peng ink

game design and such

Microsoft Xbox 360′s XNA

To tell the truth, I had not planned on getting an Xbox 360 until I heard the news.

Suddenly life as a game developer just got a whole lot easier. With everyone running on the same machine, XNA has nearly eliminated any time spent on cross-hardware issues. Also, with more game-specific libraries, more game centered tools, and not to mention the unseen benefits of joining a dev community, it’s without a doubt that the number of indie game developers will grow tremendously.

Of course, the news that C# is to replace C++ as the indie dev’s weapon of choice brings a bit of a tear to my eye (what will I do without my army of pointers?), but I’m sure the adjustment to managed code won’t be too brutal.

But there’s one thing that really catches my eye…

“The game project, including all source and content assets, must be shared with the receiving user. The receiving user then compiles and deploys the game to their Xbox 360.”

Microsoft not only promoting open source, but forcing it? Sure, if everything’s open source, not only does it foster a community of cooperation but it also auto-solves malignant software issues (any that might pop up despite the closed environment anyway), but I still can’t stop help but feel that we’ve entered into some sort of ironic dimensional warp…

This entry was posted on Monday, August 14th, 2006 at 9:06 pm and is filed under Industry, Programming. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.

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