Two XNA questions

1. When targeted for the Xbox 360, will the compiler produce standard MSIL?

2. What primitives are supported reguarding intersection? I know that planes and AABBs are supported, but what about triangles or spheres (real ones, not tesselated)? The reason I'm asking is I have made a ray tracer with MDX2 primitives, and found it was rather limited.

[361 byte] By [Pon_teh_pony] at [2008-2-2]
# 1

1. Yes, it generates standard .NET assemblies.

2. For v1 we have AABB, Sphere, Plane, Ray and Frustum, with intersection and containment checks between them.

MitchWalker-MSFT at 2007-8-30 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 2

So does that mean that you could run Xbox360 games with the comapct framework, on a PC?

Pity there's no triangle, that would have made things a lot easier

Pon_teh_pony at 2007-8-30 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...
# 3
Pon_teh_pony wrote:

So does that mean that you could run Xbox360 games with the comapct framework, on a PC?

You could run the IL, but you wouldn't get very far because this

would be trying to reference the Xbox version of the XNA Framework

assembly. That will never work on a PC, because it contains all sorts

of crazy native interop calls rather than just pure IL code. And you

can't run Xbox assemblies against the Windows version of our assembly,

because the two are not binary compatible.

ShawnHargreaves at 2007-8-30 > top of Msdn Tech,Game Technologies: DirectX, XNA, XACT, etc.,XNA Framework...