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	<title>Comments on: XNA Framework GameEngine Development. (Part 7, ScreenManager:GameComponent)</title>
	<atom:link href="http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/feed/" rel="self" type="application/rss+xml" />
	<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/</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: Iltar</title>
		<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/#comment-814</link>
		<dc:creator>Iltar</dc:creator>
		<pubDate>Tue, 27 Oct 2009 10:32:36 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/?p=31#comment-814</guid>
		<description>Can you attach some textures/sprites so I know what they should look like?</description>
		<content:encoded><![CDATA[<p>Can you attach some textures/sprites so I know what they should look like?</p>
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	<item>
		<title>By: Iltar</title>
		<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/#comment-813</link>
		<dc:creator>Iltar</dc:creator>
		<pubDate>Thu, 22 Oct 2009 10:25:04 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/?p=31#comment-813</guid>
		<description>Do you have those sprites/textures?? It&#039;s rather pointless for me atm. I have no experience with sprites nor textures.</description>
		<content:encoded><![CDATA[<p>Do you have those sprites/textures?? It&#8217;s rather pointless for me atm. I have no experience with sprites nor textures.</p>
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		<title>By: sTeeL</title>
		<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/#comment-660</link>
		<dc:creator>sTeeL</dc:creator>
		<pubDate>Mon, 16 Feb 2009 07:36:39 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/?p=31#comment-660</guid>
		<description>There is an article on the XNA website that shows how to organise loading content at runtime...</description>
		<content:encoded><![CDATA[<p>There is an article on the XNA website that shows how to organise loading content at runtime&#8230;</p>
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	<item>
		<title>By: META_Cog</title>
		<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/#comment-653</link>
		<dc:creator>META_Cog</dc:creator>
		<pubDate>Mon, 09 Feb 2009 15:00:52 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/?p=31#comment-653</guid>
		<description>This was very helpful for me, I like being able to see some actual results! I&#039;m still a little confused about one thing though, it seems that all the textures that are going to be used must be present at the time the project is built. Is that a flat-out limitation of XNA&#039;s content pipeline or is there some way around it? Needing all the textures present at the time it&#039;s built means there&#039;s no way, for instance, to have the player add their own image for an avatar, or after the game is done, continue expand on it and add new items, levels, or anything that requires new resources. That would also mean that there would be no way to make a world editor that you can use to add new models or textures to the game right? Having to hard code everything into XNA does not seem very reasonable for anything other than a small demo. If I am mistaken please correct me!</description>
		<content:encoded><![CDATA[<p>This was very helpful for me, I like being able to see some actual results! I&#8217;m still a little confused about one thing though, it seems that all the textures that are going to be used must be present at the time the project is built. Is that a flat-out limitation of XNA&#8217;s content pipeline or is there some way around it? Needing all the textures present at the time it&#8217;s built means there&#8217;s no way, for instance, to have the player add their own image for an avatar, or after the game is done, continue expand on it and add new items, levels, or anything that requires new resources. That would also mean that there would be no way to make a world editor that you can use to add new models or textures to the game right? Having to hard code everything into XNA does not seem very reasonable for anything other than a small demo. If I am mistaken please correct me!</p>
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	</item>
	<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/#comment-611</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Fri, 05 Dec 2008 19:12:43 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/?p=31#comment-611</guid>
		<description>Thank you, glad you are enjoying the series.  Actually, most of this stuff is very much out of date.  I am working on a &quot;new&quot; engine and series currently.  Look for it to start sometime early next year.</description>
		<content:encoded><![CDATA[<p>Thank you, glad you are enjoying the series.  Actually, most of this stuff is very much out of date.  I am working on a &#8220;new&#8221; engine and series currently.  Look for it to start sometime early next year.</p>
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		<title>By: Sicarius</title>
		<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/#comment-610</link>
		<dc:creator>Sicarius</dc:creator>
		<pubDate>Fri, 05 Dec 2008 18:58:38 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/?p=31#comment-610</guid>
		<description>Really Enjoying all your stuff man, well laid out. Have changed a few things in my own engine after reading through some of your stuff, has helped me a great deal.

Back to working on my winforms editor :S proving to be more of a pain that I had anticipated thus far.

