XNA 4.0 Workshop - Week 1 (Ch. 1-3)

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23 comments, last by JWalsh 13 years, 3 months ago

'Zack said:

'Mohanddo' said:

I just want to mention that if you are a student, you can get a free XNA Creators Club Academic Subscription for 12 months from MSDNAA or Dreamspark. Although i am not sure if this subscription is version specific or not. Just wanted to put that out there :)


My school was never recognized by the MSDNAA so I never could get the sub.


Maybe I'm wrong, but don't you have to go through your school's IT department to get authorized to access it?


For MSDNAA you have to ask your IT department if they have a subscription, however for a CC membership you just need to visit www.dreamspark.com and link your Live ID to your student email - most universities and colleges are signed up there and they just authenticate you with the university.
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One thing to mention is that the Platformer project mentioned at the end of Chapter 1 is missing from XNA Game Studio 4. An update for that has been posted in MSDN blog entry here.
I see someone answered the questions about dreamspark already.
If anyones interested, this blog entry helped me with converting some of the code to 4.0 in Ch 3.....

http://blogs.msdn.co...studio-4-0.aspx

There's also some other entries about differences with 4.0 there that were helpful.
If anybody needs some help converting the XNA 3 code to XNA 4 I've already been through these chapters and I have done so myself. Post them here and we should be able to help. As for getting a free Creators Club Subscription, this is true through either DreamSpark or through the Academic Alliance
I know it was said that big-endian vs. little-endian isnt relevant yet, but could someone elaborate on that a little more? Maybe a general synopsis of the concept.

Thanks!

I know it was said that big-endian vs. little-endian isnt relevant yet, but could someone elaborate on that a little more? Maybe a general synopsis of the concept.

Thanks!


Endianness refers to the order in which bytes are arranged in memory.

For example in a little-endian machine (x86) a 4-byte integer would be stored with the least significant byte first, so when viewing the four bytes (A,B,C,D) you would see it as D,B,C,A, where D is the least significant byte, and A is the most significant byte.

The 360 on the other hand is big-endian, and so it stores its bytes with the most significant byte first (or A,B,C,D) - when communicating between the PC and the XBOX over a network - or when sending files, you need to reverse the byte order to ensure the PC (or Xbox) reads the data correctly.

Here is a visual example that might help: http://en.wikipedia....0C0Dh_in_memory

If you are only working on one platform, or you are not communicating between them then you do not need to worry, however it is always good to know and remember in case you want to do this in future. Some nice little tricks can be used for development on the XBOX if you setup a system to communicate between PC and XBOX (or even WP7)
if you are going to be using the 360 game pad on the pc/lappy you will need to download the drives for it aswell
which you can get from
http://www.microsoft.com/hardware/download/download.aspx?category=gaming
Sorry if I missed it up above but I don't see it anywhere....what was the name and author of the book again?

Thanks,
Todd

Sorry if I missed it up above but I don't see it anywhere....what was the name and author of the book again?

Thanks,
Todd


http://www.amazon.com/Microsoft-XNA-Game-Studio-Unleashed/dp/0672330229/

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