The next installment of the XNA Game Studio is close at hand!

Announced just yesterday, XNA Game Studio 2.0 is soon to be released. This will be a lot of fun, especially the network support. Like others, I’m curious about wether it will cost extra to use those network api’s. I would hope not, since we’re already paying for the XNA Creators Club membership.

What is also interesting is that the G studio will no longer be tied to the Express edition of Visual Studio. And since urban legend says that Visual Studio 2008 will be released this November, Game Studio 2.0 will hopefully be compatible with 2008.

 

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XNA Game Studio Express launched?!

Now we know there’s a launch party going on over at Microsoft campus, Redmond. Does that mean we’ll get the released product today also? I certainly hope so. And my hope was rekindled when the download center listed both the XNA Framework Redistributable 1.0 and XNA Game Studio Express 1.0.Guess who’s downloading as we speak!

…my, this is so fresh, even the XNA Developer Center nor the XNA Team blog is updated with the news.

Update: now they’ve done it. Congratulations to the xna dev team, I’m truly looking forward to the times to come!

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On writing games with XNA

Hey, before I head over to the Iron Architect final: have you tried out the XNA Game Studio Express yet? Sure its a beta 2 but don’t let that frighten you. XNA is actually a new .NET platform for writing games, based on DirectX and the .NET Compact Framework. Rob Miles from the University of Hull, UK, gave an inspiring and humorous talk on XNA in the educational space and also how to get started with XNA. His “Hot Salad Death with Cheese” demo was so kewl, just wait till he makes it available for download Big Smile

The thing with XNA is that it gives us a very clean, managed way of writing games, with all the tools and coziness of the .NET and Visual Studio world. XNA works on both Windows Vista and the XBox 360 which to me makes the framework even cooler. XNA also put a lot of focus on componentization…err, making components out of features in your game… for instance, why re-create a starfield backdrop in all your space shooters when you can create the StarfieldBackdrop component once and then re-use it in all your shooters. Re-use should be a good thing for the game industry. “Hey, my starfield is not going to look the same in all my shooters!” you might say, and yes you’re hopefully right. But still, it will be easier to take that isolated component and improve it instead of having to rip out all those lines of code intertwined in the vast amount of code that makes up your game. Right?

…more on this, too, later… now over to see some great architecture!

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