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	<title>Comments on: XNA Framework GameEngine Development. (Part 2, FpsCounter:GameComponent)</title>
	<atom:link href="http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/feed/" rel="self" type="application/rss+xml" />
	<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/</link>
	<description>The few things I know, I like to share.</description>
	<lastBuildDate>Wed, 04 Nov 2009 15:43:45 +0000</lastBuildDate>
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		<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-729</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Mon, 15 Jun 2009 15:16:59 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-729</guid>
		<description>Thank you Morgawr, true it is very important to have the using statement.  Otherwise the code will simply not compile.  Thank you for pointing this out.</description>
		<content:encoded><![CDATA[<p>Thank you Morgawr, true it is very important to have the using statement.  Otherwise the code will simply not compile.  Thank you for pointing this out.</p>
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	<item>
		<title>By: Morgawr</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-728</link>
		<dc:creator>Morgawr</dc:creator>
		<pubDate>Mon, 15 Jun 2009 15:01:58 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-728</guid>
		<description>I found a small mistake (well, more like something you forgot to say).

Remember to add:
using RoEngine2.GameComponents;

at the beginning of your RoEngine2 class. At least, for me it didn&#039;t work without it. Or did I do something wrong?

It didn&#039;t recognize the FPSCounter class. 

Cheers!

PS: This is awesome :D Thanks.</description>
		<content:encoded><![CDATA[<p>I found a small mistake (well, more like something you forgot to say).</p>
<p>Remember to add:<br />
using RoEngine2.GameComponents;</p>
<p>at the beginning of your RoEngine2 class. At least, for me it didn&#8217;t work without it. Or did I do something wrong?</p>
<p>It didn&#8217;t recognize the FPSCounter class. </p>
<p>Cheers!</p>
<p>PS: This is awesome <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  Thanks.</p>
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	<item>
		<title>By: TianYu</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-598</link>
		<dc:creator>TianYu</dc:creator>
		<pubDate>Mon, 17 Nov 2008 06:49:28 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-598</guid>
		<description>I would like to ask whether in this section is not used in the following code, it can be done then? 

if (Updated != null)
 Updated(this, new EventArgs());

public event EventHandler Updated;</description>
		<content:encoded><![CDATA[<p>I would like to ask whether in this section is not used in the following code, it can be done then? </p>
<p>if (Updated != null)<br />
 Updated(this, new EventArgs());</p>
<p>public event EventHandler Updated;</p>
]]></content:encoded>
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	<item>
		<title>By: Getting up with XNA GS 2.0 [UPDATED] - Kartones Blog</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-259</link>
		<dc:creator>Getting up with XNA GS 2.0 [UPDATED] - Kartones Blog</dc:creator>
		<pubDate>Tue, 19 Feb 2008 20:52:51 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-259</guid>
		<description>[...] I: Basic engine skeleton Part II: An FPS counter GameComponent Part III: Applying TDD (Test Driven Development) Part IV: ShaderManager GameComponent Part V: [...]</description>
		<content:encoded><![CDATA[<p>[...] I: Basic engine skeleton Part II: An FPS counter GameComponent Part III: Applying TDD (Test Driven Development) Part IV: ShaderManager GameComponent Part V: [...]</p>
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	<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-56</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Fri, 25 Jan 2008 16:46:21 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-56</guid>
		<description>Thank you for your comments and interest in this blog.  I understand your suggestion for using Drawable Game Component and drawing a SpriteBatch from this object.  However, my plan for managing game content is to use a ScreenManager to help control some of these SpriteBatches.  Since I am using YagNi design principles, I decided to just do what I would need at this point in the series.</description>
		<content:encoded><![CDATA[<p>Thank you for your comments and interest in this blog.  I understand your suggestion for using Drawable Game Component and drawing a SpriteBatch from this object.  However, my plan for managing game content is to use a ScreenManager to help control some of these SpriteBatches.  Since I am using YagNi design principles, I decided to just do what I would need at this point in the series.</p>
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	<item>
		<title>By: me</title>
		<link>http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-53</link>
		<dc:creator>me</dc:creator>
		<pubDate>Tue, 22 Jan 2008 00:00:17 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/01/10/xna-framework-gameengine-development-part-2-fpscountergamecomponent/#comment-53</guid>
		<description>suggestion: implement a DrawableGameComponent to draw FPS on the screen, instead of using title...</description>
		<content:encoded><![CDATA[<p>suggestion: implement a DrawableGameComponent to draw FPS on the screen, instead of using title&#8230;</p>
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