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微软的阴谋之XNA

膜拜一下。强贴。 楼上诸位评论都看了。现在为啥每个论坛都分化的很严重呢。


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。。。。XNA是为了让游戏更方便的移植,省去中间多余部分,降低成本的工具,他可以同时为pc,xbox,pocketpc开发游戏而不是单xbox,不过直接导致不同平台的同1游戏执行效率不是很高(xo移植pc的游戏,掠食xo版就是个例子)



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从现在的情况来看,XNA只是给小团体开发一些小游戏的框架,开发是容易了,但用C#开发游戏效率太低了,而且不能跨平台.


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引用:
原帖由 jzhl 于 2006-12-15 12:10 发表
从现在的情况来看,XNA只是给小团体开发一些小游戏的框架,开发是容易了,但用C#开发游戏效率太低了,而且不能跨平台.
C#的开发效率低?
从何说起?

VC++的开发效率会比XNA高?
这是不可想象的事情.

另外,谁说XNA不能跨平台?
知道MONO.XNA吗?你可以去TAOFRAMEWORK看看.
并且Mono.xna可以直接在PS3上编写和运行游戏,甚至可能可以不需要使用到SONY官方的SDK.
这的确是PS3的好处.

http://www.taoframework.com/Mono.Xna

[ 本帖最后由 猛男乙 于 2006-12-15 12:27 编辑 ]

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ls,他可能说的是开发出来的游戏效率太低了吧?

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引用:
原帖由 藕是张力 于 2006-12-14 10:23 发表
一个统一的开发环境究竟是好还是坏呢,比如MFC,你可以说它很NB,也可以说它很SB
我说大神您能不能多学点东西再出来混呀?

MFC和XNA是一回事吗?

什么不懂听来几个名词还是不要现了吧~~~

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引用:
原帖由 lili2k2Remark 于 2006-12-15 13:15 发表




我说大神您能不能多学点东西再出来混呀?

MFC和XNA是一回事吗?

什么不懂听来几个名词还是不要现了吧~~~

^_^,又被BS了

都是封装了API,简化接口,以执行效率低换编程效率高

虽然不能简单类比,但是不无相似之处吧

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http://games.hinet.net/Games/Gam ... D=4&nohead=true







[ 本帖最后由 某斑建比 于 2006-12-15 13:58 编辑 ]

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引用:
原帖由 猛男乙 于 2006-12-15 12:19 发表


C#的开发效率低?
从何说起?

VC++的开发效率会比XNA高?
这是不可想象的事情.

另外,谁说XNA不能跨平台?
知道MONO.XNA吗?你可以去TAOFRAMEWORK看看.
并且Mono.xna可以直接在PS3上编写和运行游戏,甚 ...
不好意思我是说执行效率,游戏最在乎这个!大家都知道C#自动垃圾收集,就这一点就够呛.IL CODE的速度比机器语言要快吗?XNA现阶段绝对比不上第三方的开发引擎.
跨平台要考虑的东西很多,TAOFRAMEWORK能跟的上XNA接口的改动吗?mono能跟的上CLR的改动?

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引用:
原帖由 lili2k2Remark 于 2006-12-15 13:15 发表




我说大神您能不能多学点东西再出来混呀?

MFC和XNA是一回事吗?

什么不懂听来几个名词还是不要现了吧~~~

我来通俗的解释一下吧:
其实写windwos的C语言接口写WINDOWS程序是很麻烦的,要把大量的程序代码放在写界面和界面消息循环上,特别是多窗体的程序(如PHOTOSHOP之类的,一个主窗口,并能打开多个子窗口),这时候MS就把这些混乱的C语言接口包装了一下,变成了C++ 面向对象风格的接口,这就是MFC了!MFC在逻辑上比以前的C语言接口清晰了.写WINDOWS的界面也容易了.当然对于写游戏,MFC基本没有什么用,为什么呢?因为游戏一般都不用WINDOWS自带的界面.一般来说只需要一个主窗口.
XNA是什么?XNA是一个集成开发环境,里面包含了一些图形及音乐等接口.也是面向对象风格.另外它包装了什么呢?我猜在windows下是DIRECTX,而楼上有人说得MONO.XNA包装的是OpenGL.

