
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".
Hey guys, Imagine Earth is featuring new Crew Characters and a revolutionary control menu for UI to optimize the planetary colony management workflow! Also 25% off in Lunar Sale on Steam right now!
Please note that we are looking for beta-testers who can check on our new update releases days earlier than other players, please mail us if you happen to be that enthusiastic about getting your fingers early on new updates of Imagine Earth!
The old avatars of the main crew members in the campaign are some years old by now and we always knew we’d have to give these guys a makeup someday. Nothing is a better way of showing how this game has grown up over the years than the evolution of Limas character. It goes all the way back when it was a casual game idea with comic characters. Maybe we should not have opened this old box but with the final release coming in 2019 this nostalgic flashback came over Jens..
A new build menu on the left side of the interface will keep you informed about all your build options. Coolest thing about it is that this menu also shows your inventory and on top the craftable items. It has a category for all your gaia forces and shows if they are fully loaded. You won’t have to visit a workshop anymore to craft your stuff. It comes in addition to the classic build ring, so nothing changes, you just get more options.
The control menu also offers a set of visualization tools. you can highlight fields that are threatened by rising sea-level caused by global warming. You can highlight rare resources, fertility, ground pollution, construct types and colony areas.
If you open a trade or a crafting panel it will be centered on screen from now on. The background is blurred out and playtime is paused, so you can concentrate on deals and negotiations with factions and traders.
We are currently experimenting with how the drones are working. We decided to limit the city centers drones to one per level – so you are starting now with one instead of two. This makes it more important to level your city.
The maintenance station no longer comes with a build drone. Instead it comes with a repair drone that only does repair jobs and will automatically do this in the range of the building. As before it can be upgraded with a fire station.
Same goes for the remediation center. It now has a special remediation drones instead of a build drone
Based on feedback and the experiences we received from Wuik in the steam forums, we had another look at the Gaia balancing. The following changes have been done:
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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
I have uploaded some open-source XNA 4.0 projects on my downloads page here: Indiedb.com
I will be uploading more projects there later over time. Happy Coding :-D
Finally! MonoGame is coming to Xbox One. MonoGame implements XNA 4.0 and allows developers to port their games to other platforms besides the default platforms supported already by the XNA 4.0 Framework. Link: Twitter.com
Also, I need to correct myself on an older post. Unity has Mono built into it, not MonoGame. So if you are eager to finish your XNA game, with some work, it is possible to import your XNA or MonoGame project into Unity. Mono is a cross-platform open source implementation of Microsoft's .NET Framework. It is based on the ECMA standards for C# and the Common Language Runtime.
With MonoGame 3.4 (which is the continuation of XNA 4.0) for Visual Studio 2015, it is now possible to create a game for Universal Windows Platform (UWP). This also makes it possible to get your XNA project to run on Windows 10 with UWP. Since the Xbox One dev kit supports UWP, it might also be possible to get a MonoGame project running on it.
Awesome :P
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
Interesting but what about the performance? I persume it would drop radically under such conditions.
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
(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.
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
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!
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nice! :D