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Author Topic: Everything you wanted to know about XNA  (Read 4301 times)

Offline Black Samurai
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Everything you wanted to know about XNA
« Reply #45 on: March 12, 2005, 07:47:20 PM »
Quote
Originally posted by Unicron!
When tools are created for general use they are trying to offer the appropriate library to be able to create nice effects easier.Its not made under specific preferences, and style and flexibility reaches as far as the tool is enabling.You ll be getting better gerater results but sooner or later you ll be getting diminishing results.Only the best developers can counter this problem becuase they have complete ability to create code and surpass.
Developers WANT standardized tools. They make the industry better for the producers AND the consumers. You are stuck on this rain issue. The same effect can be done with just about any of the tools available to developers. All that is needed are artists and programmers. A developer could take another engine and recreate MGS\' rain in less time than it took Konami to debug their engine. Prime example = Splinter Cell. Splinter Cell\'s graphics run circles around MGS\' by using the Unreal engine.

Here is a scenario:
  • I tell two different companies to build me the BEST house possible in 3 months.
  • Both companies have the same amount of money to build.
  • Company #1 has access to standardized tools(ie. hammers, nails, saws, etc).
  • Company #2 does not have access to these tools and either has to make their own or find something else that can do the job and figure out how to make it work for them.
No matter how talented Company #2 is they are going to be severely limited as to what they can build due to money and time. Company #2 has to overachieve to even be comparable with Company #1\'s capabilities. You could be looking at a Jetsons vs Flinstones situation.
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Offline Unicron!
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Everything you wanted to know about XNA
« Reply #46 on: March 12, 2005, 08:05:39 PM »
ahm....Splinter Cell\'s rain effects suck.And its on a more powerful hardware.but if you compare the PS2 version of it with MGS2, Splinter Cell "cant do cyrcles"

And give attention to the whole point of my post.Not just a part of it because you get the wrong idea

Its these very same points you brought that worry me.What you said are the first thoughts.I brought the afterthoughts of these points.Its not rosy
« Last Edit: March 12, 2005, 08:15:31 PM by Unicron! »

Offline Ginko
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Everything you wanted to know about XNA
« Reply #47 on: March 12, 2005, 08:25:33 PM »
Quote
Originally posted by Unicron!
You didnt get me.You described how you can utilize a rain effect but I was comparing two different effects.MGS\'s effects and Splinter Cell\'s are two different effects that represent rain.They are different.Its not the same rain effect programmed to look differently.


No, I described how to utilize particles to create a rain effect.  That one tool can be used to achieve a limitless amount of effects, as far as particles go, only bound by creativity and understanding of the tool.  

For example, you can use the particle emitter to make rain as well as things like sparks, fountains, waterfalls, and tornados.  Not satisfied with the outcome?  Go in and tweak the code and make it your very own, granted you need to know some programming,
but you just saved yourself alot of time to get your desired effect by using said code.  Think of the available tool as a platform to jump from rather than having to build said platform.  

Quote
If you watch closely they are using different methods.It looks like they are using different kinds of particles and techniques.Its not  the same method adjusted to look more realistic.
Because the rain effect and particles were created from scratch the programmers could make it look and programm exactly just like they wanted and create their own methods from zero.


Just to stay focused let’s use the particle tool again.  With that same emitter I have the option to choose not only how it behaves but also how it looks. (Triangles, squares, metaforms, or any object I make myself)  Believe me when I say that it is up to the artist as to how they want their rain, and any other effect, to look.  Get an effect that you like and you can save it as a preset for future use, build your assets so as not to start from scratch on every project.  A little bit of tweaking of that preset can go a long way to achieving a new and unique result.

Another example is the 3d program I use, I prefer Lightwave.  It\'s a 3d animation program with tons of tools, what\'s cool about Lightwave in particular is the community of users who write their own tools, or enhance the one\'s available, and share with everyone else.  Case in point...someone wrote a program that sets up a 3 point lighting system in reference to a object.  That saves me time from having to create those three lights, position them, set their values, etc.  I can still customize anything about them at any time, but it ALWAYS proves to be a time saver even when I need to change a few things.  So setting up those three lights myself when I have that tool available would just be a waste of time.

