How to Start building games for Xbox 360
Platform , shoot-em-ups, racing , and adventure . Peek this and poke that and the next generation of developers were born. But why don’t people write for fun anymore? Perhaps and their programming languages went in different directions, we all grew up and wrote database applications. Writing simple became hard and the immediacy and fun just got drowned out in the API calls and lines of C++.

Move forward a couple of decades, and enter . The founding principle behind was to enable people who like coding for fun to create and share great . can be written once and with minimal changes be deployed to run on or the 360. Version 2 of enabled the creation of networked over Live and with version 3 (currently in CTP) can now target the !

comprises a collection of code frameworks that simplify the game creation process. Namespaces for handling player input, storage, sound, maths, networking, and of course, graphics are provided - the latter provides 2- and 3-D handling, including sprite management and collision detection. Key to the framework is two core infrastructure elements - the Game Class, and the Content Pipeline.
The Game Class provides a convenient set of event handlers that constitute a loop - get input, update the , update the screen. You insert your in the handler routines, and does the heavy lifting.

The Content Pipeline is key to how can provide both independence between deployment devices and handle game resources from multiple sources. When a game initialises, the game resources (such as sounds, meshes, textures etc.) are loaded into the pipeline. During game play, you can access your resources from the pipeline as needed - and because uses generics, you can ensure type-safe access as well.

As well as the Framework, provides a set of extensions to Visual Studio to allow remote deployment and debugging of your game to an 360, or . Currently v2.0 supports Visual Studio 2005, and the 3.0 CTP supports Visual Studio 2008.

Finally, bringing the whole together is the Creator’s Club where you’ll find everything you need - from discussion forums to complete game source. More recently we launched the Creator’s Club Online where you can share your with the or peer-review and from other fans.

Getting started with couldn’t be simpler - especially since everything you’ll need to write great for is , and available for . Everything you need to know about creating your first game can be seen in the Quick Start guide.

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