<?xml version="1.0" encoding="iso-8859-1"?>
<rss version="2.0">
  <channel>
    <title>DotNetKicks.com - Stories tagged with XNA</title>
    <description>the latest stories tagged with 'XNA' from DotNetKicks.com</description>
    <link>http://www.dotnetkicks.com/</link>
    <language>en-us</language>
    <copyright>Atweb Publishing Ltd.</copyright>
    <docs>http://backend.userland.com/rss</docs>
    <generator>DotNetKicks.com - .NET links, community driven</generator>
    <ttl>30</ttl>
    <item>
      <title>Building a main menu and loading screens in XNA</title>
      <description>This guide explains how you can build a start menu and loading screens in XNA games using game state &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.spikie.be%2fblog%2fpage%2fBuilding-a-main-menu-and-loading-screens-in-XNA.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.spikie.be%2fblog%2fpage%2fBuilding-a-main-menu-and-loading-screens-in-XNA.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Building_a_main_menu_and_loading_screens_in_XNA</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Building_a_main_menu_and_loading_screens_in_XNA</guid>
      <pubDate>Fri, 15 Jul 2011 12:33:46 GMT</pubDate>
    </item>
    <item>
      <title>XNA for Silverlight developers: Part 13 - Mango (2)</title>
      <description>In the second part of this article, Peter Kuhn takes a look at the new features Mango will bring that are particularly interesting to game developers. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.silverlightshow.net%2fitems%2fXNA-for-Silverlight-developers-Part-13-Mango-2.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.silverlightshow.net%2fitems%2fXNA-for-Silverlight-developers-Part-13-Mango-2.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_for_Silverlight_developers_Part_13_Mango_2</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_for_Silverlight_developers_Part_13_Mango_2</guid>
      <pubDate>Mon, 20 Jun 2011 13:10:23 GMT</pubDate>
    </item>
    <item>
      <title>App Hub Content Update Links and Resources</title>
      <description>The App Hub Teams have released some updated content on the Educational Content Section. These updates are no samples, but are a list of links and resources for a selection of topics around the Windows Phone 7 (Some of it might even relate to development on the Xbox or Windows Platform with XNA). Each Section contains links and resources to general information, coding and design. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.virtualrealm.com.au%2fBlog%2ftabid%2f62%2fEntryId%2f667%2fApp-Hub-Content-Update-ndash-Links-and-Resources.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.virtualrealm.com.au%2fBlog%2ftabid%2f62%2fEntryId%2f667%2fApp-Hub-Content-Update-ndash-Links-and-Resources.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/App_Hub_Content_Update_Links_and_Resources</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/App_Hub_Content_Update_Links_and_Resources</guid>
      <pubDate>Fri, 22 Apr 2011 23:19:18 GMT</pubDate>
    </item>
    <item>
      <title>Basic XNA</title>
      <description>WP7:Basic XNA &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwindowsphonegeek.com%2farticles%2fBasic-XNA"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwindowsphonegeek.com%2farticles%2fBasic-XNA" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Basic_XNA</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Basic_XNA</guid>
      <pubDate>Thu, 14 Apr 2011 10:13:53 GMT</pubDate>
    </item>
    <item>
      <title>Whats New In Windows Phone Mango</title>
      <description>As we all are aware that Windows Phone 7 is a huge success in the market, and Microsoft is really committed to keep the bar raising with every release. Windows Phone Mango will be the next major release in the smart phone market. Though there are multiple unanswered questions we have at this moment, there are very certain features that are going to hit the market which will put the windows phone at the top of smart phone market.

I would love to provide you few details on the same.

 &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.jebarson.info%2fpost%2f2011%2f04%2f13%2fWhats-New-In-Windows-Phone-Mango.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.jebarson.info%2fpost%2f2011%2f04%2f13%2fWhats-New-In-Windows-Phone-Mango.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Whats_New_In_Windows_Phone_Mango</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Whats_New_In_Windows_Phone_Mango</guid>
      <pubDate>Wed, 13 Apr 2011 16:45:36 GMT</pubDate>
    </item>
    <item>
      <title>Using "Late-Binding" in XNA  4.0 and the importance of Interfaces</title>
      <description>Talks about the use of &amp;quot;Late-Binding&amp;quot; concept with XNA 4.0 framework, and using the Late-Bind component in the TemporalWars 3D Game Engine.