Quote
When tools are created for general use they are trying to offer the appropriate library to be able to create nice effects easier.  Its not made under specific preferences, and style and flexibility reaches as far as the tool is enabling. You ll be getting better greater results but sooner or later you ll be getting diminishing results. Only the best developers can counter this problem becuase they have complete ability to create code and surpass.


It really depends on the tool being used.  If you are specifically referring to the particle tool then there are no limits and its’ flexibility is entirely dependant on the extent of the users desired effect.

Other things like walking animations, lip-syncing, motion capture, camera effects, if and then events...why spend time creating something from scratch when you have that resource available?  Tear it down and put it back together the way you want it.

There are many other examples like Splinter Cell and Unreal 2 use the same engine but don’t look or play anything alike.  I’ll try to find a list of games that use the Havok and Unreal engines,  there’s bound to be a pretty diverse portfolio for each ranging from sports games to fps.  Point is that the developers have that resource, tear it down, take what they need and create everything else.

Quote
While this seems like a good thing since it can let developers show their creativity otherwise couldnt we will be seeing a huge amount of good looking games that play crap since there is a huge amount of developers that arent as talented or as hard working being mixed with the games that come from hard working talented developers.You can see this in PC gaming.Support is HUUUGE surpassing console\'s support by difference but there is a greater amount of crap games at the same time or mediocre games with better graphics that all play the same.The wow factor in both graphics and gameplay isnt as extensive as in the console market even when PC gaming shows a game that surpasses most grate console games in every aspect.


It\'s really up to the developer as to what they want out of the tool.  Use it for the whole game or use it for a small part, again, XNA is an available tool.  If XNA was so limited then I highly doubt it would have so much support behind it.  

Quote
In the console market though its diferent.Great graphics and great gameplay describe each other more often.The work of talented developers is more often evdient and distinguishable becuase of that.

Can you imagine how gaming would have been in the console market if we got 100 gothic games that look as good  or better than DMC or 100 games that look as good or better than GT4  but may lack in gameplay?
The wow factor of true class games is reduced.Because so far gameplay and graphics keep up with each other in console gaming.
 Its easier to distinguish the good game from the bad in console gaming  compared to PC gaming


I’ve seen many games with great graphics turn out to be mediocre or trash because that’s where all the time was spent.  I’ve seen other games have amazing gameplay and so-so graphics.  As for the clones, they’ve been around for ages.  The games that grab the attention of gamers manage to rise above.  As I said before, there will always be artist with a love for the craft of game making.  Those games will be distinguishable.

Quote
And XBOX had a similar problem to that of PCs.While a mediocre multiplatoform released game looked bad on PS2 it looked 10 times  better on XBOX because it was more powerful and  directx friendly.Xbox had tons of games that looked better than many PS2 games that lacked in gameplay.
I mean the XBOX was released with games that displayied graphics not seen on PS2 back then yet there was lack of quality games.DOA2 is nowhere as good as TTT but is greater in graphics in all aspects


It really depends who you ask, I know several people who have around 30 games in their Xbox collection, and a couple who have over 50.  If you were to ask them what they think of Xbox vs. PS2 then you probably wouldn’t hear what you want to.
« Last Edit: March 12, 2005, 09:03:22 PM by Ginko »

Offline Unicron!
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« Reply #48 on: March 12, 2005, 08:41:20 PM »
Ok.I accept everything until my last three quotes.These three parts are pointing to the same thing.
But you didnt exactly got my point there.

Just to give you a hint its not about XNA being limited or bad.Its about developers willingness and usage of the tool
« Last Edit: March 12, 2005, 08:46:19 PM by Unicron! »

Offline Unicron!
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« Reply #49 on: March 12, 2005, 08:49:42 PM »
Quote
Originally posted by §ôµÏG®ïñD
expect the player models. TTT had wicked models, Namco themselves said they\'d never do them like that again though. :(


To tell you the truth TTT still amazes me graphically.I also get the impression that there is some form of bumb mapping (at Ogre\'s stage and Law\'s stage just look how the floor shines.Or Jin\'s stage.The wooden floor doesnt seem exactly flat)

Offline Ginko
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« Reply #50 on: March 12, 2005, 08:55:12 PM »
XNA is not a magic wand, those lazy developers are still going to be left behind by those who are more capable and willing to work for exceptional results.

