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Gamefest 2007 XNA Presentations and Keynote Videos now Online


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#1 Xbox-Scene

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Posted 30 August 2007 - 04:11 AM

Gamefest 2007 XNA Presentations and Keynote Videos now Online
Posted by XanTium | August 29 23:11 EST | News Category: Xbox360
 
The Microsoft Gamefest 2007 presentations and keynote videos are now online on creators.xna.com.

* Gamefest 2007 Keynote
Listen in as Chris Satchell, General Manager of the XNA Group at Microsoft, talks about "Taking It To The Next Level" -- moving beyond delighting the core set of customers and expanding the gaming market with new innovations.

* Gamefest 2007: Understanding XNA Framework Performance
This talk is for programmers who want to understand how the XNA Framework works on Xbox 360, and the implications for writing high-performance code. The talk explains when and why the framework transitions between the Xbox user and supervisor modes, and why should you care. The talk also presents best practices for writing efficient graphics and math code, how to use multiple cores to parallelize your game, and which XNA Framework APIs can be called reentrantly while doing so. Finally, the talk demonstrates what tools are available for investigating performance on Xbox 360, and how Windows tools can help you understand Xbox 360 performance issues. Speaker: Shawn Hargreaves.

* Gamefest 2007: XNA Game Studio for Fun and Profit
One question resounds as more and more developers discover the productivity gains from XNA Game Studio. How do you make money from the games you create? This talk offers a sneak peek at developing an Xbox LIVE Arcade game along with details of how professional developers can take advantage of XNA Game Studio to produce commercial games. Speaker: Frank Savage.

* Gamefest 2007: Networking with the XNA Framework
Playing games by yourself can be fun, but it's far better when you can play with others, whether cooperatively or head-to-head. Creating multiplayer games using XNA Game Studio, however, requires networking support in the XNA Framework for both Windows and Xbox 360. And that support simply isn't there...until now! For the upcoming release of XNA Game Studio 2.0 later this holiday 2007, we will be augmenting the XNA Framework to include support for networked games. Come learn where we're taking networking in the XNA Framework, what is supported and what's not, and how you will soon be able to enable multiplayer support in your games. Speaker: Shawn Hargreaves.

* Gamefest 2007: What's New in XNA Game Studio 2.0
Last December 2006, XNA Game Studio Express 1.0 brought new levels of approachability and ease in developing video games for both Windows and Xbox 360. We are taking our commitment to democratize game development further with the upcoming release of XNA Game Studio 2.0 this holiday 2007. To learn more about this major update, join this talk as we provide an early look at exciting new features and tools shown publicly for the first time. Filled with great demos and code samples, this talk dives into the enhancements to the XNA Framework, content pipeline, and developer environment, and even offers a glimpse of our community sharing plans. Speaker: Mitch Walker.

* Gamefest 2007: Pre-Mortem: Torpex Games' Schizoid
Considering XNA Game Studio for a new commercial game project and want to know what you might encounter down the road? This talk covers the experiences of several AAA game developers who have almost completed an XNA Framework game for Xbox LIVE Arcade. We delve into the pros and cons of using the XNA Framework and share a few engineering tricks we learned along the way. This presentation is targeted at programmers and producers interested in learning about shipping an Xbox LIVE Arcade game using XNA Game Studio. Speakers: Jamie Fristrom, Bill Dugan, Torpex Games

* Gamefest 2007: The Costs of Managed Code: The Avoidable and the Unavoidable
This talk is for those who want to understand the inescapable performance consequences of the managed programming method: the things you cannot avoid and the things you can. The presentation explains those few characteristics of managed code, such as array bounds checking, application domain isolation, and write barriers, that profoundly affect the code generation at a primitive level. Comparing and contrasting the consequences for the .NET Compact Framework and the classic .NET runtime, the talk explains the reasons for these overheads, the benefits they provide, and what practices minimize the associated costs. Additionally, we discuss some commonly occurring costs, such as boxing, that aren't inherent to all managed code, and we offer some tips for minimizing those costs. Speaker: Rico Mariani

Check out the videos on creators.xna.com.






#2 Lezlyte

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Posted 30 August 2007 - 04:38 PM

I have to say honestly, I will not use XNA until it is compatiable with C++. C# and XNA Studios to me are an attempt to lock people into Microsoft systems, since C# is their own language and none of their newest programming softwares can be ported to other systems. (.NET, "Native C#", XNA) Although, I do believe there are attempts to port .NET to Linux...

#3 dmitri

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Posted 30 August 2007 - 10:04 PM

Enjoy sitting on your hands.

Managed code exists for more than one reason.. part of it being accessibility. Time and time again development studios compliment Microsoft for excellent documentation, and shorter development cycles.

#4 iwanttheagrocrag

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Posted 03 September 2007 - 05:50 PM

I watched a cool instructional video. Its very dumb on Microsoft's part not to give a free month of xna or something when you sign up on live or have a little card in the box when you buy your 360 for a trial of XNA, I am very certain that anyone interested in creating or bug testing games isn't gonna spend $50 to $100 on something they haven't even tryed.




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