 &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fUsing-e2809cLate-Bindinge2809d-in-XNA-40-and-the-importance-of-Interfaces.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fUsing-e2809cLate-Bindinge2809d-in-XNA-40-and-the-importance-of-Interfaces.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Using_Late_Binding_in_XNA_4_0_and_the_importance_of_Interfaces</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Using_Late_Binding_in_XNA_4_0_and_the_importance_of_Interfaces</guid>
      <pubDate>Wed, 06 Apr 2011 05:12:22 GMT</pubDate>
    </item>
    <item>
      <title>Windows Phone from Scratch</title>
      <description>The App Hub site has released some more education content, this time it is for Windows Phone 7 Development. The article links to a large collection of mini Tutorials that we help you get started with Windows Phone Development, these include Data Binding, Behaviours and MVVM. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.virtualrealm.com.au%2fBlog%2ftabid%2f62%2fEntryId%2f654%2fWindows-Phone-from-Scratch.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.virtualrealm.com.au%2fBlog%2ftabid%2f62%2fEntryId%2f654%2fWindows-Phone-from-Scratch.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Windows_Phone_from_Scratch</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Windows_Phone_from_Scratch</guid>
      <pubDate>Mon, 14 Mar 2011 06:48:48 GMT</pubDate>
    </item>
    <item>
      <title>How to create a Directional Icon for your game.</title>
      <description>Using some of the feedback, I decided to add the ability to display a 'Directional Icon' in the game engine.  The idea was to display the icon anywhere in the game world, have it look like it's painted on the ground floor, and be able to set the color, position, scale and rotation from a scripting-like call.  But how would you do this?  You could create a separate effect, but then you would have to pass in the light matrix, view matrix, and the details from the terrain map, etc.  Also, optimization is key point here when dealing with the Xbox, so it was critical to come up with a solution which fit into the original Terrain's shader code. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fHow-to-create-a-Directional-Icon-for-your-gamee280a6.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fHow-to-create-a-Directional-Icon-for-your-gamee280a6.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/How_to_create_a_Directional_Icon_for_your_game</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/How_to_create_a_Directional_Icon_for_your_game</guid>
      <pubDate>Fri, 04 Mar 2011 07:35:20 GMT</pubDate>
    </item>
    <item>
      <title>How to get RTS units to find an attack position.</title>
      <description>My original idea was to take the attacker's position, and then locate a position somewhere in front of the attackie position.  If an A* position was blocked, I would then use a formula to find some open location.  The problem with this logic was the fact that the units would dance around, from node to node.   &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fHow-to-get-RTS-units-to-find-an-attack-positione280a6.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fHow-to-get-RTS-units-to-find-an-attack-positione280a6.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/How_to_get_RTS_units_to_find_an_attack_position</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/How_to_get_RTS_units_to_find_an_attack_position</guid>
      <pubDate>Wed, 02 Mar 2011 14:03:21 GMT</pubDate>
    </item>
    <item>
      <title>The Importance of Threading on Xbox.</title>
      <description>Currently I am applying fixes to the new RTS 'Temporal Wars' mini-game.  The game went through its initial testing phase, with some great feedback of some issues and minor errors to be resolved.   &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fThe-Importance-of-Threading-on-Xboxe280a6.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fThe-Importance-of-Threading-on-Xboxe280a6.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/The_Importance_of_Threading_on_Xbox</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/The_Importance_of_Threading_on_Xbox</guid>
      <pubDate>Wed, 02 Mar 2011 14:03:21 GMT</pubDate>
    </item>
    <item>
      <title>New XNA Game Engine</title>
      <description>Powerful TemporalWars 3D Game Engine.

