Shawn Hargreaves Blog
The XNA Framework only supports C#, at least if you want to run on Xbox or use the content pipeline.
Or does it?
It is true that our GSE IDE is only for C#. But content pipeline importers and processors are just regular managed assemblies, so you can build them using any .NET tool you like.
Probably the most interesting option here is C++/CLI. Through various forms of compiler and runtime magic, C++/CLI makes it trivially easy for managed code to call into native libraries and manipulate native objects. Comes in handy if you want to use existing native functionality to process your game content.
In fact, we took advantage of this ourselves. Our .X and .FBX importers are written with C++/CLI, so they can easily make use of the native D3DX library and FBX SDK.
It may be far too late to comment on the blog now, but I'm very curious as to what processes you used to get your C++ CLR code running on the Xbox.
Please send me an email at firstname.lastname@example.org
We didn't run C++/CLI code on Xbox. The Xbox portions of XNA are written in C#. C++/CLI is used only in Content Pipeline components that run on a Windows PC at build time.