As for the PS2 vs. Xbox thing...even given PS2\'s unique architecture how many of the hundreds of games turned out to be "quality".  Not all, not most, by any account.  It is ENTIRELY up to the developer as to what effort they are willing to put forth.
« Last Edit: March 12, 2005, 09:04:34 PM by Ginko »

Offline Bobs_Hardware

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« Reply #51 on: March 13, 2005, 05:06:33 AM »
Oh, yeah.. like you would know!!

Offline Unicron!
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« Reply #52 on: March 13, 2005, 07:42:08 AM »
Quote
Originally posted by Ginko
XNA is not a magic wand, those lazy developers are still going to be left behind by those who are more capable and willing to work for exceptional results.

As for the PS2 vs. Xbox thing...even given PS2\'s unique architecture how many of the hundreds of games turned out to be "quality".  Not all, not most, by any account.  It is ENTIRELY up to the developer as to what effort they are willing to put forth.


No.Bad developers arent left behind.They are never left behind.Bad developers also refers to developers that can do great graphics but sucky gameplay.You can see this already in PC gaming.Nobody can stop bad developers from offering great looking games with mediocre gameplay.And great graphics with medioce gameplay can sell

 I didnt say it is a magic wand.And I didnt say that PS2\'s most games were quality.Read again my post.
 On PS2 talented and good developers are more distinguishable.good graphics and good gameplay describe each other more often.Notice that I didnt say always.(I also dont mean that good games are more).So the fact that mediocre but good looking games on PS2 exist doesnt say much.There are always the exceptions
 And the last sentence is were I am directing my point to.Developer\'s morale.
 Whats the best motive?Money?Or creativity?Dont think of developers as artists or creators for a moment.Think of them as.....companies in an economy.
 Also take my example of GT4 and DMC again.I didnt say that this games wont be distinguishable.The point is they wont be as much.The wow factor is reduced since other developers capable at producing good graphics with mediocre gameplay will produce games that look as good.While these AAA games distinguishable as a whole achivement now this achievement will be reduced.Because "companies" try to sell products that reminiscent other products and present them like rivaling ones because they care about selling.Gaming is adulterating more towards money profiting and less towards creativity.
 This why so far my choice of gaming was never PC despite the better graphics and physics.
 MS doesnt give shit about gaming.With XNA they want to "help" companies profit.Not to create.(this would also lead to increasing numbers of companies---.>increasing number of XNA support).They use the NO.1 motive of companies to make and present XNA as the NO.1 choice."Helping developers" intentions are only a show window.A vitrine
« Last Edit: March 13, 2005, 08:04:11 AM by Unicron! »

Offline Black Samurai
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Everything you wanted to know about XNA
« Reply #53 on: March 13, 2005, 08:34:03 AM »
Quote
Originally posted by Unicron!
MS doesnt give shit about gaming.With XNA they want to "help" companies profit.Not to create.(this would also lead to increasing numbers of companies---.>increasing number of XNA support).They use the NO.1 motive of companies to make and present XNA as the NO.1 choice."Helping developers" intentions are only a show window.A vitrine
You act like Sony DOES care about gaming. Come on now you can\'t be THAT biased to think that Sony is looking out for the little guy. If XNA lives up to its potential it helps they developers profit margin(in that they have less expenses) and improves creativity(in that they have more resources to put towards being creative). The two are not mutually exclusive. You CAN improve profitability and creativity at the same time.

Quote
Originally posted by Unicron!
Gaming is adulterating more towards money profiting and less towards creativity.
Where have you been for the last 20 years?
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Offline Unicron!
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« Reply #54 on: March 13, 2005, 08:40:12 AM »
Quote
Originally posted by Black Samurai
You act like Sony DOES care about gaming. Come on now you can\'t be THAT biased to think that Sony is looking out for the little guy. If XNA lives up to its potential it helps they developers profit margin(in that they have less expenses) and improves creativity(in that they have more resources to put towards being creative). The two are not mutually exclusive. You CAN improve profitability and creativity at the same time.


Did I say Sony is an angel?Did I mention Sony?What does Sony has to do with XNA anyways?The title sais XNA and I am talking about XNA.
What?Do you like the fact that Sony doesnt care?No?

