Game Studio 4.0 beta notes

Game Studio 4.0 beta notes

  • Comments 34

So, the XNA 4.0 beta is available for your downloading delight.

Nick has a great article about the new touch gestures API.

In other notes:

  • HiDef is now fully implemented on Windows
  • Profile validation is now implemented, so if you try to do HiDef stuff in a Reach game, you get a nice exception message
  • "Same thing here,can't uninstall Microsoft Windows Phone Developer Tools"

    XNA Cleanup tool to the rescue!

    blogs.msdn.com/.../9544320.aspx

  • Hey Shawn, thanks for your excellent blog. You're always the first blog I end up at when figuring out XNA stuff.

    Have you guys made any performance improvements to the core .NET interpreter with XNA 4, or is it all XNA-specific improvements? Incremental garbage collection (i.e. not freezing up every thread!) would be a huge time-saver...

  • I feel like I am being forced into downloading the phone development tools. I apologize but I have no interest in the phone or the tools at this time. Not having an option to download only the Xbox 360 and PC tools has lead to an irrational dislike of the phone. Also, I understand the excitement and hype about the phone but it feels like there is a bit of neglect towards the Xbox 360 and PC platforms.

    Finally, this: "Incremental garbage collection (i.e. not freezing up every thread!) would be a huge time-saver..."

  • > I feel like I am being forced into downloading the phone development tools

    I agree it isn't the best naming in the world, but if you can look past the name, I think you'll find this is actually quite a reasonable way to package things.

    Sure, we could have spent the time to make a "windows + xbox, but no phone" package. But if we did that, surely we ought logically to also offer "windows + phone, but no xbox", and "just windows", "just xbox", etc...

    All doable, but doing it would take time, and we'd have to cut other work to find that time. Personally I'd be loath to cut any actual product features just to offer more download package permutations. It doesn't hurt you to install all platforms even if you only ever use one of them!

  • Another year goes by, same old problems with the Xbox version, am I the only one getting fed up of this? And how come when somebody asks about it they always meet a deafening silence?

  • > And how come when somebody asks about it they always meet a deafening silence?

    I'm not responding to the various places you've brought this up because I have nothing interesting to say about it.

    As I (and others) have said many times, Windows Phone was our priority for this release. We still found time to do some work for our other platforms (dynamic audio output has been our #1 customer request for several years now, and I think the graphics API refinements will be quite valuable for Xbox and Windows developers) but such things were mostly opportunistic as time permitted.

    I'm sorry if you don't agree with where we chose to spend our time, but I see little point getting into a debate about it. That wouldn't be a productive use of time for either of us, and I generally ignore questions where I have nothing productive to say.

  • I was actually referring to the comments I noticed above, not my own, as you seem to have assumed. Saying nothing leaves people wondering if something they wait another year it will happen in the next version, when in all probability it won't. Saying, no, we're not doing it in the next version wouldn't be all that hard, would it? Oh well...

  • I honestly have no idea what we might be doing in the next version. We're still heads down getting this one finished! (you should see the smoke coming out of Dean's ears right now :-)

  • > re. Kinect in GS4, we've made no announcements about that. Given how much detail we have already announced, and that we just released a beta with no Kinect support, you could reasonably draw your own conclusions :-)

    Well, just to be fair, you didn't even release one with 360 support at all, so I was just hoping it was delayed partially because you were waiting for the Kinect to become available.  It's ok though, I figured that'd just be too wonderful to be true anyway.  ;)

  • > Well, just to be fair, you didn't even release one with 360 support at all,

    We've actually NEVER released a public Xbox beta!

    To release anything on Xbox, we have to go though a certification process that involve extensive testing and security review. This is costly (in time, in money, and also just amount of hassle) so we generally just don't bother doing betas on Xbox.

  • That's fair enough, I'm just trying to give you a hard time.  I assume you have it very easy and never receive any complaints or negative feedback from the interwebs and as such I will take it upon myself to keep you humble (because quite frankly, you all are doing too damn good of a job with XNA).  Have a great weekend!

  • > I assume you have it very easy and never receive any complaints or negative feedback from the interwebs

    'tis true that :-)

  • is there a reason VertexElementUsage.PointSize still exists?

  • > is there a reason VertexElementUsage.PointSize still exists?

    Ever since the arrival of programmable shaders, those vertex shader input semantics haven't had really fixed meanings any more: it's totally up to the shader what it wants to do with this data. The semantics are just a handy way of binding shaders to the various pieces of data provided by modelling tools and common 3D file formats. Those formats still support point size input semantic, and this data could still be useful for shaders that know how to consume it (perhaps the shader is doing billboard extrusion like in the XNA billboards sample, for instance).

  • Glad to see HiDef is now supported for Windows! But I'm using a Vector4 texture in my HiDef Windows project, and when I try to run it I get the exception that "XNA Framework HiDef profile requires TextureFilter to be Point when using texture format Vector4.". As clear as the exception is, I have no idea how to do what it says :) I've tried setting the Filter property of the GraphicDevice's SamplerState to 'Point', but to no avail.

Page 2 of 3 (34 items) 123
Leave a Comment
  • Please add 7 and 6 and type the answer here:
  • Post