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    <title>GameDevKicks.com - published xna stories</title>
    <description>the latest published xna stories from GameDevKicks.com</description>
    <link>http://www.gamedevkicks.com/</link>
    <language>en-us</language>
    <copyright>Atweb Publishing Ltd.</copyright>
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    <ttl>30</ttl>
    <item>
      <title>A Simple Three-Level Parallax Star Field using XNA </title>
      <description>How to create a randomized, scrolling, parallax star field for your XNA game.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d211"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d211" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/A_Simple_Three_Level_Parallax_Star_Field_using_XNA</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/A_Simple_Three_Level_Parallax_Star_Field_using_XNA</guid>
      <pubDate>Wed, 10 Mar 2010 15:07:13 GMT</pubDate>
    </item>
    <item>
      <title>Immediate GUIs in XNA: Setup and a button</title>
      <description>Immediate GUI's are a pretty new concept to creating and drawing GUIs. One of the big differences between an Immediate (IM) GUI and a normal GUI is that an IMGUI is non persistent. Every frame a manager determines which screens/buttons/widgets have to be drawn and only these are drawn. There are no Button objects, Form objects or objects at all. GUI items are immediately drawn by calling a method. Most of these methods are prefixed by 'Do' to show the immediate nature of the button. Because of this, IMGUIs have a very low memory profile. 

Today we are going to write a simple IMGUI for XNA &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2froy-t.nl%2findex.php%2f2010%2f03%2f10%2fimmediate-guis-in-xna-setup-and-a-button%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2froy-t.nl%2findex.php%2f2010%2f03%2f10%2fimmediate-guis-in-xna-setup-and-a-button%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Immediate_GUIs_in_XNA_Setup_and_a_button</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Immediate_GUIs_in_XNA_Setup_and_a_button</guid>
      <pubDate>Wed, 10 Mar 2010 10:15:05 GMT</pubDate>
    </item>
    <item>
      <title>Tutorial: Using the XNA Content Pipeline for localization: Part 2</title>
      <description>In this part we are going to extend our localization pipeline to load other content as normal (Content.Load&amp;lt;Texture2D&amp;gt;(@"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. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2froy-t.nl%2findex.php%2f2010%2f02%2f20%2ftutorial-using-the-xna-content-pipeline-for-localization-part-2-assets%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2froy-t.nl%2findex.php%2f2010%2f02%2f20%2ftutorial-using-the-xna-content-pipeline-for-localization-part-2-assets%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Tutorial_Using_the_XNA_Content_Pipeline_for_localization_Part_2</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Tutorial_Using_the_XNA_Content_Pipeline_for_localization_Part_2</guid>
      <pubDate>Mon, 22 Feb 2010 04:39:29 GMT</pubDate>
    </item>
    <item>
      <title>Tutorial: Using the XNA content pipeline for localization, part 1</title>
      <description>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&amp;lt;String&amp;gt;("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. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2froy-t.nl%2findex.php%2f2010%2f01%2f30%2ftutorial-using-the-xna-content-pipeline-for-localization-part-1-strings%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2froy-t.nl%2findex.php%2f2010%2f01%2f30%2ftutorial-using-the-xna-content-pipeline-for-localization-part-1-strings%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Tutorial_Using_the_XNA_content_pipeline_for_localization_part_1</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Tutorial_Using_the_XNA_content_pipeline_for_localization_part_1</guid>
      <pubDate>Thu, 25 Feb 2010 20:31:24 GMT</pubDate>
    </item>
    <item>
      <title>Will Steam Publish XNA Games?</title>
      <description>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. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fcodecube.net%2f2010%2f02%2fwill-steam-publish-xna-games%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fcodecube.net%2f2010%2f02%2fwill-steam-publish-xna-games%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Will_Steam_Publish_XNA_Games</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Will_Steam_Publish_XNA_Games</guid>
      <pubDate>Thu, 25 Feb 2010 20:31:24 GMT</pubDate>
    </item>
    <item>
      <title>Kollectiv 360 Released on Xbox Live Indie Games!</title>
      <description>Kollectiv 360 is a fast paced puzzle based action game that combines elements from other popular puzzle and strategy games to come up with a brand new, unique and addicting gameplay style and objective. Players will delight in the mutiple levels of difficulty and various gameplay modes. Plan your moves accordingly and try to aim for the awesome bonus of the Kollectiv!