Quote

Where have you been for the last 20 years?


I didnt say this was never happening before did I?(notice the verb adulterating.It is still adulterating towards there)
You like this continuous adulteration dont you?
« Last Edit: March 13, 2005, 08:57:57 AM by Unicron! »

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Everything you wanted to know about XNA
« Reply #55 on: March 13, 2005, 09:54:02 AM »
Quote
Originally posted by Unicron!
Did I say Sony is an angel?Did I mention Sony?What does Sony has to do with XNA anyways?The title sais XNA and I am talking about XNA.
What?Do you like the fact that Sony doesnt care?No?
Are you even going to mention the idea of creativity and profit margin being mutually exclusive?

Quote
Originally posted by Unicron!
I didnt say this was never happening before did I?(notice the verb adulterating.It is still adulterating towards there)
You like this continuous adulteration dont you?
Do you know why this is? Because you need money, LOTS of money, in order to create a commercially viable game. When an industry is setup to discourage entry unless you have millions of dollars to spare you are eventually going to end up with only the richest companies at the table. Why do you think so many of the really good small developers have had to either shut down completely or move under the umbrella of a larger company? This is a business of selling creativity. Which basically means that all that matters is the bottom line. When you are able to eliminate that aspect of game development you open the door to the creativity of game designers.

Do you think a company WANTS to put out a bad product? They know their game is inferior but 9 times out of 10 the suits forced them to put it on the market because the cost of development was beginning to overshadow the projected revenue from sale of the game. When you have a system that cuts down on the development cost aspect of the equation your creativity and efficiency automatically increase.

BTW, You seem to think that a system like this would force developers to use a standard set of tools. There is nothing stopping someone, with the money and ability, from building their own "hammer". This just levels the playing field for those that don\'t have that luxury.

It is concepts like these that are going to pave the way for better quality independant game developers and games.
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Offline Unicron!
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« Reply #56 on: March 13, 2005, 10:20:35 AM »
Quote
Originally posted by Black Samurai
Are you even going to mention the idea of creativity and profit margin being mutually exclusive?


Is it?ALWAYS?Do you see only quality selling?
And developers can put out a product they know it sells even if its not a quality product.Need For Speed series is one heck of a mediocre game that sells like hotcakes.Not that it has to do with XNA but just an example of a game that doesnt necessarily need to be great.Mediocre games sell.And it doesnt have to do with "lack of money"
Not only quality sells.

Earlier you agreed that gaming is adulterating toward profability and less towards creativity?What happened now?
Quote

Do you know why this is? Because you need money, LOTS of money, in order to create a commercially viable game. When an industry is setup to discourage entry unless you have millions of dollars to spare you are eventually going to end up with only the richest companies at the table. Why do you think so many of the really good small developers have had to either shut down completely or move under the umbrella of a larger company? This is a business of selling creativity. Which basically means that all that matters is the bottom line. When you are able to eliminate that aspect of game development you open the door to the creativity of game designers.

Do you think a company WANTS to put out a bad product? They know their game is inferior but 9 times out of 10 the suits forced them to put it on the market because the cost of development was beginning to overshadow the projected revenue from sale of the game. When you have a system that cuts down on the development cost aspect of the equation your creativity and efficiency automatically increase.


You didnt say anything I dont know.Thats somnething I adressed earlier but I added that it doesnt mean this is whats going to be happening.
And how it should have been is different from how it is

Quote

BTW, You seem to think that a system like this would force developers to use a standard set of tools. There is nothing stopping someone, with the money and ability, from building their own "hammer". This just levels the playing field for those that don\'t have that luxury.

It is concepts like these that are going to pave the way for better quality independant game developers and games. [/B]


Again its not about XNA being bad or good as a standalone tool.
« Last Edit: March 13, 2005, 10:27:10 AM by Unicron! »

Offline Evi

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« Reply #57 on: March 13, 2005, 02:08:43 PM »
Quote
Wasn\'t XNA just a new name for DirectX?
No. DirectX is only part of XNA.

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« Reply #58 on: March 13, 2005, 05:11:47 PM »
No doubt will XNA make it easier for developers to port from PC to Xbox 2 and vice versa but it\'s funny that MS this time around states that it\'s about the software, when last time it was about the hardware when they knew the Xbox would be more powerful. Now that they are believed to have the inferior hardware, they try and hype up XNA so much to counteract Sony\'s hardware.

