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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>My AppWeek 2010</title><link>http://blogs.msdn.com/b/nicgrave/archive/2010/09/29/my-appweek-2010.aspx</link><description>As Shawn blogged yesterday , we wrapped up AppWeek last week and got to see a lot of cool games from the team. I put in a bit of overtime on my game and ended up with a split-screen first person shooter on PC and Xbox 360 and a single-player tech demo</description><dc:language>en-US</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: My AppWeek 2010</title><link>http://blogs.msdn.com/b/nicgrave/archive/2010/09/29/my-appweek-2010.aspx#10110875</link><pubDate>Sun, 02 Jan 2011 08:35:41 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10110875</guid><dc:creator>Orhan KALAYCI</dc:creator><description>&lt;p&gt;Hey Nick,&lt;/p&gt;
&lt;p&gt;Using Xna 3D Word Studio Content Pipeline I Think, Have you discovered something wrong about lightmaps? &lt;/p&gt;
&lt;p&gt;(This one: &lt;a rel="nofollow" target="_new" href="http://xnawp7levelpipeline.codeplex.com/"&gt;xnawp7levelpipeline.codeplex.com&lt;/a&gt;)&lt;/p&gt;
&lt;p&gt;Red channel draws blue light, and Blue channel draws Red light. &lt;/p&gt;
&lt;p&gt;Have you fixed that ?&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10110875" width="1" height="1"&gt;</description></item><item><title>re: My AppWeek 2010</title><link>http://blogs.msdn.com/b/nicgrave/archive/2010/09/29/my-appweek-2010.aspx#10069440</link><pubDate>Wed, 29 Sep 2010 18:56:16 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10069440</guid><dc:creator>NickGravelyn</dc:creator><description>&lt;p&gt;The audio isn&amp;#39;t positional; it doesn&amp;#39;t really make sense for split screen since there&amp;#39;s no way to really discern the differences when you have four people running around shooting guns. Additionally, the game doesn&amp;#39;t use XACT because XACT doesn&amp;#39;t work on Windows Phone, so instead I was using the SoundEffect APIs for my audio.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10069440" width="1" height="1"&gt;</description></item><item><title>re: My AppWeek 2010</title><link>http://blogs.msdn.com/b/nicgrave/archive/2010/09/29/my-appweek-2010.aspx#10069426</link><pubDate>Wed, 29 Sep 2010 18:35:07 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10069426</guid><dc:creator>Andy P</dc:creator><description>&lt;p&gt;If you do write about planning for splitscreen, I&amp;#39;d be all ears (aha!) to learn what you did about audio. The restriction in XACT to a single listener is a joke (and I know from a previous life that the full XDK allows XACT and XAudio to combine to remove this draconian restriction and allow multiple listeners, and multiple sound sources for a single cue come to that, so why is it so limited in XNA?).&lt;/p&gt;
&lt;p&gt;Did you really try to work out which &amp;quot;fake&amp;quot; listener was closest to every single sound source, then transform the sound source with respect to the &amp;quot;true&amp;quot; listener? That seems the only reasonable solution, and even then it will sound bad as the players move around. (To put it another way: please get someone on the XNA team to actually do some work on audio, there&amp;#39;s more to game programming than shaders!)&lt;/p&gt;
&lt;p&gt;Looking forward to these posts!&lt;/p&gt;
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