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有专家出来坐镇就是不一样,啥废话都没有了,哈哈~~~

俺记住了,XNA的执行效率不怎么样,嗯

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Q&A: Microsoft's Chris Satchell on XNA Express
XNA biggie talks up the new toolset for hobbyists and students who want to program games for their PCs or Xbox 360s, delves into his own hobbyist days, and comments on Sony's approach to homebrew gamemaking--and why it's wrong.
By Emma Boyes, GameSpot UK
Posted Dec 14, 2006 10:34 am PT
This week, Microsoft released XNA Game Studio Express, a free-to-use set of game-design tools for Windows, aimed at getting students and hobbyists fired up about making games.

Chris Satchell, the general manager of Microsoft's game-development group, was one of the speakers at an XNA event at the UK's University of Warwick held to publicise the toolset to academics and students. GameSpot sat down with Satchell to find out more about XNA.

GameSpot UK: You say that there's a lack of people going into computer science--why do you think that is, and what do you think can be done about it?

Chris Satchell: To a lot of people it might be that they're not sure how relevant it really is. They look at perhaps the topics and perhaps they're like, AMI, graphics, what do these things mean to me? And I think that's why gaming's really important, because it might be relevant. They get gaming--a lot of people love to play console games. So then they see why all that stuff would be useful. And I think that can help really attract people to universities, and, anecdotally, that's what we hear--as soon as universities add a heavy gaming component to a course, they will normally sell out the course, and people get really excited about it. And then when they start it, they think, "Oh! This other computer science stuff is cool, and this maths stuff, well that's pretty cool, too."

I think it's really important to get people interested because the numbers of people coming into this industry is going down and it's important to find ways to get new people in. And of course, that goal is really important long-term. If we can use gaming and XNA Express as a way of getting people excited, and help get people in to the industry, then that's a really important thing to do.

GSUK: Why do you think the passion has gone out of the industry?

CS: The big productions are cool, and they can produce things like Gears of War, which is just amazing. But--and this is almost one of my biggest peeves--the passion has been lost when it comes to one individual thinking they've got a great idea and that they can use that idea to go out and be successful, and I don't need a 200-person team and I don't need three years and $25 million to do it. If I've got a good idea, then that's enough.

And while I was growing up, me and my friends felt that passion. It's like people when they play guitar, when they first start playing they think, "Hey! I can make it big! All I've got to do is keep practising, and get good, and get a band together, and we can make it!" I think now, all that kind of enthusiasm has gone because it is just so difficult to get games out now. You do see some of it at the IGF and places like that, but how can you get more people to feel the passion?

GSUK: Do you think that programming used to be cool but now it isn't?

CS: Computer science, cool?! Well, I don't know that I'd ever have described it as cool per se, but I think what [being a hobbyist] did was get me really passionate about it--I'd already got how much fun it was to build something on a computer and have it work and be able to edit it, so it felt very natural...

And now I think because you can't build games for your console, whereas you could before for your Commodore 64, people don't do that anymore. What they do instead is go to university and they don't want to do computer science, they go and they do something else because it's more relevant to their life. So before when people were doing it at home, then they would look at courses in computer science and think it was a really kind of cool thing to do. It's like the joke--apart from the cars, the money, and the fame, we're exactly like rock stars.

GSUK: How did the idea for XNA come about?

CS: In early 2004, as we were getting ready for GDC, a lot of us had been working in professional games for a long time, and as we were talking about this theme we really started to crystallise this idea that the industry was growing and there were heaps of things happening but there were also some problems at the core of it--how hard it was to make games, how hard it was to make them for cross-platforms, and the amount of people we need in the industry to do it.

