XNA Framework Information

I've posted some more information about the XNA Framework here:

http://blogs.msdn.com/xna/archive/2006/08/25/724607.aspx.

The beta is getting close!

[528 byte] By [MitchWalker-MSFT] at [2008-2-13]
# 1

I have been writing DirectX code in .NET since Dx8, using COM Wrappers , and have played around with MDX 1.1 and 2.0. I can't wait to get started with XNA.

The biggest pain I have ever found with DirectX was all of the Initialization, Device Enumerations, Losing/Re-initializing devices etc... So much to the point that I basically gave up on using DirectX directly and using a '3D engine' instead on top of DirectX.

I am glad to see that XNA is going to ease that pain immensly, and I can hardly wait for Aug. 30th!

5 days to go!!!

BTW: Mitch I really enjoyed reading your blog. Thanks!

Cheers,

Paul

phetheratwork at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 2

I am counting the days and sleepless nights till the beta is out.

Looks like the XNA Team is going to make it easy to teach people XNA.

And for more info on the Content Pipeline see Shawn Hargreaves blog

aka_Big_Wurm at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 3

This is a comment from the blog post. I thought it would be more useful to answer it in the forum rather than the post.

>Saturday, August 26, 2006 4:38 AM by PeterMackay

>Thanks for this post, there's some great info there. I really like the code sample too.

>If you can say at this stage, do you know how we would handle:

>1. Alt-Tab. In my games I would like to pause the action when the window loses focus.


We provide Activated and Deactivated events and a IsActive property that you can use to determine when your game is active or in the background. We also automatically throttle the tick rate when the game is not active so that it cooperates with other applications.


>2. Display modes.

We have full support for the various display modes a graphics adapter provides. We make it easy for you to specify what resolution you'd like to run at and then we try to match it, falling back to other resolutions if the adapter doesn't support the one you request.


>3. Will it be possible to have a non fullscreen window?

Yes. It's as easy as setting IsFullscreen on the GraphicsComponent.


>4. Timers. I like to use time-based movement to maintain the same game speed despite the frame >rates varying from PC to PC. How do I hook in a timer?

The Game provides timing for you, including the ability to run in fix steps. There are several properties that Game provides to give you elapsed time, total time, etc.

MitchWalker-MSFT at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 4
Great news, thank you very much!

I'm so excited about the upcoming beta, you guys are doing some really good work over there.

PeterMackay at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 5
We provide Activated

and Deactivated events and a IsActive property that you can use to

determine when your game is active or in the background. We also

automatically throttle the tick rate when the game is not active so

that it cooperates with other applications.

Will these same events and properties kick in when the Guide is activated on 360? Or, will 360 projects run like BC, where much of the rest of the system is shut down?

falcomadol at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 6
Excellent stuff, Mitch! Can't wait to get my hands on the beta.
Judah at 2007-8-31 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...