XNA 2.0 Networking
by Matias Kiviniemi · in Torque X 2D · 07/15/2007 (12:07 am) · 2 replies
I guess several people new about this already, but it's a rainy Sunday so I'm up for some XNA networking speculation ;)
From the GameFest 2007 abstracts:
In any case sounds definately a bigger thing than just "System.Net" for Xbox, which is nice. I'd be happy with some basic Client/Server architecure, logical connection management and a reliable&unreliable UDP-channels.
From the GameFest 2007 abstracts:
Quote:
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 isn't there...until now! For the upcoming release of XNA Game Studio 2.0 later this holiday 2007, we will be augmenting the XNA Framework to include support for networked games. Come learn where we're taking networking in the XNA Framework, what is supported and what's not, and how you will soon be able to enable multiplayer support in your games.
In any case sounds definately a bigger thing than just "System.Net" for Xbox, which is nice. I'd be happy with some basic Client/Server architecure, logical connection management and a reliable&unreliable UDP-channels.
#2
07/15/2007 (2:34 am)
Even though "holiday 2007" is still pretty far a way, starting to duplicate XNA features at this point also seems a bit futile. You could keep an eye on the XNA / Game Studio forums for a beta program, and hopefully get a jumpstart. In any case GameFest is just around the corner, so hopefully after that we actually know something :)
Torque Owner Jason Swearingen