Download it now for only 80 MS Points! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fmarketplace.xbox.com%2fen-US%2fgames%2fmedia%2f66acd000-77fe-1000-9115-d80258550435%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fmarketplace.xbox.com%2fen-US%2fgames%2fmedia%2f66acd000-77fe-1000-9115-d80258550435%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Kollectiv_360_Released_on_Xbox_Live_Indie_Games</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Kollectiv_360_Released_on_Xbox_Live_Indie_Games</guid>
      <pubDate>Tue, 02 Feb 2010 19:32:35 GMT</pubDate>
    </item>
    <item>
      <title>Sound in XNA 3.1, Part I</title>
      <description>A guide to getting started with XACT in XNA 3.1. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fxna-uk.net%2fblogs%2foffbyone%2farchive%2f2010%2f01%2f21%2fsound-in-xna-3-1-part-i.aspx"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fxna-uk.net%2fblogs%2foffbyone%2farchive%2f2010%2f01%2f21%2fsound-in-xna-3-1-part-i.aspx" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Sound_in_XNA_3_1_Part_I</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Sound_in_XNA_3_1_Part_I</guid>
      <pubDate>Mon, 25 Jan 2010 22:20:04 GMT</pubDate>
    </item>
    <item>
      <title>Scurvy.Test v1.2 Released</title>
      <description>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. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fcodecube.net%2f2010%2f01%2fscurvy-test-v1-2-released%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fcodecube.net%2f2010%2f01%2fscurvy-test-v1-2-released%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Scurvy_Test_v1_2_Released</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Scurvy_Test_v1_2_Released</guid>
      <pubDate>Mon, 18 Jan 2010 19:06:35 GMT</pubDate>
    </item>
    <item>
      <title>Resource Pool in F#</title>
      <description>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! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fcodecube.net%2f2010%2f01%2fresource-pool-in-f%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fcodecube.net%2f2010%2f01%2fresource-pool-in-f%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Resource_Pool_in_F</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Resource_Pool_in_F</guid>
      <pubDate>Wed, 13 Jan 2010 18:32:50 GMT</pubDate>
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    <item>
      <title>XNA Resource Pool Class</title>
      <description>This is a simple resource pool that you can use to mitigate memory allocation issues in the XNA framework. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fcodecube.net%2f2010%2f01%2fxna-resource-pool%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fcodecube.net%2f2010%2f01%2fxna-resource-pool%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/XNA_Resource_Pool_Class</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/XNA_Resource_Pool_Class</guid>
      <pubDate>Wed, 06 Jan 2010 14:26:32 GMT</pubDate>
    </item>
    <item>
      <title>Ten Tips for Promoting Your XBLIG</title>
      <description>A whole bunch of tips to help you get more eyes on your game.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d184"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d184" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Ten_Tips_for_Promoting_Your_XBLIG</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Ten_Tips_for_Promoting_Your_XBLIG</guid>
      <pubDate>Fri, 13 Nov 2009 21:22:02 GMT</pubDate>
    </item>
    <item>
      <title>Pulsing Icons to Spruce Up your XNA Menus </title>
      <description>Tutorial to add a cool pulsating image effect to your XNA menus.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d183"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d183" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Pulsing_Icons_to_Spruce_Up_your_XNA_Menus</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Pulsing_Icons_to_Spruce_Up_your_XNA_Menus</guid>
      <pubDate>Thu, 05 Nov 2009 20:23:34 GMT</pubDate>
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      <title>XNA - Skinned Model Extensions Tutorial</title>
      <description>A new Skinned Model Extensions Tutorial has been added to the XNA Creators Club that shows you how to extend the original Skinned Model example. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.resourcium.com%2fnode%2f28"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.resourcium.com%2fnode%2f28" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/XNA_Skinned_Model_Extensions_Tutorial</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/XNA_Skinned_Model_Extensions_Tutorial</guid>
      <pubDate>Fri, 23 Oct 2009 23:57:36 GMT</pubDate>
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    <item>
      <title>test</title>
      <description>test story &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2freadarticle.php%3farticle_id%3d149"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2freadarticle.php%3farticle_id%3d149" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/test</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/test</guid>
      <pubDate>Fri, 28 Aug 2009 23:10:01 GMT</pubDate>
    </item>
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      <title>The XNA to indie transition.</title>
      <description>A take on the new XNA price points. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.significant-bits.com%2fthe-xna-to-indie-transition"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.significant-bits.com%2fthe-xna-to-indie-transition" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/The_XNA_to_indie_transition</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/The_XNA_to_indie_transition</guid>
      <pubDate>Mon, 27 Jul 2009 17:36:14 GMT</pubDate>
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    <item>
      <title>XNA &amp;amp; Game A.I</title>
      <description>Conkerjo has a new article up focusing on artificial intelligence using XNA. In this article Conkerjo discusses an A.I. system that controls movement and behaviors of entities allowing you to create simple intelligence in your games. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1175"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1175" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/artificialintelligence/XNA_Game_A_I</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/artificialintelligence/XNA_Game_A_I</guid>
      <pubDate>Wed, 15 Jul 2009 20:50:40 GMT</pubDate>
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      <title>DPSF (Dynamic Particle System Framework) for XNA</title>
