XNA at Microsoft Gamefest
- Posted: Sep 11, 2006 at 9:24 AM
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Ernie Booth headed over to the Microsoft Gamefest 2006 (http://www.microsoftgamefest.com), a conference for game developers held in Seattle, and interviewed Boyd Multerer and David Weller about the new XNA platform. Check out http://msdn.microsoft.com/directx/xna/ for more info on XNA itself.
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Good Stuff!
Sorry it took so long to get up. We are going to do some more interviews with the XNA team. So what are your questions for the team?
Has anyone built something with XNA on Channel9?
Mark
Abuse of data would also be an issue, there are a couple of ways of dealing with it; perhaps a light packet mode that would transmit data as fast as possible (maybe with some prediction services?) possibly with a set limit per frame or per client/peer? Possibly key value pairs - a big restraint but workable.
A chunkier non realtime version for non realtime events and maybe a full sync method (xml based? key/value collection? again maybe with a data limit?).
I could see something like;
LivePlayer livePlayer = LiveFramework.InviteFriend(); //goes to 360
LobbyMember lobbyMember = new LobbyMember();
lobbyMember.Name = livePlayer.GamerTag;
gameLobby.Add( lobbyMember);
// then maybe get a connection via that player. The context would be Live versus System Link (and perhaps Local splitscreen).
if(livePlayer.Status != LiveStatus.Offline)
{
XnaConnection connection = livePlayer.GetConnection(livePlayer.NetworkContext);
}
blah...
Obviously this is oversimplified and adding in voice as well might be tickier (gameVoiceChannel.Add(liveplayer.Voice) would be a dream
Probably not good enough for halo but maybe for simple games and an easy entry point into what is normally a world of pain. But hey I'm just thinking out loud here
Or, what is he saying? Any ideas?
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