Ahh, a meter that is... by Anonymous Coward · · Score: 0

    How neat of you to mention the distance in metric units in the end, too ;-)

    That's slashdotically correct nowadays.

  4. Better/Free Game Development Frameworks? by serodores · · Score: 1
    I've been looking into this for quite some time.

    I've looked at the blender environment for making games. However, it has poor network support for multiplayer games (last I checked), and is meant for smaller single person games. DirectX has had a bit better multiplayer support so far, so I imagine XNA has decent multiplayer support, or soon will. Blender is licensed under the GPL, but any scripts and artwork can be under any license you choose, and can be used commercially.

    There's also OGRE3D. Although, I've had my share of tracing memory leaks and seg faults enough to know that as a development team of 1, there are much more interesting things I'd rather be doing (like adding content). Given I have been using Java a bit more lately, I've been leaning towards trying to use ogre4j, although progress with this has been relatively slow over the years. (Although their automated conversion of C++ hooks to Java seems interesting.) Also of note, OGRE3D is a graphic engine, not a game framework. However, other game related components exist based on this engine, although each has their own bit of requirements. For example, Yake will not compile without the latest and greatest Visual Studio. (The free Express version won't cut it, because it has dependencies on MFC, which the express version doesn't include.) This solution is the most attractive to me, nonetheless, because games can be made with minimal publishing/license constraints (most are licensed under LGPL).

    There are other solutions, such as Garage Games, but they take a huge cut out of any money your game makes (used to be upwards of 80%). They also have mediocre network support, placing them as a poor choice in my opinion. Their claim is that they will, however, handle all of the marketing for your game and get others to play (& pay) for your game. Alternatively, you could pay a $15,000 license per game to remove royalty restrictions. There are also several OpenGL game frameworks, but they require all game releases to be under the GPL.

    Does anyone else know of a similar solution that does not require a GPL license for the game, has good multiplayer (or massively multiplayer) network support, and a decent (or active) game development framework?

    1. Re:Better/Free Game Development Frameworks? by Rycross · · Score: 1

      As a note, the Express may not come with the MFC support out of the box, but you may be able to add it. I haven't tried to do so with MFC, but normal Win32 (not .Net) applications aren't supported out of the box either. You can, however, download the Platform SDK off of Microsoft's site and point Visual Studio Express to it, and set up project templates. There are walkthroughs online. So you may want to do some quick research and see if you can do the same with MFC.

      Also, OGRE has a .Net port, so you can use it to develop in C#. There are a couple of game frameworks out there for C#, but most of them are beta level at best.

      If you want multiplayer and don't like OpenTNL, you can always try RakNet (its a C++ library though). It's a bit lower level than OpenTNL.

    2. Re:Better/Free Game Development Frameworks? by Pisal · · Score: 1

      ==============
      There are other solutions, such as Garage Games, but they take a huge cut out of any money your game makes (used to be upwards of 80%). They also have mediocre network support, placing them as a poor choice in my opinion. Their claim is that they will, however, handle all of the marketing for your game and get others to play (& pay) for your game. Alternatively, you could pay a $15,000 license per game to remove royalty restrictions. There are also several OpenGL game frameworks, but they require all game releases to be under the GPL.
      ============== If you go to the GarageGames website you can notice that the previous comment is completely wrong regarding royalty restrictions. You don't have to pay royalties for products developed over the Torque Platform. If you earn over 250k$ per year, then you need to switch to a commercial license - which is $749 - which isn't that expensive compared to comparible game engines. Regarding network support, the Torque Platform comes with a decent network engine as it was used in the popular Tribes and Tribes II Game before which has a huge multiplayer base. There is a question about if it would be good for MMOG games, this is still an issue that is debated, but there have been a number of products that have modified the networking technology to allow it MMOG capabilities including Minions of Mirth that has 30k users at the moment and a mod called MyDreamRPG. I haven't tried both so I can't really comment on it.

      On a short note GarageGames has TorqueX which is the XNA port of its products. I'm not a big fan of XNA, and I'm quite susipicious to what it offers, but anyway, I'll better keep a wait and see approach.

      Though I use tools and development products produced by GarageGames , I'm not associated with GarageGames. It only irks me that and some of the comments have been posted out of context and completely wrong.

      By the way, if you are looking for game engines, go over to http://www.devmaster.net./ Its a good place to start looking for good game engines.
    3. Re:Better/Free Game Development Frameworks? by serodores · · Score: 1

      I actually looked into this, and from what I could tell (at least from 1-2 years ago), the only way to get MFC library support (legally) is to purchase a non-express version of Visual C. They even have a FAQ question about it mentioning that it must be purchased for MFC support. I did forget to mention RakNet, and it did seem to have amazing performance claims, but I never fully tried it out. (I haven't looked at it, again, in 1-2 years.)