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November 2007 - Posts

Content processor parameters in XNA Game Studio 2.0

One of the 2.0 features I am personally happiest about is the addition of custom parameters to control how your content gets built. This is something we always wanted to do, but didn't have time for in v1, so it feels great to be able to finally finish

Game timing in XNA Game Studio 2.0

In a previous post I explained how the game timing system works when Game.IsFixedTimeStep is set to true: We will call your Update method exactly 60 times per second We will call your Draw method whenever we feel like it This is still true in the 2.0

Rendertarget changes in XNA Game Studio 2.0

The bad news: If you had a program using rendertargets that worked with the XNA Framework 1.0, it might not still work with 2.0. The good news: Things are actually much more consistent now, honest! Let me explain... How rendertargets used to work (1.0)

Lots of little improvements in XNA Game Studio 2.0

Here are some changes that are too small to deserve their own post, but I think still cool enough to be worth mentioning... The new GamePadState.IsButtonDown method is useful when writing generalized input helpers. This makes it easy to write a method

System link networking in XNA Game Studio 2.0

So, the 2.0 beta is out... If you are wanting to try out our shiny new network API, you may be waiting to be emailed the code which unlocks access to Games for Windows - LIVE . But did you know: If you just want to develop and test a network game, you

News

If you're in Minneapolis this evening, check out the Twin Cities XNA User Group . If you're in Vancouver at the end of the month, check out the DevTeach conference . Yours truly will be talking about shaders, networking, and performance. There'll be singing,
 
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