Microsoft XNA is a set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA attempts to free game developers from writing "repetitive boilerplate code" and to bring different aspects of game production into a single system.

The XNA toolset was announced March 24, 2004, at the Game Developers Conference in San Jose, California. A first Community Technology Preview of XNA Build was released on March 14, 2006. XNA Game Studio 2.0 was released in December 2007, followed by XNA Game Studio 3.0 on October 30, 2008. XNA Game Studio 4.0 was released on September 16, 2010 along with the Windows Phone 7 Development Tools.

XNA currently encompasses Microsoft's entire Game Development Sections, including the standard Xbox Development Kit and XNA Game Studio.

The name "XNA" originated out of the project's development name, Xbox New Architecture. Instead of being released under the Xbox name, the Xbox 360 was released (2005), and XNA came to stand for "XNA's Not Acronymed".

Post article RSS feed Related Articles

Emission Levy

The emission levy (as shown in the image above) is a new rule introduced to add some fairness to the aspect of global pollution. Once the climate balance of the planet falls into negative, the companies with high emissions have to pay charges to the companies whose emissions are below the average. A good incentive to reduce emissions.

New Take Over Rules

The last alpha version 21 introduced to possibility to take over opponent cities by buying 50% or more of their taxes. We have collected your feedback and added our own ideas to further refine this.

2016 04 30 TakeOverTower

The value of a colony itself is now much higher to make sure freshly build colonies are worth more than 5-10% shares. Additionally we changed the rules for watchtowers (!):

  • A watchtower that has no connection to a colony center will be lost. This can happen when (A) an opponent takes over a colony or (B) a connecting watchtower is destroyed.
  • Watchtowers that have no owner and are adjacent to your colony can now be taken over by paying some money.

This makes the whole process of taking over opponent colonies a bit more interesting and challenging.

New Preview in Tech Menu

All buildings and their upgrades have received new preview images that are show when hovering them in the tech menu.

2016 04 30 TechPreview

Harvesting Forests & Mining Rocks

With the new version you no longer earn money when harvesting forests. Instead you receive goods every tick until you cancel the harvest process or the forest is uprooted.

2016 04 30 HarvestGoods

This is also the case for rocks. Mining them now also gives you goods that can be used by your population. Important: Harvesting forests with the chainsaw tool and blasting rocks will give you only a part of the goods and you will need a storage to keep them, because everything is earned at once.

2016 04 30 TimberAndBricks

Influences of Temperature

The temperature of a planet field is shown at the bottom left of the screen in the field info panel. Farms and some forest types are affected by cold temperatures. The following screenshots shows an industrial farm that was build on a field with a temperature of -8°C. This extremely reduces the amount of food produced, as shown in the message panel.

2016 04 30 Temperature

Changes to Savegame Directory Structure

We have simplified the directory structure of savegames (left old, right new). When you start the new released version of Imagine Earth everything should be changed automatically. However, it's always possible that something goes wrong. If savegames are missing please check the directory structure and write a support request to support@imagineearth.info.

2016 04 30 DirStructure


MonoGame Portation

Imagine Earth has been developed using Microsoft XNA - an easy game framework that is no longer in active development. Luckily members of the XNA community started to develop MonoGame which now can be used as an open source replacement. This makes it a lot easier for us to find bugs and enhance the performance of Imagine Earth (e.g. by using DirectX 11). In addition it enables us to port Imagine Earth to other platforms, though this is not something we plan to do at the moment. Long story short: During the last weeks a lot of time went into porting Imagine Earth to MonoGame - especially sounds and music. Since a new technology might also introduce new bugs we will start a public test in the next days. Stay tuned if you are interested in helping us to make sure everything runs smooth.

Introduction
The Wishgranter

Introduction

The Wishgranter 1 comment

Introduction To The Wishgranter and a bit about The Developer.

Latest Updates - May 2016
The Wishgranter

Latest Updates - May 2016

The Wishgranter 4 comments

New Dungeon Skin, New Enemy, Sprite Re-Design, Feature Improvements, XP System & More.

Survivalist - Online Co-op Added on Steam!
Survivalist

Survivalist - Online Co-op Added on Steam!

Survivalist 1 comment

I've officially released the online co-op patch for Survivalist. Now you can get a buddy to join in and help you take on the looters, scavenge the abandoned...

Game news and OST
Yellow Desire

Game news and OST

Yellow Desire 0 comments

The first stage is near to be completed , and I'm bring the OST too :D Lack only Underground Base Entrance and some bug fixes. Some modifications and...

Add game Games
Imagine Earth

Imagine Earth

Futuristic Sim

As a space colony manager your aim is to explore and populate distant planets. Build up thriving and profitable colonies on a global scale without destroying...

Orks In Space!

Orks In Space!

Futuristic Sim

Design your own space fighters and void dreadnoughts. Try them in fast and furious space battles. Compose and drive your fleet from victory to victory...

Dual Pong

Dual Pong

Sport

Dual Pong is a 2D pong game that stays true to what made the original Pong game a success, while also bringing some new ideas to the table. It has 5 game...

