prog: (tom)
XNA 2 is great. The documentation really wants you-the-reader to rapidly understand how to make games with it. It hands you the full source of XBox-SpaceWar, and a lot of documentation projects would stop there, leaving you to learn by poring over the code. The XNA docs, though, say "OK, now let's borrow all of its art assets and rework them into an Asteroids game," and proceeds to lead you through the process, step by step. That is genius. I would be proud to write code tutorials as good as this, some day.

So, yeah, the scariness and scope of the project I have in mind shrunk by 50 percent today, and I feel I can now hold it (using both arms, and lifting with my knees).

After I do taxes (yes, I know) I will start planning on buying a cheapo PC that I'll dedicate as an XBox development station. It's not so much using Windows that is painful - it's having no access to all my stuff and tools on the Mac side of my laptop, while I'm booted into the Windows side. All my favorite note-taking and organizational utilities are there. And Google tells me that combining Mono with XNA is possible but deeply voodooish, so I'm not gonna go there (but thanks for the suggestion even so, those what suggested it).

WIll also hafta hand MS a C-note for the privilege of sending builds across the room to my own damn XBox for a whole year. But that's pretty much the only other cash outlay until prototype, so that's cool.

August 2022

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