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XNA GS3.0 Beta download link is live! Get it while it's hot!

Last post 9/17/2008 9:30 PM by MarkcusD. 11 replies.
  • 9/17/2008 1:36 AM

    XNA GS3.0 Beta download link is live! Get it while it's hot!

    http://creators.xna.com/en-us/3.0beta_mainpage - read the notes direct link is on that page.

    ReadMe File http://creators.xna.com/en-us/XNAGS3BetaReadMe  

     

  • 9/17/2008 3:28 AM In reply to

    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!

    In addition to the whats new in the readme here is some analysis I did on comparing the assemblies http://www.thezbuffer.com/articles/550.aspx
    Play Kissy Poo - a game for 4 year olds on Xbox and windows
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  • 9/17/2008 8:02 AM In reply to

    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!

    The ZMan:
    In addition to the whats new in the readme here is some analysis I did on comparing the assemblies http://www.thezbuffer.com/articles/550.aspx

     

    Thanks for the comparison table (you may want to change the background colour for the headers as light blue+white make it difficult to read).

  • 9/17/2008 10:05 AM In reply to
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    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!

    I'm currently developing against GS3CTP. Should I be upgrading to the beta straight away, or would I be better off jumping straight to the release version when it's made available?
    Managing Director, Binary Tweed Ltd.

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  • 9/17/2008 12:07 PM In reply to

    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!

    You should convert to the beta. The beta already has functionality not present in the CTP, and there will probably be little to no added functionality until release (except for bug fixing and optimizations) (the beta is supposed to be feature complete).

    Also, you could start with testing the Trial API and rich presence stuff, which you can't do in the CTP.


     


  • 9/17/2008 2:00 PM In reply to

    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!

    Color is not readonly, Viewport is fixed, Font LineSpacing isn't readonly, DrawString takes a StringBuilder... these are the sorts of fixes 3.0 needed, not Zune support :) [not sarcasm]
  • 9/17/2008 6:03 PM In reply to

    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!

    The ZMan:
    In addition to the whats new in the readme here is some analysis I did on comparing the assemblies http://www.thezbuffer.com/articles/550.aspx

    That's really cool, and a good sanity check for us to make sure we really did change what we meant to, and not anything we didn't!

    How did you create these diffs? We use this tool, although I probably shouldn't recommend it to you since from a testing perspective it's more valuable if you check the diffs in some other way to how we do it :-) Also that tool has a few issues with parts of our Windows framework assembly, as it was only really tested with C# stuff and gets confused by some of our types that were implemented using C++/C++.

    Some notes on your notes:

    SpriteFontReader and GuideState are private types - these shouldn't affect anyone using the API.

    SendDataOptions [enum]    *changed*    
        Chat    Does this mean text chat is now unencrypted and allowed?
    That's the plan. You can expect some new EULA wording around this: in summary, you must not use the Chat flag for anything other than text chat data (sending game data unencrypted is not allowed), and must not send any text chat data without using this flag (because various governments get unhappy if you provide an encrypted communication channel).
    FrameworkDispatcher    *new*    Something we can use?

    Not really in this iteration. This is a first part of something we have a lot more plans for in the future - the basic thought is we have a lot of places in the framework that need regular pumping (AudioEngine.Update, NetworkSession.Update, GamerServicesDispatcher.Update) and wanted some place to hang these where they could be pumped from a standard location without tying all such components to our specific application model. In this version we didn't have time to refactor those existing things to use this dispatcher, but we use it for some of the media events, as it gives us a place to gather crazy asynchronous notifications from background threads and then raise the resulting event in the main thread at a safe point that isn't going to unexpectedly introduce data synchronisation issues. So today it doesn't do very much (mostly just implementation details) but it might grow to be more interesting in the future.

    StorageContainer    *changed*    
        StorageContainter(...., bool AlloweTransferBetweenPlayers...)    Interesting - explicit file charing between profiles I think.

    This is a private constructor - the info it returns is not surfaced up through any public API. We added that for the Arcade Extensions build (the bits people with devkits use to create XBLA games). These parameters control whether save games can be copied from one profile to another in the dash, and if an XBLA does allow that, lets the game detect whether such copying has taken place when they open the container. This is not very interesting for Community games (hence we didn't expose it in the public API) but is important for XBLA titles that support achievements, because there is a TCR that says you cannot let progress from a save game created by one profile count toward achievements if a different profile loads that save game.

