Microsoft's XNA Framework
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DECEMBER 5-9, ORLANDO, FLORIDA Royal Pacific Resort at Universal Orlando® 5 CODE-FILLED DAYS IN FLORIDA! REGISTER TODAY! VSLIVE.COM/ORLANDO u Visual Studio 2010 / .NET u Web / HTML5 u Developing Services u Cloud Computing u Silverlight / WPF u Windows Phone 7 u Data Management u Programming Practices PLATINUM SPONSORS SUPPORTED BY PRODUCED BY DECEMBER 5-9, ORLANDO, FLORIDA Royal Pacific Resort at Universal Orlando® A Message from the Co-Chairs The Microsoft Development Platform is reaching a huge milestone. With Windows 8 waiting in the wings, the growing momentum of Windows Phone, the industry-wide HTML 5 push and continual emphasis on Cloud Computing, just about everything is changing and growing. We think there’s a great way to digest these changes and seize their collective opportunity. And that’s to hear about them directly TABLE OF from Microsoft product team members and evangelists, along with a number of the finest independent speakers in the business. CONTENTS: We’re Andrew Brust and Rocky Lhotka, and as Conference 10 Reasons to Attend ............................................ 3 Co-Chairs for Visual Studio Live! Orlando, we’d like to personally Speaker List ............................................................................ 4 invite you to join us this December in Orlando, Florida, where we’ll have some of the best content and speakers that you’ll find at a Events & Activities ....................................................... 5 technical conference. Keynote Abstracts ....................................................... 6 Look Who’s Attending .......................................... 6 We’ve put together a blockbuster lineup of sessions on: HTML 5; the Cloud; Windows Phone Development, Silverlight and WPF; Venue & Travel .................................................................... 7 Data Management and Services Development. Agenda-At-A-Glance ............................................. -
Course 3D MDX: 3D-Graphics with Managed Directx 9.0 Chapter C4: Standard Meshes = Primitives
1 Course 3D_MDX: 3D-Graphics with Managed DirectX 9.0 Chapter C4: Standard Meshes = Primitives Copyright © by V. Miszalok, last update: 11-08-2006 Project mesh_primitive1 Form1, OnResize, OnTimer Exercises Project mesh_primitive1 Main Menu after starting VS 2005: File → New Project... → Templates: Windows Application Name: mesh_primitive1 → Location: C:\temp → Create directory for solution: switch it off → OK Delete the files Program.cs and Form1.Designer.cs and the content of Form1.cs, as described in the chapters 2DCisC1 to 2DCisC4. If You can't find a Solution Explorer-window, open it via the main menu: View → Solution Explorer. Inside the Solution Explorer-window click the plus-sign in front of mesh_primitive1. A tree opens. Look for the branch "References". Right-click References and left-click Add Reference.... An Add Reference dialog box opens. Scroll down to the component name: Microsoft.DirectX Version 1.0.2902.0. Highlight this reference by a left-click and (holding the Strg-key pressed) two more references: Microsoft.DirectX.Direct3D Version 1.0.2902.0 and Microsoft.DirectX.Direct3DX Version 1.0.2902.0 or 1.0.2903.0 or 1.0.2904.0. Quit the Add Reference dialog box with OK. Check if three references: Microsoft.DirectX and Microsoft.DirectX.Direct3D and Microsoft.DirectX.Direct3DX are now visible inside the Solution Explorer window underneath mesh_primitive1 → References. Form1, OnResize, OnTimer Write the following code to Form1.cs: using System; using System.Windows.Forms; using System.Drawing; using Microsoft.DirectX; using -
