¡Otro más al grupo!


Saludos a todos. Espero que nos veamos con cierta frecuencia (la que me dejen mis obligaciones).

De momento, planteo dos cuestiones:

1) ¿alguien ha instalado Windows Vista y tiene Terra ADSL Plus? Se instala, pero no reconoce la conexión y tanto IE como OE fallan al abrir…(

2) ¿Hay novedades de Visual Studio XNA Edition? Desde su anuncio no he vuelto a oir nada..



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Retired. Former Technical Writer. Member of ACM. Recently published "Dependency Injection in .NET Core 2.0"​. 16 books published and more than 500 articles written in Spanish and English on Microsoft Technologies and Web Standards. My last book focuses on the application of SOLID principles in .NET C...

4 comentarios sobre “¡Otro más al grupo!”

  1. >> ¿Hay novedades de Visual Studio XNA Edition?

    Lo más reciente que yo conozco …

    Interview with Microsoft’s Matt Lee , Wednesday, June 14, 2006


    What’s the status of the XNA development platform? How much interest has this attracted from developers? How did the project start, and was it an outgrowth of the Managed DirectX project? How is the XNA platform different from other middleware firms’ asset management software?

    To clarify: there are several products that make up the XNA initiative. The first is the XNA Framework, which uses a new form of Managed DirectX to allow developers to write games using managed code in languages like C# or VB.NET. The second is XNA Build, which is an asset manager that allows developers to see and control every part of the build process. The third and final piece is XNA Studio, which is a version of Visual Studio that has been customized for game development.

    XNA Studio is going to be a really interesting product, and I think it will become a critical component of game development, just as Visual Studio has become the primary environment for game development. The XNA Build community technology preview released at GDC shows a glimpse of what’s possible when powerful build tools are applied to content production. Programmers take things like compilers and linkers for granted. These tools scan header files and file timestamps, and automatically determine dependencies and perform incremental builds. Content builds are similar to code builds—many files with dependencies need to be processed into a final build, but content builds have traditionally not enjoyed the same features and benefits as code builds. Content builds at a game studio are typically composed of a mixture of off-the-shelf tools (Maya, third-party middleware) and custom in-house tools, all tied together with project-specific scripts. These scripts are typically hard to maintain and debug, are very project-oriented (so they aren’t reused for multiple projects), and when something breaks, one or a handful of people become the bottleneck to getting it fixed. XNA Build takes the MSBuild build engine and replaces those scripts in content builds—providing cool features like debugging, incremental builds, distributed builds, logging and more. I think studios will readily adopt this tech, since it will save them money and make the day-to-day development process run much smoother. We’re making sure this technology is ready for prime time by testing the system with Microsoft Game Studios titles such as MechCommander2 and a few more recent titles.

    The XNA Framework (managed code on Xbox 360) was announced at GDC. It was a priority from the start to get the CLR and Managed DirectX running on Xbox 360, both as a platform for development and as a scripting component. Not much more info is available than that, but stay tuned, as the XNA team will be revealing more details later this year.

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