# Terrain "Height-Tool"
# Terrain "Paint-Tool"
# Terrain "Item-Tool"
# Terrain "Property Tool" &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fNew-XNA-Game-Engine.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fNew-XNA-Game-Engine.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/New_XNA_Game_Engine</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/New_XNA_Game_Engine</guid>
      <pubDate>Sat, 26 Feb 2011 07:28:19 GMT</pubDate>
    </item>
    <item>
      <title>XNA TemporalWars Tough to find error.</title>
      <description>The invisible LineStrip on Xbox, but no the pc? &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fXNA-TemporalWars-Tough-to-find-error.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2fpost%2fXNA-TemporalWars-Tough-to-find-error.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_TemporalWars_Tough_to_find_error</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_TemporalWars_Tough_to_find_error</guid>
      <pubDate>Fri, 25 Feb 2011 22:22:48 GMT</pubDate>
    </item>
    <item>
      <title>TemporalWars XNA 3D Game Engine</title>
      <description>Temporal Wars 3D Engine includes a full suite of WYSIWG tools designed for rapid creation of your game world. Temporal Wars editors, like the Height, Paint and Assets Tools, can be used to manipulate objects and textures in real-time. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2f"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.temporalwars.com%2fblogengine%2f" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/TemporalWars_XNA_3D_Game_Engine</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/TemporalWars_XNA_3D_Game_Engine</guid>
      <pubDate>Fri, 25 Feb 2011 22:19:34 GMT</pubDate>
    </item>
    <item>
      <title>XNA for Windows Phone 7 and Physics Engine</title>
      <description>XNA introduction for Windows Phone 7 along with a small demonstration of the FarSeer physics engine and the way to define the engine's parameters to avoid common pitfalls (object misplacement, slow simulation). &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.progware.org%2fBlog%2fpost%2fXNA-for-Windows-Phone-7-and-Physics.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.progware.org%2fBlog%2fpost%2fXNA-for-Windows-Phone-7-and-Physics.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_for_Windows_Phone_7_and_Physics_Engine</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_for_Windows_Phone_7_and_Physics_Engine</guid>
      <pubDate>Tue, 08 Feb 2011 20:28:31 GMT</pubDate>
    </item>
    <item>
      <title>How to Rig a Model in 3ds Max</title>
      <description>Detailed guide teaching you how to add bones to an existing model and then use those bones to animate the model through vertex skinning, a technique where each vertex is associated with one or more bones by a weight factor that controls how much the vertex will be affected by movements of that bone. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.nuclex.org%2farticles%2fgraphics%2f114-how-to-rig-a-model-in-3ds-max"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.nuclex.org%2farticles%2fgraphics%2f114-how-to-rig-a-model-in-3ds-max" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/How_to_Rig_a_Model_in_3ds_Max</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/How_to_Rig_a_Model_in_3ds_Max</guid>
      <pubDate>Tue, 21 Dec 2010 17:01:20 GMT</pubDate>
    </item>
    <item>
      <title>Gamma Correction on XNA for Xbox 360</title>
      <description>Explains how to do proper gamma correction on Xbox 360 and XNA and why it is so important to implement it in your 3D engine if you want professional looking results. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fthomas.decroyere.be%2fpost%2fGamma-Correction-on-XNA-for-Xbox-360.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fthomas.decroyere.be%2fpost%2fGamma-Correction-on-XNA-for-Xbox-360.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Gamma_Correction_on_XNA_for_Xbox_360</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Gamma_Correction_on_XNA_for_Xbox_360</guid>
      <pubDate>Tue, 23 Nov 2010 13:49:37 GMT</pubDate>
    </item>
    <item>
      <title>Overview of the Windows Phone 7 Programming: Tutorial -Part 2</title>
      <description>I'm writing a rather lengthy piece on Windows Phone programming and rather than wait for the entire piece to be completed I've decided to start making the sections available in draft form. My intent is to cover XNA (2D and 3D) and Silverlight concepts. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.codegain.com%2farticles%2fwindowsphone%2fgeneral%2foverview-of-the-windows-phone-7-programming-tutorial-part-2.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.codegain.com%2farticles%2fwindowsphone%2fgeneral%2foverview-of-the-windows-phone-7-programming-tutorial-part-2.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Overview_of_the_Windows_Phone_7_Programming_Tutorial_Part_2</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Overview_of_the_Windows_Phone_7_Programming_Tutorial_Part_2</guid>
      <pubDate>Sat, 20 Nov 2010 11:13:31 GMT</pubDate>
    </item>
    <item>
      <title>BinaryReader and Big-Endian encoding on Xbox 360</title>
      <description>
How to resolve common Big-Endian format issues on Xbox 360 with XNA. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fthomas.decroyere.be%2fpost%2fBinaryReader-and-Big-Endian-encoding-on-Xbox-360.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fthomas.decroyere.be%2fpost%2fBinaryReader-and-Big-Endian-encoding-on-Xbox-360.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/BinaryReader_and_Big_Endian_encoding_on_Xbox_360</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/BinaryReader_and_Big_Endian_encoding_on_Xbox_360</guid>
      <pubDate>Tue, 28 Sep 2010 07:37:37 GMT</pubDate>
