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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>Game timing in Silverlight 5</title><link>http://blogs.msdn.com/b/shawnhar/archive/2011/10/17/game-timing-in-silverlight-5.aspx</link><description>One thing missing from the new 3D functionality in Silverlight 5 is an equivalent of the XNA Game class.&amp;#160; I previously wrote about how to provide XNA style Update and Draw methods in a WinForms environment .&amp;#160; What is the Silverlight equivalent</description><dc:language>en</dc:language><generator>Telligent Evolution Platform Developer Build (Build: 5.6.50428.7875)</generator><item><title>re: Game timing in Silverlight 5</title><link>http://blogs.msdn.com/b/shawnhar/archive/2011/10/17/game-timing-in-silverlight-5.aspx#10226738</link><pubDate>Tue, 18 Oct 2011 03:23:44 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10226738</guid><dc:creator>Shawn Hargreaves - MSFT</dc:creator><description>&lt;p&gt;The timing information in DrawEventArgs is more than sufficiently accurate for game simulation/animation.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10226738" width="1" height="1"&gt;</description></item><item><title>re: Game timing in Silverlight 5</title><link>http://blogs.msdn.com/b/shawnhar/archive/2011/10/17/game-timing-in-silverlight-5.aspx#10226737</link><pubDate>Tue, 18 Oct 2011 03:19:36 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10226737</guid><dc:creator>Andrew Russell .net</dc:creator><description>&lt;p&gt;Perhaps DrawEventArgs.DeltaTime has better precision? It&amp;#39;s a new feature in Silverlight 5 (it seems), so I hope they did take this opportunity to provide better precision.&lt;/p&gt;
&lt;p&gt;In earlier versions of Silverlight the best you could do was 1-millisecond precision. I found that the best way to handle this was to just accept running at a constant 62.5 FPS (16ms/frame) as &amp;quot;close enough&amp;quot;.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://blogs.msdn.com/aggbug.aspx?PostID=10226737" width="1" height="1"&gt;</description></item><item><title>re: Game timing in Silverlight 5</title><link>http://blogs.msdn.com/b/shawnhar/archive/2011/10/17/game-timing-in-silverlight-5.aspx#10226720</link><pubDate>Tue, 18 Oct 2011 01:45:22 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:10226720</guid><dc:creator>Bryan Livingston</dc:creator><description>&lt;p&gt;So my experience with silverlight is that it&amp;#39;s timer is limited to 1/16 second precision. &amp;nbsp;Will that mess up the above code?&lt;/p&gt;
&lt;p&gt;Any chance you could knock some sense into someone to get a higher precision timer in?&lt;/p&gt;
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