Magnetta

Magnetta

Platformer

Magnetta is a side-scrolling action game in the vein of classic NES titles. Jump, slide and blast your way through more than 10 unique and challenging...

Destruction Paper

Destruction Paper

Arcade

8 levels of action, 14 bosses, 5 weapons, 2 player action, combo scoring system, 8 hidden mini games, paper craft graphics, and 5+ difficulty levels...

The Wishgranter

The Wishgranter

Roguelike

Action Roguelike inspired by Classic Legend of Zelda and traditional Roguelikes.

Survivalist

Survivalist

Role Playing

A huge open-world game where you have the freedom to play how you want - but your choices have consequences. You've survived the zombie apocalypse by...

Hacker Violence

Hacker Violence

Realistic Sim

"Hacker Violence" is hacker game with deep storyline and console/UI hacker experience!

Yellow Desire

Yellow Desire

Platformer

The game is based on a platform game, and my main character is called Rheiz, which is a furry character and his story before the game is simple to understand...

Caasi's Odyssey

Caasi's Odyssey

Roguelike

Caasi’s Odyssey is the next generation rogue-adventure with unique gameplay mechanics such as a physics based damage system. In this adventure you'll...

Post comment Comments  (10 - 20 of 32)
Jdawgg25
Jdawgg25

If anyone is curious, it is possible to integrate your XNA Game Project into Unity, but it might take a little extra work. This is a proof of concept showing the Platformer XNA starter kit running inside Unity3D. Zero code changes have been made to the original game code. Using a mixture of new code and some code from MonoGame, the author has implemented XNA emulation. They did so by having a game object with a script attached run an XNA game performing updates and drawing.

Check out this link below for the source code:
Github.com

Reply Good karma Bad karma+3 votes
Arethrid
Arethrid

Interesting but what about the performance? I persume it would drop radically under such conditions.

Reply Good karma Bad karma+1 vote
Jdawgg25
Jdawgg25

My apologies for replying back so late. Under such conditions, it is possible for the frame-rate to drop. By performance, are you referring to graphics specifically? I sometimes rarely hear people speak of physics performance or audio performance. Honestly it depends how the XNA game was coded prior to being imported into Unity. It would be best to fix garbage collection issues in your XNA game project before importing it into Unity. There are many ways to help increase performance in your XNA project prior to importing it into Unity. Its a question of whether or not you are CPU or GPU bound. Using the CLR Profiler can help you find out. Things like changing foreach loops to for, multi-threading, using StringBuilder instead of String, and using DrawUserPrimitives are just some ways to help the frame-rate. In my game constructor, I set the following to false: IsFixedTimeStep = false; and graphics.Synchr

Reply Good karma Bad karma+1 vote
Arethrid
Arethrid

(Sorry for the double post. I didn't realize that I was logged out)

No problem. Yes, I was referring to the graphics performance.
You mentioned DrawUserPrimitives(). So far I have only used it in 3D with Vector3. Do you use DrawUserPrimitives in 2D as well? If so are you still using a Vector3 and just projecting 3D data on an orthographic view? Do you know if vector2 can be used with vertecies and triangles?
Thanks.

Reply Good karma Bad karma+1 vote
Jdawgg25
Jdawgg25

For drawing primitives in 2D, you really just need to know what to tell the system to make it work. Check out this great tutorial for more information. I hope it will further answer your questions as it has helped me.

Bit-101.com

Reply Good karma Bad karma+1 vote
Arethrid
Arethrid

I checked the link you posted, after seeing it I remembered that I checked the same blog long ago (might be a couple of years ago). Turns out the author is talking about what I was refering in my comment. Projecting Vector3 vertecies on an orthographic view. It was good to read it again. Thanks a lot for the reply and the link.
Cheers!

Reply Good karma Bad karma+1 vote
Guest
Guest

This comment is currently awaiting admin approval, join now to view.

DonBre
DonBre

nice! :D

Reply Good karma Bad karma+1 vote
Xylemon
Xylemon

Public Domain? What?

Reply Good karma Bad karma+1 vote
garry68
garry68

I generally refer to XNA as a library, surely that's essentially what it is. A library of pre-written routines that are designed for graphical and timer based recursive programming.

Having recently had a look at Unity, surely it would be wrong for someone beginning to be under the impression that XNA is remotely the same thing.

Using XNA reminds me of the old Turbo Pascal, and Turbo C environments for some reason...

Reply Good karma Bad karma+2 votes
Jdawgg25
Jdawgg25

Oh wait, XNA already supports .fbx! Sorry about that. The problem with XNA 4.0 is the with .fbx, it only supports the first animation take within the model. I figured out how to get multiple animations working somewhat with .fbx by splitting up the models into separate animation takes for the content processor to read them and then kind of merge them in the program.

