PROGRAMMING > Console homebrew
anyone here intrested in xbox360 xna coding?
ninogenio:
im just curious if anyone has xbox live and the xna game launcher on there system as im toying with subscibing to the xna creators club but im not sure as of yet.
on another note i managed to set up the xna 2.0 kit on the pc this afternoon and i built a few bits and peices. im really surprised at how easy the 360 is to code for ( using c# and xna ) and how the same code runs on the pc with a few minor mods.
also by the looks of it you get the use of shaders and the 10meg embedded dram chip for free 4xaa sampling.
Jim:
I haven't had a chance to look at XNA personally, but it's supposed to be excellent. I don't have an XBOX360 either. Just this week I put Fedora Linux on my PS3 though ;D
Jim
ninogenio:
cool.
is fedora any good on the ps3. xna is great but the one thing that bothers me is the fact microsoft are really twitchy about folks running stuff on the 360 its not like you can build something deploy it and then put it on a memory stick and take it to a mates house.
for your mate to run it he will need the full development kit on his pc as well as xbox live and an xna creators club membership then you have to take your source files round and build and deploy them.
similarily if you wish to share your game with other xna registerd users through xbox live you must supply the source files and resources, i only hope this all changes as time goes on.
for now though i think ill keep messing about with the dev kit as it can only help me to learn c#.
Jim:
In theory, it being Linux, you can share the whole open source world worth of software, create what you want and just bung it on the net. In practice, this is 64bit PPC Linux, so a lot of stuff that was designed and coded for Intel Linux just won't work. But the plan for me is to get a program called Freevo working, which is a media server. PS3 has a media server, DLNA compatible, but it's buggy and the servers are worse. With mplayer/vlc/samba and some custom PS3 scaling/yuv->rgb software, Freevo ought to be better. And if it sucks, I'm one of the people for whom open source means I might actually give enough of a damn to fix it :D
Jim
ninogenio:
lol, i might get a ps3 to give linux a try im just holding out till i spot a cheap one.
i just downloaded the xna launcher and a tool for deploment on my 360. and i think im going to register for an xna membership i hope it's worth it.
on the dev kit side iv gone a little further i created some classes one for drawing sprites and one for backgrounds and it is really streight forward.
you simply drop your sprite be it png jpg bmp or a few others into the content manager in the class veiwer then in the sprite class to create a texture it goes something like.
--- Code: --- SpriteBatch spriteBatch;
Vector2 mPosition;
Texture2D mSpriteTexture;
(Constructor)
spriteBatch = new SpriteBatch(GraphicsDevice);
mSpriteTexture = this.Content.Load<Texture2D>("MyImage");
mPosition = new Vector2(Xpos, Ypos);
//
(Draw)
// Sprite batch begin/end works a bit like glbegin/glend where you can have more than
// one sprite inbetween the two calls
spriteBatch.Begin();
spriteBatch.Draw(mSpriteTexture, mPosition, Color.White);
spriteBatch.End();
//
--- End code ---
the content manager then during the build compiles your image or what ever other resource into and xnb file that the exe uses. the whole xna kit seems to take away all the unecesary bits we ususally code ourselfs and lets you concentrate more on game logic.
and thats about as much as iv learned so far as well as some of the structure and a few other commands.
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