Things have been quiet on the XNA Framework front since GDC. But as expected (also here) the next round of announcements will be happening at Gamefest in August. Registration is still open and if there are places you can even register on the day.
The session abstracts are now live and there are 3 relevant ones for us managed folk:
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Creating Games with the XNA Framework: Mitch Walker
The XNA Framework will revolutionize how games are made. Using the XNA Framework, game teams can create games extremely efficiently, while targeting multiple platforms, including Xbox 360 and Windows. This talk provides an overview of the XNA Framework, describes how it fits in the XNA vision, and gives a detailed look into the various pieces of the framework. Topics covered include the graphics, audio, input, math, and storage components, as well as the application model, which takes care of the platform abstraction and plumbing, letting you focus on the important stuff: making games. We’ll have plenty of demos and get our hands dirty writing code!
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A Closer Look at the XNA Framework Content Pipeline : Michael Klucher
Looking to make the move to 3D content in your games but finding the process confusing and difficult? This session covers the XNA Framework content pipeline, which is designed to simplify the process of getting 3D content into games. The session provides a detailed explanation of how assets flow through the XNA content pipeline. This session builds on the overview presented in "Creating Games with the XNA Framework".
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Migrating Game Technology from Native to Managed Code: Josh Williams, GarageGames
GarageGames, in collaboration with the Microsoft XNA group, recently ported its full-featured game engine to managed code for Windows XP, Windows Vista, and Xbox 360. In this session, Josh Williams and the GarageGames XNA engineering team dive into the technical issues encountered while successfully porting a complex suite of game technologies from C++ to C#, .NET, and the XNA Framework. Attendees will walk away with a good understanding of what architectural and low-level code changes are required to create large, full-featured, high-performance managed code bases. The GarageGames team will discuss lessons from the trenches, technical design strategies and their trade-offs, performance statistics, and more.
I've had a couple folk ask me if The ZBuffer will cover XNA framework. The answer is 100% yes. I consider XNA framework to be the next generation of Managed DirectX so you can expect all the news right here.