Reply Good karma Bad karma+2 votes
Guest
Guest

i thought when u make a .fbx u can make many animations just write down the frames it uses and then can call them

Reply Good karma Bad karma+1 vote
Jdawgg25
Jdawgg25

Yes, you can have multiple animation takes within a .fbx model. XNA 4.0 by default pulls up only the first animation take; not the others within the model. To get it working within the XNA Framework, one way is to split the model into separate animations, and then merge them in the content processor. Here is a link that describes what I am talking about but better.

Metlab.cse.msu.edu

Reply Good karma Bad karma+1 vote
Jdawgg25
Jdawgg25

Many XNA developers moved to Unity because it uses C# and they don’t want to spend the time it takes to create that same kind of game in XNA. It would take longer to create a First person shooter in XNA than it would using Unity, (unless you are using a 3d game engine built upon XNA like Digital Rune) because you have to hard code just about everything. That’s the goal of game engines, to help people save time developing games. XNA does make it easier somewhat to display 3d models with its Model class and Draw Method and display 2d stuff using the SpriteBatch but for the most part you have to do majority of the work yourself. If you are serious about publishing a game using Unreal Engine 3, you have to go through Epic games to have it approved because after all… it’s their game engine. It’s like the old saying, anybody can use Photoshop but designers use it well. Well same with game engines. Anybody can learn to import models into UDK, hit a play button and run around in first person and learn to use Unreal Script but professionals use it well. Regardless of what the media and many critics say about XNA being dead, I am still using it. People create their own engines or modify older game engines all the time. Brink uses a Modified version of ID Tech 4 which surprised me. Bring probably would have performed better and rendered all of its textures better with ID Tech 5 but ID Tech 5 came out much later. Many people moved away from XNA because they want to support the latest versions of DirectX. My game engine not only supports .X models and maybe not the latest version, but I programmed it to support obj, .fbx, and I am working on making it support .dae which are Collada files.

Reply Good karma Bad karma+3 votes
Jdawgg25
Jdawgg25

Examples of Game Engines Built upon the XNA Framework or ones that work in conjunction are:

-Axiom
-FlatRedBall
-Digital Rune
Digital Rune is a 3D game engine for the Microsoft.NET Framework and the XNA Game Studio supporting windows, windows phone 7 and Xbox 360. See more by visiting their website (http://www.digitalrune.com/Products/GameEngine.aspx)

-SunBurn (This is a lighting engine for Xna and helps developers save time creating scenes and adding lights to their scenes. You have to pay for Sunburn)
-Visual 3D
-Ploobs (Visit their website at: Ploobs.com.br)

I could go on for a long time listing game engines built upon the XNA framework. Also Torque X Builder is a game engine that works in conjunction with XNA. I am creating a game engine called the Cyclone Game Engine but many call it Cyclone Engine for short. I chose to create my own game engine primarily to learn and educate myself about game engine development and to have a game engine I can call my own (especially if I needed a backup). There is nothing wrong with using other game engines but if you are serious about becoming a game developer, break out of the habit of strictly using one tool and try creating your own tools. Unity is free for the most part but you have to pay for additional features.

Reply Good karma Bad karma+2 votes
Jdawgg25
Jdawgg25

When you install XNA, their are tools that come with it. They are the following:

-Microsoft Cross Platform Audio Creation Tool
-XACT Auditioning Utility
-XNA Framework Remote Performance Monitor
-XNA Game Studio Command Prompt

Reply Good karma Bad karma+2 votes
Jdawgg25
Jdawgg25

Microsoft abandoned XNA but for the most part XNA is free to download, free to install on to Visual Studio and free to use. To port your game to Xbox 360 and test your programs on it, you have to download the XNA dev kit on 360 and it usually runs $100 per year to have this feature. It’s essentially a membership. You see this is great, because it allows anyone to test their games or programs on 360 for $100. That may sound like a lot but that is essentially your license with Microsoft to run the programs you create on 360. You see, years ago Homebrew games were illegal games ported to console platforms and the reason they were considered illegal is because many people porting their games they created to consoles like Xbox and PS2 did not have a license. XNA already existed. It was a dev kit for “Professional Developers”. So Microsoft create a free version of XNA for anyone to use in year 2004, before Xbox 360 launched. This diminished Home-brew games somewhat and allowed anyone to safely create games for 360 if they paid $100 per year. Check out MonoGames to port your XNA projects to other platforms. I recently found out about it.

Reply Good karma Bad karma+2 votes
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

Platforms
Windows, Mobile, X360
Contact
Send Message
Licence
Public Domain
Release date
Engine watch
Start tracking
Share
Community Rating

Average

8.9

52 votes submitted.

You Say

-

Ratings closed.

Highest Rated (2 agree) 9/10

It's not an engine, its a framework basically a template to directX. I really like it because it allows you to develop for 3 Microsoft platforms and can port them easily.

Jul 14 2012 by atsebak

Embed Buttons
Link to XNA by selecting a button and using the embed code provided more...
XNA
Statistics
Rank
251 of 799
Last Update
Watchers
109 members
Games
496
Downloads
285
Articles
939
Reviews
12