      <description>Just letting everyone know that DPSF (Dynamic Particle System Framework) for XNA version 1.3.1.0 is available at http://dpsf.danskingdom.com.  DPSF is free and allows you to create your own custom particle effects for use in your XNA applications/games.  It is a very powerful particle system framework, and works on the XBox 360 as well as on Windows. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fdpsf.danskingdom.com"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fdpsf.danskingdom.com" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/DPSF_Dynamic_Particle_System_Framework_for_XNA</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/DPSF_Dynamic_Particle_System_Framework_for_XNA</guid>
      <pubDate>Thu, 09 Jul 2009 19:45:30 GMT</pubDate>
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    <item>
      <title>Fast 3D A* pathfinding using Binary Heaps in C#/XNA</title>
      <description>This article is a total revision of a previous A* tutorial and now adds full 3D functionality. It also uses some handy speed up tricks to get everything done faster and includes a Binary (Min) Heap. So read the article for those speed tips, you might be able to use them somewhere else, and download the source code. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2froyalexander.wordpress.com%2f2009%2f07%2f07%2fnew-version-a-pathfinding-in-3d%2f"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2froyalexander.wordpress.com%2f2009%2f07%2f07%2fnew-version-a-pathfinding-in-3d%2f" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Fast_3D_A_pathfinding_using_Binary_Heaps_in_C_XNA</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Fast_3D_A_pathfinding_using_Binary_Heaps_in_C_XNA</guid>
      <pubDate>Thu, 09 Jul 2009 15:07:00 GMT</pubDate>
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    <item>
      <title>2D Camera</title>
      <description>This Article is about how to write a Camera for a 2D Game. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2freadarticle.php%3farticle_id%3d86"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2freadarticle.php%3farticle_id%3d86" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/2D_Camera</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/2D_Camera</guid>
      <pubDate>Mon, 06 Jul 2009 15:35:43 GMT</pubDate>
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    <item>
      <title>Ziggyware Summer 2009 XNA Article Contest</title>
      <description>It's time for the Ziggyware Summer 2009 XNA Article Contest. This go around I am giving away an XBox 360 with 120 GB HDD, XNA Logo Black Zunes, SunBurn Lighting and Material Engine licenses and a lot more. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1154"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1154" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Ziggyware_Summer_2009_XNA_Article_Contest</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Ziggyware_Summer_2009_XNA_Article_Contest</guid>
      <pubDate>Mon, 22 Jun 2009 15:39:24 GMT</pubDate>
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      <title>Game State Management and glitch free loading</title>
      <description>Shawn Hargreaves discusses how to expand upon the Game State Management sample and implement faster run-time performance by pre-loading all of the assets required to draw the screens. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1153"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1153" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Game_State_Management_and_glitch_free_loading</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Game_State_Management_and_glitch_free_loading</guid>
      <pubDate>Mon, 22 Jun 2009 18:34:33 GMT</pubDate>
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    <item>
      <title>Why developing for XNA?</title>
      <description>The current sales figures might be disheartening, but there's a couple of good reasons why developing for XNA isn't such a bad idea. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.significant-bits.com%2fso-why-xna"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.significant-bits.com%2fso-why-xna" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Why_developing_for_XNA</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Why_developing_for_XNA</guid>
      <pubDate>Tue, 16 Jun 2009 20:15:35 GMT</pubDate>
    </item>
    <item>
      <title>Rendering Animated Avatars with XNA</title>
      <description> have written a short tutorial describing the basics of Avatar rendering in XNA using the Microsoft samples as a reference. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2freadarticle.php%3farticle_id%3d270"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2freadarticle.php%3farticle_id%3d270" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Rendering_Animated_Avatars_with_XNA</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Rendering_Animated_Avatars_with_XNA</guid>
      <pubDate>Sat, 13 Jun 2009 02:33:14 GMT</pubDate>
    </item>
    <item>
      <title>XNA Game - Soft Blocks</title>
      <description>Creative Cog Games has a new XNA game in beta: Balloon Blocks, a soft body physics based match-3 game that aims to use soft-body physics to create unique and intuitive game play and simple, inviting graphics to make the game appealing to gamers of all stripes. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1130"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1130" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/XNA_Game_Soft_Blocks</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/XNA_Game_Soft_Blocks</guid>
      <pubDate>Wed, 10 Jun 2009 20:12:28 GMT</pubDate>
    </item>
    <item>
      <title>Splitting Octal Tree (OCTree) with Sliding Sphere Collision</title>
      <description>XNA Splitting Octree Sample With 3D Collision Response using Sliding Sphere collision. This sample calculates splitting octal trees for improved collision query times. Direct vertex buffer access is used to get around the need for the XNA content pipeline. This sample features spherical collision with an arbitrary world of polygons and is very fast an stable. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamedevkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1122"&gt;&lt;img src="http://www.gamedevkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1122" border="0" alt="kick it on GameDevKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.gamedevkicks.com/xna/Splitting_Octal_Tree_OCTree_with_Sliding_Sphere_Collision</link>
      <guid isPermaLink="true">http://www.gamedevkicks.com/xna/Splitting_Octal_Tree_OCTree_with_Sliding_Sphere_Collision</guid>
      <pubDate>Tue, 02 Jun 2009 21:53:54 GMT</pubDate>
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