Xbox LIVE Arcade Game Development Katie Stone Perez
Xbox LIVE Arcade Game Development Katie Stone Perez Sr. Game Program Manager Microsoft Endless Fun is Just a Download Away! Agenda What is Xbox LIVE Arcade The Growth of Xbox LIVE Arcade What’s New Portfolio Goals Questions What is Xbox LIVE Arcade? Xbox Live Arcade is a destination for users to download, try and buy broad appeal content on Xbox 360 High-visibility placement in every console (Games Blade) Deep Marketplace integration (download, purchase, licensing) Available to both Silver & Gold Xbox Live Subscribers Arcade-specific banner placements drives awareness of new titles Rich around-the-game feature set drives retention & repeat play What is an Xbox LIVE Arcade Game? Full game experience No pieces of games Must stand on its own Smaller in size <150 MB (most games <50 MB) Playable without physical media or other dependencies No instruction manual required Approachable pickup & play Free Trial Version with limited but entertaining gameplay Must up-sell to unlocked “full” version In-game promotional up-sell Plugs into Xbox Live Arcade around-the-game experiences Out-of-game Leaderboards Achievements & Gamerscore Cross-game invites Growth Of Xbox LIVE Arcade 25M games downloaded Instant hit on the Xbox 360, with nearly 70% of all connected consoles already downloading and playing Xbox LIVE Arcade titles. Widespread recognition of XBLA as a “key differentiator” for Xbox 360 Broad recognition of individual titles Over 600K search results for “Cloning Clyde” or “Assault Heroes” Rapid growth of XBLA publisher ecosystem Ultimately means more great games! Top Arcade Titles to Date Street Fighter II' HF Bankshot Billiards 2 Marble Blast Ultra UNO® DOOM® Xbox LIVE Arcade- What’s Next? Size Limit increase to 150 MB Additional Achievements and Gamerscore for PDLC (Paid Downloadable Content) 3 Additional achievements available for a total of 50 additional Gamerscore. -
Windows 10-New Features & Apps
Windows 10-New Features & Apps By Tom Krauser This article discusses some of the new features and apps that come packaged in Windows 10. It is only a brief summary of these features. For more information you can search the internet or check YouTube for instructional videos on your topic of interest. The following links provide some good basic information on Windows 10 and should be helpful to you. https://support.microsoft.com/en-us/products/windows?os=windows-10 https://support.microsoft.com/en-us/help/4043948/windows-10-whats-new-in-fall-creators-update-1709 The following article from PC World Magazine provides articles on a lot of new features in Windows 10. https://www.pcworld.com/tag/windows10/ The following article by CNET discusses some of new features in the latest update to Windows 10. https://www.cnet.com/how-to/windows-10-tips-best-features/ Alarms & Clocks: A combination of alarm clock, world clock, timer, and stopwatch. Set alarms and reminders, check times around the world, and time your activities, including laps and splits. The following link discusses how to set timers, alarms, and stopwatches: https://www.howtogeek.com/225211/how-to-set-timers-alarms-and-stopwatches-in-windows-10/ Camera: Many modern devices with Windows include a webcam and, to use it, you need an app that helps you take pictures, record videos or stream video while video chatting. For this purpose, Microsoft has built an app called Camera, which is available by default in Windows 10. Connect: Use Connect App to Cast Your Smartphone Screen to Your PC. -
