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	<title>Comments on: XNA Framework GameEngine Development. (Part 8, Multi-Threading GameComponents)</title>
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	<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/</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: Tal</title>
		<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-725</link>
		<dc:creator>Tal</dc:creator>
		<pubDate>Thu, 11 Jun 2009 16:20:18 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-725</guid>
		<description>I agree whit numer 9, but I got better idia.
Many games are used in load game screen, becouse it takes time until the game start. You should use in multi-threading for load all together(for multi core).
And my offer is to use in a multi BackgroudWorkers for the loading percentages, and whit simple calculation know the sum of loading percentages.</description>
		<content:encoded><![CDATA[<p>I agree whit numer 9, but I got better idia.<br />
Many games are used in load game screen, becouse it takes time until the game start. You should use in multi-threading for load all together(for multi core).<br />
And my offer is to use in a multi BackgroudWorkers for the loading percentages, and whit simple calculation know the sum of loading percentages.</p>
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		<title>By: META_Cog</title>
		<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-654</link>
		<dc:creator>META_Cog</dc:creator>
		<pubDate>Mon, 09 Feb 2009 16:59:20 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-654</guid>
		<description>You have to be careful to make sure not to draw a texture before it&#039;s loaded with this, because if something adds a texture to the texture manager and tries to draw it too soon, the texture will not be loaded yet and you&#039;ll get an error. (This happens when using the menu from section 7) I don&#039;t think it&#039;s too big of a problem though.</description>
		<content:encoded><![CDATA[<p>You have to be careful to make sure not to draw a texture before it&#8217;s loaded with this, because if something adds a texture to the texture manager and tries to draw it too soon, the texture will not be loaded yet and you&#8217;ll get an error. (This happens when using the menu from section 7) I don&#8217;t think it&#8217;s too big of a problem though.</p>
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		<title>By: UH COSC Interactive Game Development &#187; XNA Game Engine Development</title>
		<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-482</link>
		<dc:creator>UH COSC Interactive Game Development &#187; XNA Game Engine Development</dc:creator>
		<pubDate>Wed, 21 May 2008 16:52:58 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-482</guid>
		<description>[...] Part 8, Multi-Threading GameComponents [...]</description>
		<content:encoded><![CDATA[<p>[...] Part 8, Multi-Threading GameComponents [...]</p>
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	<item>
		<title>By: Getting up with XNA GS 2.0 [UPDATED] - Kartones Blog</title>
		<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-262</link>
		<dc:creator>Getting up with XNA GS 2.0 [UPDATED] - Kartones Blog</dc:creator>
		<pubDate>Tue, 19 Feb 2008 20:54:39 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-262</guid>
		<description>[...] GameComponent Part VI: Input GameComponent Part VII: ScreenManager GameComponent (game state + GUI) Part VIII: Adding multithreading to GameComponentsPart IX: SceneGraphManager GameComponentPart X: CameraManager GameComponentPart XI: Static [...]</description>
		<content:encoded><![CDATA[<p>[...] GameComponent Part VI: Input GameComponent Part VII: ScreenManager GameComponent (game state + GUI) Part VIII: Adding multithreading to GameComponentsPart IX: SceneGraphManager GameComponentPart X: CameraManager GameComponentPart XI: Static [...]</p>
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		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-129</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Tue, 05 Feb 2008 13:39:29 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-129</guid>
		<description>Not certain if using the ThreadPool could offer better results.  If you like the implementation of ThreadPool or BackgroundWorker better, I am sure it would not be difficult to accomplish the changes.

It has always been my understanding that under the covers, asynchronous threading is all handled the same way.  Granted, I am not doing any thread safety here, but since I have the ShadersLoaded and Initialized properties I essentially have a safety net.</description>
		<content:encoded><![CDATA[<p>Not certain if using the ThreadPool could offer better results.  If you like the implementation of ThreadPool or BackgroundWorker better, I am sure it would not be difficult to accomplish the changes.</p>
<p>It has always been my understanding that under the covers, asynchronous threading is all handled the same way.  Granted, I am not doing any thread safety here, but since I have the ShadersLoaded and Initialized properties I essentially have a safety net.</p>
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	<item>
		<title>By: adriano</title>
		<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-121</link>
		<dc:creator>adriano</dc:creator>
		<pubDate>Tue, 05 Feb 2008 02:30:43 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-121</guid>
		<description>Hi, you are doing a greate job. I saw your implementation of a multi-thread loading, this not would be betther use an async pattern with ThreadPool?

keep with the good job.

thanks</description>
		<content:encoded><![CDATA[<p>Hi, you are doing a greate job. I saw your implementation of a multi-thread loading, this not would be betther use an async pattern with ThreadPool?</p>
<p>keep with the good job.</p>
<p>thanks</p>
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	<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-116</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Mon, 04 Feb 2008 13:57:33 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-116</guid>
		<description>KaBaL,
Thank you, I am very happy this series has sparked interest.</description>
		<content:encoded><![CDATA[<p>KaBaL,<br />
Thank you, I am very happy this series has sparked interest.</p>
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	<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-115</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Mon, 04 Feb 2008 13:56:37 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-115</guid>
		<description>Jaff,
I always appreciate your comments.  I understand your desire for a thread manager class.  Multi-threading is no easy task to debug, but not so difficult that it requires specific managment classes just for threads.  About the only thing I could gain would be to put the ThreadStarter and delgate into its own static method, definitely something to consider.</description>
		<content:encoded><![CDATA[<p>Jaff,<br />
I always appreciate your comments.  I understand your desire for a thread manager class.  Multi-threading is no easy task to debug, but not so difficult that it requires specific managment classes just for threads.  About the only thing I could gain would be to put the ThreadStarter and delgate into its own static method, definitely something to consider.</p>
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	<item>
		<title>By: KaBaL</title>
		<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-109</link>
		<dc:creator>KaBaL</dc:creator>
		<pubDate>Mon, 04 Feb 2008 07:55:27 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-109</guid>
		<description>Keep up the great work, can&#039;t wait till the engine is complete, so to see how everything comes together, and finally be able to put &quot;2+2&quot; together (figuratively speaking)</description>
		<content:encoded><![CDATA[<p>Keep up the great work, can&#8217;t wait till the engine is complete, so to see how everything comes together, and finally be able to put &#8220;2+2&#8243; together (figuratively speaking)</p>
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	</item>
	<item>
		<title>By: jaff</title>
		<link>http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-102</link>
		<dc:creator>jaff</dc:creator>
		<pubDate>Sun, 03 Feb 2008 14:27:55 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/02/01/xna-framework-gameengine-development-part-8-multi-threading-gamecomponents/#comment-102</guid>
		<description>Cool, works great for me. Wouldn&#039;t you prefer to create a ThreadManager class as a single point for thread creation though? I haven&#039;t done loads of multi-threading so I&#039;m cautious about making debugging any more difficult than it needs to be.
I guess it&#039;s not really the point just yet... it would be easy to get bogged down in the details of a thread management system.
What I&#039;m getting out of this most is an understanding idea of how engine components need to fit together.</description>
		<content:encoded><![CDATA[<p>Cool, works great for me. Wouldn&#8217;t you prefer to create a ThreadManager class as a single point for thread creation though? I haven&#8217;t done loads of multi-threading so I&#8217;m cautious about making debugging any more difficult than it needs to be.<br />
I guess it&#8217;s not really the point just yet&#8230; it would be easy to get bogged down in the details of a thread management system.<br />
What I&#8217;m getting out of this most is an understanding idea of how engine components need to fit together.</p>
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