Game Developers Conference 2008 - (Page 64) Tutorials GaMe desiGn Track (106) Xna Game studio developer day 9:30am-6pm • room 2001, West Hall using XNA Game Studio. We go in-depth into the creation of the code for the importers and processors and do hands-on debugging of the resulting processor and importer to give the audience a clear idea of how to work with and extend the Content Pipeline. managed code, and we offer some tips for minimizing those costs. Understanding XNA Framework Performance shawn Hargreaves Shawn is one of the key developers working on the XNA Framework and is well-known to the community as an active participant in the forums. (shawnhar) Intended Audience: Any user of XNA Game Studio Session Takeaway: Learn the performance characteristics of the XNA Framework with special emphasis on the Xbox 360. This talk is for programmers who want to understand how the XNA Framework works on Xbox 360, and the implications for writing high-performance code. The talk explains when and why the framework transitions between the Xbox user and supervisor modes, and why should you care. The talk also presents best practices for writing efficient graphics and math code, how to use multiple cores to parallelize your game, and which XNA Framework APIs can be called while doing so. Finally, the talk demonstrates what tools are available for investigating performance on Xbox 360, and how Windows tools can help you understand Xbox 360 performance issues. Networking with Game Studio 2.0 shawn Hargreaves Shawn is one of the key developers working on the XNA Framework and is well-known to the community as an active participant in the forums. Intended Audience: Users of XNA Game Studio who want build multiplayer networked games Session Takeaway: Learn about the networking capabilities and APIs of the XNA Game Studio 2.0 release. Playing games by yourself can be fun, but it’s far better when you can play with others, whether cooperatively or head-to-head. Creating multiplayer games using XNA Game Studio, however, requires networking support in the XNA Framework for both Windows and Xbox 360. And that support simply wasn’t there…until now! With the release of XNA Game Studio 2.0, we have augmented the XNA Framework to include support for networked games. Come learn about networking in the XNA Framework, what is supported and what’s not, and how you can enable multiplayer support in your games. XNA Game Studio 2.0 for Xbox LIVE Arcade Mitch Walker Mitch is the Senior Program Manager on the XNA Community Game Platform team responsible for designing the XNA Framework API set for Graphics, Audio, Input, Storage and Networking. Intended Audience: Users of XNA Game Studio interested in making games for Xbox LIVE Arcade. Session Takeaway: Learn about the LIVE Arcade Extensions to the XNA Game Studio One question resounds as more and more developers discover the productivity gains from XNA Game Studio. How do you make money from the games you create? This talk offers a sneak peek into the XNA Arcade Extensions to Game Studio 2.0 along with details of how professional developers can take advantage of XNA Game Studio to produce commercial games. Tutorials CLR Performance on Windows and Xbox 360 Frank savage Frank heads up the XNA Community Game Platform Framework and Tools team with 16 years of game development experience. (franksav) Intended Audience: Any user of XNA Game Studio Session Takeaway: Learn performance characteristics of the CLR and C# on Windows and Xbox 360. This talk is for those who want to understand the inescapable performance consequences of the managed programming method: the things you cannot avoid and the things you can. Comparing and contrasting the consequences for the .NET Compact Framework and the classic .NET runtime, the talk explains the reasons for these overheads, the benefits they provide, and what practices minimize the associated costs. Additionally, we discuss some commonly occurring costs, such as boxing, that aren’t inherent to all Extending the Content Pipeline in Game Studio 2.0 Michael klucher Michael is the Program Manager with the XNA Framework and Tools team who drove the design and implementation of the XNA Game Studio Content Pipeline. Intended Audience: Users of XNA Game Studio who want to learn more about the Content Pipeline and how to extend it Session Takeaway: Learn about extending the content pipeline to include new file formats or custom game data. The XNA Framework Content Pipeline allows developers to use Visual Studio to build their art into resources for use with the XNA Framework and XNA Game Studio. This talk covers how to create new importers and processors using C# to extend the functionality of the Content Pipeline as well as how to debug these importers and processors Advanced Debugging with Game Studio 2.0 Frank savage Frank heads up the XNA Community Game Platform Framework and Tools team with 16 years of game development experience. (franksav) Intended Audience: Any user of XNA Game Studio Session Takeaway: Learn advanced debugging techniques in Visual Studio. XNA Game Studio offers a robust debugging experience that can greatly enhance a developer’s ability to investigate a game as it runs. Developers of managed games have many debugging techniques at their disposal, but not all of them are self-evident. This talk covers advanced debugging techniques useful to game developers, including demonstrations of powerful IDE debugger features and other tools provided by Microsoft. 64 Visit www.gdconf.com for daily coverage of GDC 2008 http://www.gdconf.com/?cid=GDC08_showguide http://www.gdconf.com/?cid=GDC08_showguide
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