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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>NetworkGamer.Id in XNA Game Studio 3.0</title><link>http://blogs.msdn.com/shawnhar/archive/2008/09/24/networkgamer-id-in-xna-game-studio-3-0.aspx</link><description>All network games need to send data from one machine to another. To make sense of this data, it is important to know which player it refers to. For peer-to-peer games, this is trivial. When you call LocalNetworkGamer.ReceiveData, you get an output parameter</description><dc:language>en</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>re: NetworkGamer.Id in XNA Game Studio 3.0</title><link>http://blogs.msdn.com/shawnhar/archive/2008/09/24/networkgamer-id-in-xna-game-studio-3-0.aspx#8965001</link><pubDate>Thu, 25 Sep 2008 16:16:20 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8965001</guid><dc:creator>BenS1</dc:creator><description>&lt;p&gt;Excellent, that'll help me simplify my network code quite a lot!&lt;/p&gt;
</description></item><item><title>re: NetworkGamer.Id in XNA Game Studio 3.0</title><link>http://blogs.msdn.com/shawnhar/archive/2008/09/24/networkgamer-id-in-xna-game-studio-3-0.aspx#8965156</link><pubDate>Thu, 25 Sep 2008 18:34:32 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:8965156</guid><dc:creator>Rim</dc:creator><description>&lt;p&gt;Somehow the image of Paul with a shotgun and the Lady Jessica camping is an afront to my fond geeky recollection of that tale, but in a good way :)&lt;/p&gt;
&lt;p&gt;Looks like the network library is shaping up very nicely, I'm looking forward to checking it out soon. From the sound of it, it should go a long way in detraumatizing me from my Managed DirectPlay experiences.&lt;/p&gt;
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