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[quote user="Nick Gravelyn"]I downloaded it and hope to play with that, Unity, and SunBurn soon. Too much awesome stuff to play with.[/quote]Ditto.
For those who asked, UDK is targeted for PC, only. If you have a game that you want to deploy to other platforms, you'll have to call them and do the usual talks for a commercial ...
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[quote user="UberGeekGames"][quote user="John Sedlak"]But if you want this, be sure to put it up on Connect![/quote]
Done!
The link is https://connect.microsoft.com/feedback/ViewFeedback.aspx?FeedbackID=489994&SiteID=226
Vote now![/quote]I had submitted one suggestion for all of the Zune models a while ...
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[quote user="Shawn Hargreaves"] ... nor the WPF team have done any designing or testing around making the two technologies interoperate[/quote]There was a presentation during PDC 2008 (entitled "WPF Roadmap") showing interop between XNA and WPF with no airspace and even sharing depth info.
Details and links are available ...
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I agree with Nick here.
The only point where I can say Apple's Store outperforms XBLIG, unfortunately, is that devs can reach way more countries and produce from (almost) all the countries where the iphone is available. So both benefit: Apple gets more income and devs more target countries (alas, potential buyers).
Thus, I believe ...
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You mean Bing for "XNA high score component", right? :)
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Kevin, I can tell you that the tech works great. Please due note that for what I can see in the code the examples weren't designed from a performance viewpoint but to show off what you can visually achieve. So there's plenty of room from our side to improve performance in our own games. You know: octrees, portals, BSP.
It's ...
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It's not the method described by Jon but it could work ok for simple games:
http://amapplease.blogspot.com/2009/07/xnavatars-part-2-no-shadows.html
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That was exactly what I was looking for!
CompiledEffect compiledEffect = Effect.CompileEffectFromFile(<myExternalReferenceField>.Filename, null, null, CompilerOptions.None, TargetPlatform.Windows);
Thanks a lot!
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That's what I've attempted to do for a while with no success.
Is there any way to change the target platform at compile time from within the custom processor code before compiling the effect and then after that to change it back to the 360?
I mean,
1) Get the external reference for the effect,
2) Change target to PC,
3) ...
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I. My goal: to get an instance of an effect at compile time so as to get the collection of parameters for that effect when processing my custom content (for PC and 360, only).
II. My method (on my custom-content processor):
Parse an external reference to the effect (from my custom-content file),
Use the built-in EffectProcessor ...