Quick Guide Page | 1
Quick Guide Page | 1 Contents Welcome to Windows 10 ................................................................................................................................................................................................... 3 Key innovations ...................................................................................................................................................................................................................... 3 Cortana ................................................................................................................................................................................................................................. 3 Microsoft Edge .................................................................................................................................................................................................................. 4 Gaming & Xbox ................................................................................................................................................................................................................ 5 Built-in apps ....................................................................................................................................................................................................................... 7 Enterprise-grade secure and fast ................................................................................................................................................................................... -
Development of a Windows Device Driver for the Nintendo Wii Remote Entwicklung Eines Windows Treibers Für Die Nintendo Wii Remote
Development of a Windows Device Driver for the Nintendo Wii Remote Entwicklung eines Windows Treibers für die Nintendo Wii Remote Julian Löhr School of Informatics SRH Hochschule Heidelberg Heidelberg, Germany [email protected] Abstract—This paper is about the development of a device The Wii Remote uses Bluetooth for its wireless driver for the Nintendo Wii Remote on Windows PC’s. communication and is thereby connectable with a pc[1]. Windows does recognize the Wii Remote as a game controller, Keywords—Windows driver development, Wii Remote, human but as shown in Fig. 1 no inputs are exposed. Therefore it is not interface device, game controller, Bluetooth usable without any third party support. There are various programs to enable the Wii Remote to be used within video I. INTRODUCTION games, but all of them just map the inputs to keyboard keys[2]. Many PC games do support game controllers. The So this is useful for some single-player games, but does not Nintendo Wii Remote is a wireless controller for the Nintendo support analog input[2]. Additionally if multiple controllers are Wii console and the Nintendo Wii U console. It features needed, e.g. for local multiplayer games like FIFA, this several buttons, acceleration sensors and an infrared sensor. solution is not sufficient enough[2]. Furthermore it is possible to expand the controller via an additional port with various attachments. Those attachments So the objective is to develop a device driver to enable it as are, i.e. the Nunchuk, a controller with additional buttons and a native game controller. -
Kinectadventures MNL ZH.Pdf