    </item>
    <item>
      <title>BinaryReader and Big-Indian encoding on Xbox 360</title>
      <description>How to resolve common Big-Indian format issues on Xbox 360 with XNA. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fthomas.decroyere.be%2fpost%2fBinaryReader-and-Big-Indian-encoding-on-Xbox-360.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fthomas.decroyere.be%2fpost%2fBinaryReader-and-Big-Indian-encoding-on-Xbox-360.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/BinaryReader_and_Big_Indian_encoding_on_Xbox_360</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/BinaryReader_and_Big_Indian_encoding_on_Xbox_360</guid>
      <pubDate>Mon, 27 Sep 2010 07:28:36 GMT</pubDate>
    </item>
    <item>
      <title>WIndows Phone 7 Jumpstart</title>
      <description>With the release of the RTM version of the Windows Phone 7 developer tools set for the 16th of September. This series of 12 screen casts from Microsoft MVP'S Andy Wigley and Rob Miles is a seriously good way to get up to speed in developing applications with Silverlight and XNA for the Windows Phone 7 Platform. Aside from the bad jokes and the English Accents both these guys.. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fweb2asp.net%2f2010%2f09%2fwindows-phone-7-development-jump-start.html"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fweb2asp.net%2f2010%2f09%2fwindows-phone-7-development-jump-start.html" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/csharp/WIndows_Phone_7_Jumpstart</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/csharp/WIndows_Phone_7_Jumpstart</guid>
      <pubDate>Tue, 14 Sep 2010 06:00:52 GMT</pubDate>
    </item>
    <item>
      <title>WIndows Phone 7 Jumpstart</title>
      <description>With the release of the RTM version of the Windows Phone 7 developer tools set for the 16th of September. This series of 12 screen casts from Microsoft MVP'S Andy Wigley and Rob Miles is a seriously good way to get up to speed in developing applications with Silverlight and XNA for the Windows Phone 7 Platform. Aside from the bad jokes and the English Accents both these guys.. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fweb2asp.net%2f2010%2f09%2fwindows-phone-7-development-jump-start.html"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fweb2asp.net%2f2010%2f09%2fwindows-phone-7-development-jump-start.html" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/csharp/WIndows_Phone_7_Jumpstart</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/csharp/WIndows_Phone_7_Jumpstart</guid>
      <pubDate>Tue, 14 Sep 2010 06:00:52 GMT</pubDate>
    </item>
    <item>
      <title>DirectX 10 in XNA 4.0</title>
      <description>Unfortunately, XNA has a limitation that it works only with DirectX 9. I love the framework but this limitation really annoys me. Mainly because limit the use to Shader Model 3.0. This post shows a library, called MachinaAurum.Xna.SlimDx that ends with this limitation and allows everyone to use DirectX 10 (or DirectX 11 or OpenGL) in XNA. It is NOT a rewrite of the XNA library as MonoXNA. It uses all the code base of XNA but &amp;quot;hacked&amp;quot; to use other graphical devices. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.machinaaurum.com.br%2fblog%2fpost%2fDirectX-10-in-XNA-40.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.machinaaurum.com.br%2fblog%2fpost%2fDirectX-10-in-XNA-40.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/DirectX_10_in_XNA_4_0</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/DirectX_10_in_XNA_4_0</guid>
      <pubDate>Sun, 08 Aug 2010 00:43:00 GMT</pubDate>
    </item>
    <item>
      <title>Zune HD Level Program Written in XNA : The CodeGain</title>
      <description>A level program written for the Zune using the XNA framework.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fcodegain.com%2farticles%2fxna%2fgeneral%2fzune-hd-level-program-written-in-xna.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fcodegain.com%2farticles%2fxna%2fgeneral%2fzune-hd-level-program-written-in-xna.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Zune_HD_Level_Program_Written_in_XNA_The_CodeGain</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Zune_HD_Level_Program_Written_in_XNA_The_CodeGain</guid>
      <pubDate>Mon, 02 Aug 2010 08:56:41 GMT</pubDate>
    </item>
    <item>
      <title>Getting started with 3D XNA</title>
      <description>XNA Game Studio is not the easiest starting point for 3D graphics but we show you how to get started with a simple 3D project and explain the how and why.. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.i-programmer.info%2fprojects%2f119-graphics-and-games%2f1108-getting-started-with-3d-xna.html"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.i-programmer.info%2fprojects%2f119-graphics-and-games%2f1108-getting-started-with-3d-xna.html" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Getting_started_with_3D_XNA</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Getting_started_with_3D_XNA</guid>
      <pubDate>Fri, 30 Jul 2010 13:06:55 GMT</pubDate>
    </item>
    <item>
      <title>Using XNA to Access an Xbox 360 Joystick</title>
      <description>This article demonstrates how to use the Microsoft XNA Framework to read the state of an Xbox 360 controller &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.codegain.com%2farticles%2fxna%2fgeneral%2fusing-xna-to-access-an-xbox-360-joystick.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.codegain.com%2farticles%2fxna%2fgeneral%2fusing-xna-to-access-an-xbox-360-joystick.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Using_XNA_to_Access_an_Xbox_360_Joystick</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Using_XNA_to_Access_an_Xbox_360_Joystick</guid>
      <pubDate>Wed, 14 Jul 2010 02:54:08 GMT</pubDate>
    </item>
  </channel>
</rss>