Kudos for all the hard work, keep it up.</description>
		<content:encoded><![CDATA[<p>Really Enjoying all your stuff man, well laid out. Have changed a few things in my own engine after reading through some of your stuff, has helped me a great deal.</p>
<p>Back to working on my winforms editor :S proving to be more of a pain that I had anticipated thus far.</p>
<p>Kudos for all the hard work, keep it up.</p>
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	<item>
		<title>By: J2T</title>
		<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/#comment-488</link>
		<dc:creator>J2T</dc:creator>
		<pubDate>Tue, 27 May 2008 21:22:27 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/?p=31#comment-488</guid>
		<description>Yes u&#039;re right i mean multiple projects of course. 
And yes u&#039;re right that in this ranges the differences does&#039;nt matter sure. And things like GC and what u&#039;re said could be possible reasons. I only asked my self because of the continuous repeating and i want to go safe and thought it could be important for you ;-)</description>
		<content:encoded><![CDATA[<p>Yes u&#8217;re right i mean multiple projects of course.<br />
And yes u&#8217;re right that in this ranges the differences does&#8217;nt matter sure. And things like GC and what u&#8217;re said could be possible reasons. I only asked my self because of the continuous repeating and i want to go safe and thought it could be important for you <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
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	<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/#comment-486</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Tue, 27 May 2008 12:50:06 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/?p=31#comment-486</guid>
		<description>J2T,
I really do not know why you need multiple solutions.  I assume you mean multiple projects.  I suppose there could be a decrease in performance by placing all the game managers in their own projects.

I normally place my objects in projects based on functionality like... RoeEngine (Engine objects), Testing (TDD), Game (Kynskavion) etc.

Having a seperate project for each manager... well that just seems like too much encapsulation and sort of defeats the purpose of manager classes.

Any number of things can control FPS.  I have always been told anything above 60 FPS doesn&#039;t really matter so 1500 FPS is essentially the same thing as 600 FPS.  The difference could be garbage collection, background processes, or any number of a thousand things outside of your control.  If it troubles you, you can set the timestep of the application, that will choke the throttle to 60 FPS.

Also as a side note, a drop of 1500 to 600 is not as &quot;large&quot; as a drop from 60 FPS to 50 FPS.  There are plenty of articles discussing this issue so I wont try to bore you here.</description>
		<content:encoded><![CDATA[<p>J2T,<br />
I really do not know why you need multiple solutions.  I assume you mean multiple projects.  I suppose there could be a decrease in performance by placing all the game managers in their own projects.</p>
<p>I normally place my objects in projects based on functionality like&#8230; RoeEngine (Engine objects), Testing (TDD), Game (Kynskavion) etc.</p>
<p>Having a seperate project for each manager&#8230; well that just seems like too much encapsulation and sort of defeats the purpose of manager classes.</p>
<p>Any number of things can control FPS.  I have always been told anything above 60 FPS doesn&#8217;t really matter so 1500 FPS is essentially the same thing as 600 FPS.  The difference could be garbage collection, background processes, or any number of a thousand things outside of your control.  If it troubles you, you can set the timestep of the application, that will choke the throttle to 60 FPS.</p>
<p>Also as a side note, a drop of 1500 to 600 is not as &#8220;large&#8221; as a drop from 60 FPS to 50 FPS.  There are plenty of articles discussing this issue so I wont try to bore you here.</p>
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	</item>
	<item>
		<title>By: J2T</title>
		<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/#comment-484</link>
		<dc:creator>J2T</dc:creator>
		<pubDate>Mon, 26 May 2008 21:16:36 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/?p=31#comment-484</guid>
		<description>Hi reocode,
i have a little question ;-) I seperate all your parts in single solutions to covering it better out. At this part i noticed a slow downfall of the FPS. That means when i start with ca. 1500FPS and after perhabs 30Seconds i only have 600FPS. Then it goes again up to 1500 and so on and so on. Do u know why?Could it be a memory leak or something like this?
btw sry for my bad english xD</description>
		<content:encoded><![CDATA[<p>Hi reocode,<br />
i have a little question <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' />  I seperate all your parts in single solutions to covering it better out. At this part i noticed a slow downfall of the FPS. That means when i start with ca. 1500FPS and after perhabs 30Seconds i only have 600FPS. Then it goes again up to 1500 and so on and so on. Do u know why?Could it be a memory leak or something like this?<br />
btw sry for my bad english xD</p>
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	<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/01/28/xna-framework-gameengine-development-part-7-screenmanagergamecomponent/#comment-251</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Mon, 18 Feb 2008 22:16:48 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/?p=31#comment-251</guid>
		<description>Thank you Jaff, I am definitely trying to be very careful about my updates to older code.  It is becoming very difficult for me to keep all of these older entries up to date.

So, in my newest articles, I am going to start releasing code more often.  That way readers can enjoy each new article with fresh eyes.  I am also going to spend more time explaining concepts rather than focus on the code.</description>
		<content:encoded><![CDATA[<p>Thank you Jaff, I am definitely trying to be very careful about my updates to older code.  It is becoming very difficult for me to keep all of these older entries up to date.</p>
<p>So, in my newest articles, I am going to start releasing code more often.  That way readers can enjoy each new article with fresh eyes.  I am also going to spend more time explaining concepts rather than focus on the code.</p>
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