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GDC: XNA Studio 4.0 & Windows Phone 7 Series, Part II: Demo on 3 Screens!

2010-03-12
need to provide a single cohesive API set and platform for you to develop on as you can see there are multiple panes that a consumer hands through on the device you have a spotlight section which allows for news aggregation things that the developer can check out or sorry consumer can check out new games that might be available on service your identity on xbox live so your avatar gamers for the last achievement thank you God asynchronous gaming is very important to us on xbox live for windows phone 7 series we think that that's going to be a great experience that people will attach to so you'll see that we have this concepts of a request and that's basically how do you see if it's your turn or a friend would like to initiate a game with you and then we have the collection of all your games across the console ones that you acquired through an xbox live ones that you acquired through marketplace let's talk a little about the windows phone 7 series hardware one of the things that we weren't constantly from developers is the need for consistency and being able to target a consistent platform what we've done 7-series is really defined a consistent set of hardware capabilities decline for this goal so we have one resolution available at launch which is 800 x 480 with the second one available shortly after which is 480 x 320 these all have the same touch input a consistent processor and GPU across these devices same available ran one of the few things that oh yes to customize is provide an optional keyboard when talking about the developer experience gives really to user experience frameworks that are available to develop on for windows phone 7 series the first one is Microsoft Silverlight which is really a water event-driven framework that leverages sample HTML and JavaScript and has quite a bit of adoption today the other one is exit a and XNA game studio which allows for the creation of high-performance 2d and 3d games and really has a mature rich content pipeline that we built into the product I won't talk more about that as time goes on but the key takeaway from this is that you can use the XNA framework for games or applications or you can use silverlight for applications for games it's really up to you choosing the best it was for you the XNA framework part of the ethnic makes video product is really designed to provide a robust API set for game development and those around that we use C sharp dotnet and business trio too late which allows you to take advantage of all the other great kind of framework properties that Microsoft has to offer as I just discussed on the slide before we have solutions for game content processing and an art pipeline but really XNA game studio isn't designed to be an engine solution it's really designed to be a framework that you as a developer build on top of and we'll talk a lot about how to put in the plumbing in place for you so the game that i'm going to show you the real quick is a game called of the harvest it was developed by lu ma RK start to come up there this game was developed in the course of three weeks so we gave some developers early access to our tools and really asked them to give us an experience that they thought might be compelling on the phone so I hit play on this and the thing that you'll see about this game is that it's a full 3d game everything you're seeing here is rendered in real geometry the animation of the air then you see there is completely rendered in 3d done all the XNA game studio four point oh you'll see that it's touched so I can kind of move him around but really we think that that's a powerful platform it says something like you can get this up and running in full 3d with animated characters and provide a great core experience on the phone one of the things that we provided on Windows Phone 7 series is this idea configurable effects so you basically have different effects that you can choose from which you see here so basic effect which is kind of a three-point lighting effect skin effect environment map dual textures and alpha textures outlet s so Sean's going to go with much deeper into these but a key takeaways custom effects aren't available 7-series one of the great advantages that were riding on Windows Phone 7 series with graphics in particular is we have system support for a scalar and orientation so one of the great things that we have on the xbox 360 is the ability to render something at a lower resolution and then through hardware scale that up to the native resolution that the user has their xbox 360 center we are providing some similar functionality on Windows Phone 7 series so this allows you also to write your game without worrying about the native resolution of the device will do automatic kind of translation between the portrait and landscape and we automatically translate the touch inputs as well between portrait and landscape the scalar also has the ability to dramatically improve performance on the platform the game that I showed you earlier was actually rendering at the full resolution of the device so it was rendering at 480 x 800 when you as a developer had the choice to trade Christmas when that scales up for improved performance or pushing the platform more
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