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[.net] X Box 360 and Managed Direct X

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Hi, I am wanting to see if games written in Managed Direct X will be compatible with the new XBox 360. The idea being if we develop a game using managed Direct X the game could potentially be converted to run on XBox 360. I was at E3 in May and could not get any info about this. Does anyone have such info? Thanks, bird

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very unlikly.

The xbox 360 uses hardware specific version of directx that is has extra features, and also features missing from the PC version. As was the case with Xbox 1. So even if the 360 can run .net (I'd expect it can), it's version of MDX will almost certainly be incompatible with PC MDX.

That said, it probably wouldn't be that hard to port them (assuming it does run .net)

I'd expect that MS are targetting .net as a scripting language for the 360. Help make development a lot smoother.

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I thought the Xbox 360 was supposed use XNA in which case all the DirectX should be compatible between Xbox and PC.

It is also supposed to support CD-R, so I would really like to be able program games in .NET then burn the games to CD and play them on an Xbox.

I know this is unlikely, since Microsoft will want to charge royalties for everything. Hopefully, their business model is more centered around XboxLIVE than royalties from games (at least I suspect it is) and maybe they will encourage hobby game development.

The big budget games that generate a lot of royalty arent going to be on CD anyway so they could put their copy-protection and royalty stuff on the DVD discs only. Then not-for-profit hobby games could easily be shared on CD.

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Why does someone want to program for Xbox360 using a crappy API while there's something called Playstation 3 which is OpenGL based?

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Because I already have a 2d (accelerated with 3d) engine that I wrote for this "crappy API" and I am not trying to make doom3 or unreal tournament 2k-whatever. Just old-school arcade style games. For simple games like these, managed code on the XBox would be 100 times easier than writing the same thing in C++ and having to deal with the PS3's cell processor.

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Besides, the ps3's cell processor only got 512kb of caching so i'd stay clear of that bad boy all in all =)

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Quote:
Original post by quaker
Why does someone want to program for Xbox360 using a crappy API while there's something called Playstation 3 which is OpenGL based?

Considering at the current time DirectX is superior to GL (especially the PS3 version.. 1.3 or whatever not even supporting a good shader model) I wouldn't really call it a crappy API. Microsoft is well known for having the best API for programming consoles.. so you must be new or something.

[Edited by - Saruman on July 7, 2005 1:13:11 PM]

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Quote:
Original post by Stru
I know this is unlikely, since Microsoft will want to charge royalties for everything. Hopefully, their business model is more centered around XboxLIVE than royalties from games (at least I suspect it is) and maybe they will encourage hobby game development.

The big budget games that generate a lot of royalty arent going to be on CD anyway so they could put their copy-protection and royalty stuff on the DVD discs only. Then not-for-profit hobby games could easily be shared on CD.


I don't think this is likely. Not because of the royalty issue but because of the security and piracy issues. Security is supposed to be a big deal on this console with the new live micro transactions. Modding and cheating are other related problems. Microsoft is not going to allow any unsigned code to be run, which is too bad. It would have been nice if they at least let you run in a sand box with no disk access or network access, but i think thats highly unlikely.

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