Anyway, looking forward to the next generation.

Offline Ginko
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« Reply #59 on: March 13, 2005, 06:41:18 PM »
Quote
Originally posted by Unicron!
No.Bad developers arent left behind.They are never left behind.Bad developers also refers to developers that can do great graphics but sucky gameplay.You can see this already in PC gaming.Nobody can stop bad developers from offering great looking games with mediocre gameplay.And great graphics with medioce gameplay can sell


XNA is not for graphics, it is not an engine.  It is a pool of resources designed to aid the developers in creating their games.

There have been shit games since I can remember, just as there have been exceptional games that are considered classics.  You think that\'s going to change?  

Quote
bdidnt say it is a magic wand.And I didnt say that PS2\'s most games were quality.Read again my post.


The magic wand theory is something I learned while taking some 3d animation classes.  No matter how amazing the tool set is it will not make someone creative, it will not make a good film, game, etc.  The tools are there to help the artist, they can’t do anymore than that.  If a developer lacks the capacity to make a good game then no amount of tools, no matter how great, is going to change that.

Why would you blame MS for games with good graphics/bad gameplay selling?  This trend didn’t start with MS nor did it escalate with them.  If you want to blame anyone for the rise in shit games you can probably blame Sony for creating the massive casual gamer market who buys into the less than stellar titles then the developers who take advantage.

Quote
On PS2 talented and good developers are more distinguishable.good graphics and good gameplay describe each other more often.Notice that I didnt say always.(I also dont mean that good games are more).So the fact that mediocre but good looking games on PS2 exist doesnt say much.There are always the exceptions
 And the last sentence is were I am directing my point to.Developer\'s morale.
 Whats the best motive?Money?Or creativity?Dont think of developers as artists or creators for a moment.Think of them as.....companies in an economy.
 Also take my example of GT4 and DMC again.I didnt say that this games wont be distinguishable.The point is they wont be as much.The wow factor is reduced since other developers capable at producing good graphics with mediocre gameplay will produce games that look as good.While these AAA games distinguishable as a whole achivement now this achievement will be reduced.Because "companies" try to sell products that reminiscent other products and present them like rivaling ones because they care about selling.Gaming is adulterating more towards money profiting and less towards creativity.
 This why so far my choice of gaming was never PC despite the better graphics and physics.


Again, for every gem on the PS2 there are 30 games that are less than average.  The fact that PS2 is more complex to develop for is no more discouraging to make shit games.  I have a mountain of PS2 games to name in order to back that statement up.  

Also, we both know that these people are in it to make money.  Fact is that games are getting more expensive to make due to the time required to build assets, custom tools, resources, etc.  That labor doesn’t come cheap either.  Before you know it creativity is put in the back seat while profit is priority number one.  What sells?  Graphics sell!  Hence the ever growing library of garbage available on all three consoles.

Having a greater arsenal of tools will benefit everybody, and think of it as the good developers will be even better because of it.

Quote
MS doesnt give shit about gaming.With XNA they want to "help" companies profit.Not to create.(this would also lead to increasing numbers of companies---.>increasing number of XNA support).They use the NO.1 motive of companies to make and present XNA as the NO.1 choice."Helping developers" intentions are only a show window.A vitrine


I think your bias is truly showing here, that or you\'re just ignorant to what MS has been up to.  Money is always the bottom line for any business, that’s a given, but you can’t outright say MS doesn’t give a shit about gaming because you’d be wrong on several accounts.  It’s been said in several interviews with various developers who publish with MS that they are given free reign to be creative.  Second is the reason of this very thread, XNA.  Software being developed by MS to help developers.  

Read the recent partnering with Mistwalker.  MS is publishing both games but has given them complete freedom to do whatever they want.  Don’t believe me?  Read the interviews yourself, both sides say the same thing.  Look up some Rare interviews as well.

Need reason for XNA?  Go read the first 3 posts of this thread, looks like alot of developers are excited for it.

Also, don\'t forget Sony\'s jumping into the standardized toolset as well.  Look up Collada.
« Last Edit: March 14, 2005, 09:23:17 AM by Ginko »

 

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