We saw that creativity was getting stifled, but that doesn't mean that there aren't brilliant people like Peter Molyneux making amazing games, but it means that it feels a bit like there are a lot of sequels. And how would we get to a point where it was easier, you could do it with less people, you could do it across platforms, and spur that creativity again.

That was really the impetus that started us and then, as we moved on, we realised that there's a lot of creativity out there and sort of developer segments that we don't really deal with a lot. We'd always dealt with the professional developers and tried to give them the very best technologies, but then we hadn't really done a lot to enable hobbyists, independent developers, emerging markets, students, and academia. Why don't we do something for them, because there's a ton of creativity there and a ton of drive to do it, how do we enable them?

And that's really where we started on this track of making Game Studio Express--to make it easier, to open up the console and let people develop. And that really started about a year ago, when we'd already been working on these technologies and we realised that we could really do something different here.

GSUK: Tell us about your personal hobbyist days.

CS: Before I owned my own computer we had Commodore PETs at my school computer club, as well as BBC Micros, and then my first computer was an Atari 800, and I just started to try and do really simple games like you know, a classic apple-catcher game, you know, a guy moving across the bottom of the screen catching falling apples, I saw one in a magazine and got really inspired by it, so I'd just try different games like that.

Then I moved up to the Commodore 64, and the ZX Spectrum, and I think it's really like music, you tend to build games that you're influenced by, so I started trying to do a scrolling shoot-'em-up game, puzzle games, and then on to the Amiga--by then I was getting into more complex games, some 3D shooter-type games, and lots of strategy and tactics games for some reason. I was always trying to make computer versions of the tactical board games. Then it was on from there to university and then I started working for professional developer studios.

GSUK: Sony has gone the opposite way to Microsoft on homebrew. It seems to actively try to block people from doing it. Why do you think it does that?

CS: With Net Yaroze, I think it was a great idea, and I think the problem with it was that people already had the game console, and then they had to go buy another, more expensive one, and it was a difficult environment. With Linux on PS2, again, you've sort of opened it up, but now it's way too difficult to do anything. You have to give people great tools to make it easy for them.

GSUK: What's your opinion on that kind of mentality?

CS: The [PlayStation Portable] homebrew is interesting, because the most excitement I ever see about the PSP is with the homebrew, and for some unknown reason Sony keep[s] trying to stop it. It's this sort of fear of the community and really what we think is you have to embrace the community, give them a way to be creative, instead of always trying to fight them.

GSUK: What are the limitations of XNA? What can't you do with it?

CS: In the initial version one of the things you can't do is networking on the 360. On the Xbox 360 we haven't got the network infrastructure done yet, but it's definitely coming. We just didn't manage to get it in version one. One limitation at the moment is that it's all managed code, not native code. Personally, I actually think that's an improvement to the development environment. You can do high-end games and you can do simple, easy games.

GSUK: What do you think's the best way to jump in with XNA?

CS: Take a starter kit and modify it. That's a really great way of getting your first thing done. That way, you'll very quickly get your first experience: It's a great way to just get started.

GSUK: What kind of stuff are you expecting to see from XNA?

CS: I think what people will do this year and early on in 2007, is very much focus more on the smaller, more casual games. The kind of things you can get on XBL arcade. But I think over time we will see people doing bigger projects with it.

GSUK: Can you make a game with XNA and sell it? Or is it all about exposure?

CS: With the Windows games, absolutely. If you wanted to sell [something you've made with XNA], go for your life.

GSUK: Finally, can you tell us what the letters "XNA" stand for?

CS: It started off standing for Cross Platform Next Generation Architecture. But really it's taken on a life of its own. Cross Platform Next Generation Architecture actually does a reasonable job, but actually we never use an expanded name, it's just XNA now, it's not an acronym.

http://www.gamespot.com/news/6163188.html

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引用:
原帖由 zenodante 于 2006-12-13 20:18 发表
人家的 XNA express是免费送,随便下载的 圣诞节就要推出完全版本了,还包含demo

人人可以开发xbox游戏,sony怎么比啊!
真不想骂你,典型的知道一方不知道另一方。。。片面

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