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published 7 days, 6 hours ago, submitted by TheManagement 11 days, 20 hours ago

significant-bits.com — A short take on what constitutes a loving touch in a videogame, and what makes these elements so special. read more...

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published 14 days, 2 hours ago, submitted by royt 19 days, 10 hours ago

roy-t.nl — In part one we create a new content pipeline extension and a new content manager without much effort. And we start to replace our strings with calls to our new content manager (that replaces the default one). In the end you will be able to load a string using Content.Load<String>(“Package.Key”); The correct string will be loaded from our xnb files (imported using a custom xml importer) in the language set in the content manager. read more...

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published 14 days, 2 hours ago, submitted by codecube 22 days, 20 hours ago

codecube.net — After all this tablet hype started, I began to get excited about the possibilities of new markets emerging for touch enabled windows games. As Steam is currently one of the most robust and popular game distribution networks on windows, I was curious to know whether a game written with XNA could be published via Steam. read more...

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published 17 days, 18 hours ago, submitted by TheManagement 24 days, 3 hours ago

significant-bits.com — The IGDA is electing 5 new board members, and every vote counts! read more...

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published 17 days, 18 hours ago, submitted by royt 19 days, 10 hours ago

roy-t.nl — In this part we are going to extend our localization pipeline to load other content as normal (Content.Load<Texture2D>(@”Folder\Name”);). And if you’ve created a localized version this will be loaded instead of the original file. We also refactor our previous code a bit, and add some nice helper methods. read more...

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published 1 month, 2 days ago, submitted by TheManagement 1 month, 6 days ago

incubatorgames.com — The second part in a series looking at some of the research that went into Tribes of Mexica and how it influenced the game. read more...

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published 1 month, 2 days ago, submitted by x666 1 month, 3 days ago

gwaredd.blogspot.com — The hype and dogma of Agile evangelists has left in its wake a trail of broken projects, ruined businesses and misguided neophytes bleating the tired doctrines of their long departed prophets. The games industry was no exception, with many swept up in the phantasmagoria from which we are only now beginning to witness the debris. So what does this brave new world of "post-agile" thinking mean for games development? read more...

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published 1 month, 11 days ago, submitted by AirBasher AirBasher 1 month, 12 days ago

blog.wolfire.com — Follow up to the previous "Why you should use OpenGL and not DirectX" for Wolfire Game Blog read more...

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published 1 month, 14 days ago, submitted by manzanotti 1 month, 14 days ago

xna-uk.net — A guide to getting started with XACT in XNA 3.1. read more...

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published 1 month, 21 days ago, submitted by codecube 1 month, 22 days ago

flatredball.com — Glue is a new project that will be released with the January or February version of FlatRedBall which will greatly improve the efficiency of FlatRedBall developers. read more...

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published 1 month, 21 days ago, submitted by codecube 1 month, 23 days ago

codecube.net — Quick on the heals of yesterday’s post, I’ve released v1.2 of Scurvy.Test. This is the first official release of the framework and improvements over the initial announcement are mainly centered around the status reporting of test pass/failure. I also upgraded the solution to vs 2k8 and xnags 3.1. read more...

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published 1 month, 26 days ago, submitted by codecube 1 month, 26 days ago

codecube.net — Erik Schulz, who has written a bunch of articles on how to make XNA games with F#, has ported the Resource Pool class I wrote about in F#. Cool! read more...

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published 2 months, 3 days ago, submitted by AirBasher AirBasher 2 months, 3 days ago

blog.wolfire.com — The fight between OpenGL and Direct3D (not DirectX!) is still a hot topic and the guys at Wolfire Games Blog have published a must-read article for all OpenGL developers (and end-users too) about the importance of OpenGL in game development and 3D industry. read more...

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published 2 months, 4 days ago, submitted by AirBasher AirBasher 2 months, 4 days ago

airbash.com — Short steps to setup OOLua for Visual Studio 2008 and sample code showing simple examples of OOLua usage. read more...

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published 2 months, 4 days ago, submitted by phyxx 2 months, 8 days ago

brighthub.com — This tutorial series steps you through the process of creating a game with the popular and powerful Ogre3D engine. The end result is a simple, but easily extended, shoot'em'up that compiles on both Windows and Linux. read more...

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published 2 months, 5 days ago, submitted by phyxx 2 months, 8 days ago

brighthub.com — This is a video (source code can also be downloaded) of an early port of the Flash Flixel game engine to the Google Android platform. read more...

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