MS Color Bar v.6 092110 Kinect 75,66,66 50,40,40 25,19,19 娤⌈ ✏わ敲⦲䎐怱㈙Ḳ∴Ə媲婚孧 Xbox 360® Ḣ㩆媑㗵˚Kinect ㄆㆰ♏㈲ⅱ˚Ọ⎱⅝ẽỢἼ 恱壄何㈲ⅱᷱ䙫憴奨⭰⅏凮⁌⺞柯䟌˛媲⦌╫ῄ䕀㈧㛰㈲ⅱƏỌᾂ㗌⽳⎪俪Ḳ䔏˛⥩ 曧㛦㏂䡓檻㈲ⅱƏ媲∴⽧ www.xbox.com/support ㇽ凛曢 Xbox ⮉㈝㔖㏛惏敧˛ ⡀斾‴ᶔ⩇…宅壈濕妉塉⪿ⵓ‥暿Ʋ 廰圊塔壈弈ヰ䕂悋堿ἣ娤⌈ 目錄 㹾奖䔺䔰䔅䒅 㛰㥜⯸㕟䙫ạ✏妧䛲ᷧẂ好妡⽘₶㘩⏖僤㛪䩨䄝䙙䘮䙣ὃƏ怀Ẃ⽘₶⋬㋓曢䎐怱㈙Ḕ⇡ ೩ည Kine 䏥䙫敪ℰㇽ⛽⽉˛䔁᷻怊㱹㛰䩨䄝䙣䖬ㇽ䙙䘮⏙俬Ṇ⏖僤✏怙堳曢䎐怱㈙㘩Ə⇡䏥桅ἣ ໌ Kine 䙙䘮䖮䊧Ə怀桅㜑䵺娡㖞䙫䖮䊧䨘䂡˥ℰ∡㾧䙙䘮䖮˦˛ 䙙䘮䖮䊧⋬㋓栔㗶䜣劘˚好妡˚䜣惏ㇽ冰惏㊤㏷˚㈲党䗀㔊˚㚒⤘㖠⏸ㄆ˚䲥䥅㷞㶭 ៳ Йȃ៳ Й ڞሯौר ㇽ俬㚒㘩⤘⎢ヶ嬿˛䙙䘮䙣ὃ㘩⏖僤⛇䂡⤘⎢ヶ嬿ㇽ㊤䬲Ḳ㔬Ə嶳吤✗杉俳⎾ㇽ䢗㒅 ∗恔䉐⒨˛ ࠃᓎᆠડ 勌⇡䏥Ọᷱ㈧志ỢἼ䖮䊧Ə媲䪲⍚⁃㭉婙怱㈙ḍ忨憒娡㖞˛⮝敞ㆰ婙✏⠛䛲桎ㇽ俬婉┶ ۖ 㘖␍㛰Ọᷱ䖮䊧Ə䛟廪㖣ㇷạƏℹ䫌⎱朹⯸⹛㛛㛰⏖僤䙣䔆㭋桅䙙䘮䖮˛勌奨昴ἵ婿 ࠃᓎ⅝ 䙣ℰ∡㾧婿䙣䙙䘮䖮䙫梏暑Ə⏖Ọ怙堳ᷲ⇾柷昙㎑㖤Ɲ ኆΨ౨ . 㘗شㇽ䫀✏巄曉垉⸼廪恇䙫✗㖠 ࡨࢺ✷ • • ὦ䔏廪⯶䙫垉⸼ ᡙᓎॴ ٙ • ✏䅎㗵ℬ嶚䙫⮋ⅎ怙堳怱㈙ ԇۤݾݾ • ᷴ奨✏ㄆ妡䖙䴖ㇽ〇㘩怙堳怱㈙ ᅓЫ ⥩㞃わ凑ⷘㇽわ䙫妑⎲㛰䙙䘮䖬⏙Ə媲✏怙堳怱㈙Ḳ∴ℯ凮憒⸒嫕婉˛ ԝዩ ᓾ ࣎ᇄ Ϸ Xbox LIV Kinect Ԋ Kinect™ ശڗ ᡛ Advent Xbox.c Ọ⎱⅝ẽỢἼ ⎪俪Ḳ䔏˛⥩ 惏敧˛ 目錄 曢䎐怱㈙Ḕ⇡ ೩ည Kinect ၽᔛު . .2 㘩Ə⇡䏥桅ἣ ໌ Kinect ၽᔛޟફ೦ . .4 ㄆ˚䲥䥅㷞㶭 ៳Йȃ៳ЙȂୄӵᒵΰ֑Ȋ. .6 օȊ . .7 ڞ ሯ ौ ר 俳⎾ㇽ䢗㒅 ࠃᓎᆠડᇄᐣѬ . .8 䛲桎ㇽ俬婉┶ 勌奨昴ἵ婿 ࠃ ᓎ ۖȊ . .9˛ ኆΨ౨ . .10 㘗 . .12شࡨࢺ ᡙᓎॴٙ . .14 ԇۤݾݾ౨ . .16 ᅓЫσᏽ . .18 ԝዩᓾ . .23 24. ٴ࣎ᇄϷ Xbox LIVE® . .26 Kinect ԊӒޣ . .29 ၽᔛਢᡝ Kinect™ ღΙޢֆΨϚᏼȂᡱௌӵ໌ Kinect Ң Kinect оЅ Kinectٺၽᔛዅ፸Ȅԃሯޟᐭږശ᠍ዅȃڗᡛ Adventures! ޟശཱིЛධ݈ၥଉᇄࣺᜰၥଉȂࠉ܁ Ȅ Xbox.com/KinectAdventures ҏਪޟкΡȈ ૯Υװ設置 Kinect 遊戲空間 տ ࿋ௌ೩ည Kinect ၽᔛުਢȂ՞Ȉ ӴПȄޟௌڗཐᔖᏢܹညӵᡱѺ఼ཿࣼװ • • տમӵᚔཐᔖᏢЊߖܖЊሉޟӴПȄ ଢ଼հȄޟௌڗᡝֹᛤސσܖڎտᡱড় • ҁܖΰ७ȂᎬߖਹυܖKinect ཐᔖᏢܹӵႫຜᐠήП װௌџо ۡھѺװཐᔖᏢܹӵႫຜᐠΰ७Ȃ҆װௌݎࠉጢȄԃޟѮ ၽᔛޟଢ଼հȂӰ ௌޟၽᔛሯौௌୈ࡞ӻٲΟȊ՞ȂپԁȂտ௬ή ޟఖཐᔖᏢོՌϏ༄ଢ଼Ȅ ᔛުהԪௌ๘ᄇϚོ ԃݎӣΙ ՍЍ 1.8 ϴ پড়ޖ՝ ௌؠݎԃ ڧٴӴП ၽᔛΟ ԃݎௌџ 2 ՝ޖড় Ꮲޟຜഏ ߕ ਛ ֜ 2 ֖ ་ г ю බ ࣏ 為什麼要校正感應器? ൵ ௌમݎȊԃ(ڗሉȂཐᔖᏢ൷ູࣼޟKinect ཐᔖᏢ൷ྱࣺᐠȂௌમ ၗޟΙௌ٘ଽσڏЎ ) ᡝഋ՝٘ޟௌູӻ ௌӒ٘ȂӰԪཐᔖᏢڗுᚔ Kinect -
Course 3D MDX: 3D-Graphics with Managed Directx 9.0 Chapter C2: Cylinder with Directional Light
1 Course 3D_MDX: 3D-Graphics with Managed DirectX 9.0 Chapter C2: Cylinder with Directional Light Copyright © by V. Miszalok, last update: 26-04-2007 Project lights1 This chapter is a summary of a Direct3D-Tutorial from Microsoft: Tutorial4. You find the tutorial here: C:\DXSDK\Samples\Managed\Direct3D\Tutorials. Main Menu after starting VS 2005: File → New Project... → Templates: Windows Application Name: lights1 → Location: C:\temp → Create directory for solution: switch it off → OK Delete the files Program.cs and Form1.Designer.cs and the content of Form1.cs, as descibed in the chapters 2DCisC1 to 2DCisC4. If You find no Solution Explorer-window, open it via the main menu: View → Solution Explorer. Inside the Solution Explorer-window click the plus-sign in front of lights1. A tree opens. Look for the branch "References". Right-click References and left-click Add Reference.... An Add Reference dialog box opens. Scroll down to the component name: Microsoft.DirectX Version 1.0.2902.0. Highlight this reference by a left-click and (holding the Strg-key pressed) the reference Microsoft.DirectX.Direct3D Version 1.0.2902.0 somewhere below. Quit the Add Reference dialog box with OK. Check if both references Microsoft.DirectX and Microsoft.DirectX.Direct3D are now visible inside the Solution Explorer window underneath lights1 → References. If You use Visual Studio 2005 Professional You should switch off the vexatious automatic format- and indent- mechanism of the code editor before You copy the following code to Form1.cs (otherwise all the code will be reformatted into chaos): 1. Main menu of Visual Studio 2005 Professional: click menu "Tools". -
Marc Eaddy, [email protected], Curriculum Vitae, 2/4