    FrameworkResources [internal]    *changed*    More stuff about leaderboards!

    Again nothing public or interesting to Community developers in these changes - this stuff is an artifact of us adding the Arcade Extensions configuration for signed XBLA developers (which does support leaderboards). The kernel side functionality to enable that, and the public API that uses it, is only included in our special Arcade Extensions build, but when it came to internal supporting things like error messages and enum values, it was usually easier to just leave these in all the build flavors, since they don't hurt anyone and this minimizes the differences we have to maintain between configurations. Plus, who knows, I still hope I might someday be able to enable this stuff for Community developers as well!

    Game    *changed*    
        void SupressDraw()    

    This should be useful for Zune developers who care about battery life. It gives you a way for an Update call to check whether anything has changed or any input has occured, and if not, immediately put the device back to sleep without bothering to redraw the screen. Not useful if your game contains a lot of animation, but handy for things like card games that spend most of their time just waiting for input with a static image on the screen.

    UnProject    Looks like the subtle bug has been fixed - see if you can spot it!

    Ok, now I'm impressed - how on earth did you notice that change?  :-)

    XNA Framework Developer - blog - homepage
  • 9/17/2008 6:20 PM In reply to

    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!

    I'm a damn genius - that's how ;-)

    Nice tool from krzysztof. I had not seen that one... I used to do these comparisons for MDX all the time... we rarely got any good readme updates so it was the only way to spot changes. Back then I used to use this tool: http://blogs.msdn.com/kathykam/archive/2005/11/16/493685.aspx (Yes I'm the Andy in that blog). it dumps out the APIs to a text file and then I used windiff to compare them.

    This time I had a similar approach. I opened up Reflector on each assembly and hit Export. This creates a full disassembly of the entire dll. Then I used BeyondCompare to do a full directory compare.. Then I filter out the files that didn't change and remove all the extraneous wrapper stuff by excluding whole files and directories. Beyond compare is nice worth every penny IMO. The Pro version every allows me to flag changes to ignore (like when you rename variables).

    Then the manual bit. I open up each file and glance at the diffs. Most files changed were you guys removing the CodeAnalysis attributes so I just excluded each of those. If the class is private or internal I generally ignore it unless there is something that looked juicy. It only takes a minute or 2 for each file. Then I make a note of the changes and upload to the blog.

    The unproject bug was very subtle. You told me it was subtle and I had the diffs in front of me and I still wasn't 100% sure what had changed at first!

    Please don't ban me for disassembling.

    I have a partial tool to automate this that I wrote in the MDX days which I called AssDiff... sadly its one of those never quite finished things and since it only takes me a couple of hours to do it manually I've never had the urge to spend a few days fixing up the code.

     

     

     

     

    Play Kissy Poo - a game for 4 year olds on Xbox and windows
    The ZBuffer
    News and information for XNA
      Follow The Zman on twitter, Email me
        Please read the forum FAQs - Bug/Feature reporting
          Don't forget to mark good answers and good playtest feedback when you see it!!!
  • 9/17/2008 7:07 PM In reply to

    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!

    What is the best way to utilize the multiple content projects in your game? Split your project up by level? Data type? something else?
    Craig Giles:
    Journey into XNA
  • 9/17/2008 7:22 PM In reply to

    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!

    CraigGiles:
    What is the best way to utilize the multiple content projects in your game? Split your project up by level? Data type? something else?

    If you don't already know how you'd want to utilize this, there is probably no point in you using that feature. For most games, a single content project (perhaps organized with internal folders) is fine.

    Multiple projects can be useful for people who are sharing overlapping but not identical sets of content between different platforms, or people who want to split their content up to enable various partial build scenarios.

    XNA Framework Developer - blog - homepage
  • 9/17/2008 7:24 PM In reply to

    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!

    Multiple content projects is also the "solution" to the "changed my content processor and now ALL the content has to rebuild" issue. You can break up content into projects based on what extensions you are using so that changing a particular processor rebuilds as little content as possible making things a bit quicker.
  • 9/17/2008 9:30 PM In reply to

    Re: XNA GS3.0 Beta download link is live! Get it while it's hot!


    Aj6627:

    http://creators.xna.com/en-us/3.0beta_mainpage - read the notes direct link is on that page.

    ReadMe File http://creators.xna.com/en-us/XNAGS3BetaReadMe  

     

    Great news! I'll check it out this weekend.

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