155 E 49 th Street #6B New York, NY 10017 Marc +1 (212) 593-3583 [email protected] Eaddy www.columbia.edu/~me133 Research Interests I plan to make software easier to develop and maintain by enabling developers to better understand and modularize programs. My primary research area is Software Engineering, focusing on development tools, language design, program analysis, and empirical studies. Education 9/2003–5/2008 PhD in Computer Science, Columbia University, New York, NY GPA: 4.0 Thesis: An Empirical Assessment of the Crosscutting Concern Problem Advisor: Alfred Aho 5/2001 MS in Computer Science, Columbia University, New York, NY GPA: 4.0 4/1995 Dual BS in Electrical Engineering and Computer Science, GPA: 3.1 Florida State University, Tallahassee, FL Research Experience 6/2005–present Research Assistant, Columbia University, Prof. Alfred Aho, New York, NY Performed pioneering research on the crosscutting concern problem, i.e., the inability to effectively modularize the concerns (requirements, features, etc.) of a program. Created model to formalize the problem, methodology and tool (Java, 19,000 lines) for locating code related to a concern, and metrics to quantify the amount of crosscutting. Obtained empirical evidence indicating that as crosscutting increases so do defects. Created tools and language extensions for reducing crosscutting concerns, including Wicca (C#, 37,000 lines), the first dynamic aspect-oriented programming system to support source-level debugging, edit-and-continue, and fine-grained weaving using statement-level annotations. 6/2006–8/2006 Research Intern, Microsoft Research, Programming Languages and Tools Group, Redmond, WA Created program dependency analysis and visualization tool that refactors classes into open classes to eliminate compile-time dependency cycles. -
3-16 Edit Inhalt CD.Indd
XNA Framework Magazin 17 satz haben, lässt sich bereits nach wenigen Minuten der Code für das Spiel schreiben. Lästige, immer wiederkehrende Aufga- Revolution in der ben, wie beispielsweise die Initialisierung des Render-Device oder die Wiederher- stellung des Device beim Skalieren des Spiele-Welt Fensters, gehören der Vergangenheit an – diese Aufgaben übernimmt das XNA Managed Code für die XBox: Framework (zumal die XBox 360 keine typischen Fenster kennt). Eine neue Ära der Spieleentwicklung Schichten sind wieder aktuell von Jens Konerow Wo sich das XNA Framework einreiht, lässt sich am einfachsten erkennen, wenn In den letzten ein bis zwei Jahren zierte das Kürzel XNA gehäuft die Wer- das ganze System in Schichten unterteilt beblätter von Entwicklerkonferenzen, die von Microsoft initiiert wurden, wird. Die folgende Auflistung schemati- oder tauchte in Logos auf, die mit der Multimediaschnittstelle DirectX in siert das gesamte Modell von der tiefsten Verbindung standen. Ende August 2006 wurde die erste Beta-Version Ebene bis zur höchsten Ebene: des Produkts XNA Game Studio Express der Öffentlichkeit zur Verfügung • Plattform: Gebildet wird die Plattform gestellt. Doch was genau ist XNA? Welche Vorzüge bietet XNA? Fragen über eine Reihe von nativen und verwal- über Fragen, die in diesem Artikel beantwortet werden sollen. teten APIs. Darunter zählt beispielswei- se Direct3D zur Kommunikation mit der Grafikkarte, XACT, XInput oder XContent (die Begriffe werden später Microsoft hat es geschafft, DirectX als gleich diese vorerst nur aus Vorlagen für noch etwas genauer beschrieben). eine der wichtigsten Schnittstellen im Be- Visual C# Express besteht. Das Besondere • Core Framework: Diese Schicht des reich Multimediaprogrammierung zu an XNA ist, dass die Spiele nicht nur auf XNA Framework kann mit den Aufga- etablieren. -
Xbox Security
Xbox Security The Xbox is a sixth generation video game console produced by Microsoft Corporation. It was Microsoft's first foray into the gaming console market, and competed directly with Sony's PlayStation 2 and the Nintendo GameCube. It was released on November 15, 2001 in North America, February 22, 2002 in Japan, and March 14, 2002 in Europe and Australia. It is the predecessor to Microsoft's Xbox 360 console. The remarkable success of the upstart Sony PlayStation worried Microsoft in late 1990s. The growing video game market seemed to threaten the PC market which Microsoft had dominated and relied upon for most of its revenues. Additionally, a venture into the gaming console market would diversify Microsoft's product line, which up to that time had been heavily concentrated on software. The Xbox was Microsoft's first product that ventured into the video game console market, after having collaborated with Sega in porting Windows CE to the Dreamcast console. Notable launch titles for the console included Halo: Combat Evolved, Amped: Freestyle Snowboarding, Dead or Alive 3, Project Gotham Racing, and Oddworld: Munch's Oddysee. Development The Xbox was initially developed within Microsoft by a small team that included game developer Seamus Blackley (an agent with Creative Artists Agency representing video game creators). Microsoft repeatedly delayed the console, which was revealed at the end of 1999 following interviews of Microsoft CEO Bill Gates. Gates stated that a gaming/multimedia device was essential for multimedia convergence in the new times of digital entertainment. On March 10, 2000 the "X-box Project" was officially confirmed by Microsoft with a press release. -
2 - Player Input Handling Csc 165 Computer Game Architecture Overview
CSc 165 Lecture Notes 2 - Player Input Handling CSc 165 Computer Game Architecture Overview • Device Types • Device Abstractions 2 - Input Handling • Controllers • Input Handling Packages • Event Queues • Input Action Commands (making the inputs do things) 2 CSc 165 Lecture Notes CSc 165 Lecture Notes 2 - Player Input Handling 2 - Player Input Handling Types of Input Devices Input Handling Goals • Keyboard • Steering Wheel Keep games device-independent o Game shouldn’t contain hard-coded device details • Mouse • Dance Pad o Game shouldn’t fail when a particular device is absent • Joystick (“POV”) • Guitar (allow substitution) • “POV Hat Switch” • WiiMote Keep engine device-independent o Engine components should not contain hard-coded • Gamepad • Kinect device details • Paddle • others? … isolate details in an Input Manager 3 4 CSc 165 Lecture Notes CSc 165 Lecture Notes 2 - Player Input Handling 2 - Player Input Handling Device Abstractions “D-pad” (Directional-pad) Axes Two fundamental device types: Discrete axis devices D-pad o Can have either one or two axes . Button – returns pressed or not pressed Frequently represented as 1.0 or 0.0 Single-axis form: one component; U returns one value: L R . Axis – returns a float .25 D Two types of Axis: .125 .375 Dual axis form: two components; each returns a value: . Continuous: returns a value in a range 1.0 0 .5 e.g. { -1 … 1 } or { 0 … 1 } L N R X: . Discrete: returns a value from a set .875 .625 -1 0 +1 e.g. [ 0, 1 ] or [ -1, 0, 1 ] .75 D N U Can be absolute or relative N UL U UR R DR D DL L Y: -1 0 +1 0 .125 .25 .375 .5 .625 .75 .875 1.0 5 6 CSc 165 Lecture Notes CSc 165 Lecture Notes 2 - Player Input Handling 2 - Player Input Handling Controllers Controller Example: GamePad Most “devices” are really collections : o Keyboard: collection of (e.g.