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    <title>DotNetKicks.com - Stories tagged with XNA</title>
    <description>the latest stories tagged with 'XNA' from DotNetKicks.com</description>
    <link>http://www.dotnetkicks.com/</link>
    <language>en-us</language>
    <copyright>Atweb Publishing Ltd.</copyright>
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    <generator>DotNetKicks.com - .NET links, community driven</generator>
    <ttl>30</ttl>
    <item>
      <title>Draw Horizontally Centered Text in XNA </title>
      <description>Because there is no built in function for centering text drawn to the screen in XNA, I have created a small static method that will take in a string and draw it centered horizontally on the screen.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d150"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d150" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Draw_Horizontally_Centered_Text_in_XNA</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Draw_Horizontally_Centered_Text_in_XNA</guid>
      <pubDate>Sun, 29 Mar 2009 00:13:32 GMT</pubDate>
    </item>
    <item>
      <title>Embedding XNA Game in Windows.Forms</title>
      <description>A small article explaining how to add embed a XNA Game into a Windows Form. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.mindpress.de%2f%3fp%3d11"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.mindpress.de%2f%3fp%3d11" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Embedding_XNA_Game_in_Windows_Forms</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Embedding_XNA_Game_in_Windows_Forms</guid>
      <pubDate>Tue, 24 Mar 2009 04:57:56 GMT</pubDate>
    </item>
    <item>
      <title>Picking</title>
      <description>Sean James describes several methods of picking using XNA, tying it all together by providing some code to implement the most efficient and useful approach: Geometry Approximation Picking. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2finnovativegames.net%2fblog%2f2009%2f03%2f17%2fpicking%2f"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2finnovativegames.net%2fblog%2f2009%2f03%2f17%2fpicking%2f" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Picking</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Picking</guid>
      <pubDate>Wed, 18 Mar 2009 14:34:14 GMT</pubDate>
    </item>
    <item>
      <title>SilverSprite - XNA Games in Silverlight</title>
      <description>Bill Reiss is building games in Silverlight, but he also likes to build games in XNA. The obvious move then is to create a library that allows you to run XNA games within Silverlight. And no code changes to the XNA games would be ideal.  That's exactly what Bill has done, and the code library's name is SilverSprite. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fchannel9.msdn.com%2fshows%2fContinuum%2fSilverSprite%2f"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fchannel9.msdn.com%2fshows%2fContinuum%2fSilverSprite%2f" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/SilverSprite_XNA_Games_in_Silverlight</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/SilverSprite_XNA_Games_in_Silverlight</guid>
      <pubDate>Fri, 13 Mar 2009 19:19:50 GMT</pubDate>
    </item>
    <item>
      <title>XNA Game Engine Tutorial Series</title>
      <description>Series covering the development of a full featured game engine in XNA. The series includes every single line of code, and also has descriptions and explanations of what is being done in the code and what each of the various components written do and how they work. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2finnovativegames.net%2fblog%2fxna-game-engine-tutorial-series%2f"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2finnovativegames.net%2fblog%2fxna-game-engine-tutorial-series%2f" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_Game_Engine_Tutorial_Series</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_Game_Engine_Tutorial_Series</guid>
      <pubDate>Thu, 12 Mar 2009 08:48:14 GMT</pubDate>
    </item>
    <item>
      <title>Advanced Event Handling</title>
      <description>This sample expands on the concepts learned in the tutorial &amp;quot;Basic Event Handling&amp;quot; by creating a static event class that can be used to invoke event data that has been subscribed to an event argument. This class eliminates the need of creating separate methods to subscribe, unsubscribe, or invoke each event you may have created because it uses generics and any type of event argument will work with it. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2fsamples%2f4"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2fsamples%2f4" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Advanced_Event_Handling</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Advanced_Event_Handling</guid>
      <pubDate>Mon, 16 Feb 2009 12:42:00 GMT</pubDate>
    </item>
    <item>
      <title>2D Reflections (Xbox 360 NXE Dashboard)</title>
      <description>Learn to create dynamic 2D reflections from textures and stylize them into a system similar to the Xbox 360 NXE Dashboard. Included sample, written in XNA 3.0, contains a working example and is fairly commented for explanations. Use the 'A' and 'D' keys to scroll between each texture. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2fsamples%2f3"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2fsamples%2f3" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/2D_Reflections_Xbox_360_NXE_Dashboard</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/2D_Reflections_Xbox_360_NXE_Dashboard</guid>
      <pubDate>Sun, 01 Feb 2009 15:51:17 GMT</pubDate>
    </item>
    <item>
      <title>How To Enable Anti-Aliasing</title>
      <description>The process of smoothing the edges of triangles by averaging neighboring pixels in a render target is known an anti-aliasing or multisampling. In simple terms, it removes jagged edges. This article will show one technique of how to enable the highest sample type available on the user's machine. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2farticles%2f4"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2farticles%2f4" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/How_To_Enable_Anti_Aliasing</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/How_To_Enable_Anti_Aliasing</guid>
      <pubDate>Wed, 28 Jan 2009 14:36:23 GMT</pubDate>
    </item>
    <item>
      <title>HLSL Shaders</title>
      <description>Koen Samyn, lecturer interactive programming at the University College of West Flanders (curriculum Digital Arts and Entertainment) wrote an excellent KNOL (a unit of knowledge) on HLSL Shaders. You can find the article here:
http://knol.google.com/k/samyn-koen/-/2lijysgth48w1/2#

Extract:

What is a shader ?
A shader ( or effect) is a program that is executed on the GPU (Graphical Processing Unit). The GPU is located on the graphics card off course and the GPU contains many cores that can execute a shader program concurrently. This allows the GPU to have high throughput (number of triangles that can be processed per second).

If for example a GPU has 4 available cores (run of the mill GPU have much more then that) each code transform the vertices of 4 triangles simultaneously. There are several shader API's and languages that are targeted to curent GPU's : . &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.3dgameprogramming.net%2f2009%2f01%2f19%2fhlsl-shaders%2f"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.3dgameprogramming.net%2f2009%2f01%2f19%2fhlsl-shaders%2f" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/HLSL_Shaders</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/HLSL_Shaders</guid>
      <pubDate>Mon, 19 Jan 2009 17:29:42 GMT</pubDate>
    </item>
    <item>
      <title>Clean Up Your Player Movement Code </title>
      <description>Make the code that you use to test for player movement/input a bit easier to read.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d136"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d136" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Clean_Up_Your_Player_Movement_Code</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Clean_Up_Your_Player_Movement_Code</guid>
      <pubDate>Fri, 16 Jan 2009 10:47:53 GMT</pubDate>
    </item>
    <item>
      <title>XNA Society - Simulating Planetary 2D Gravity</title>
      <description>If you've ever wanted to or planned on making a 2D space game, then this tutorial might be of interest to you. By the time you are finished reading it, you will know how to simulate planetary gravity. In other words, you will be simulating the gravity field that surrounds planets, such as Earth, which pulls objects towards it. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2ftutorials%2f4"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2ftutorials%2f4" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_Society_Simulating_Planetary_2D_Gravity</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_Society_Simulating_Planetary_2D_Gravity</guid>
      <pubDate>Fri, 02 Jan 2009 14:47:06 GMT</pubDate>
    </item>
    <item>
      <title>XNA Society - Story Development and Game Design (Part 2)</title>
      <description>Thus far, story development using the Heroic Monomyth technique has been discussed. This next part of the article is going to focus on designing a game using preliminary and technical design documents. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2farticles%2f3"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2farticles%2f3" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_Society_Story_Development_and_Game_Design_Part_2</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_Society_Story_Development_and_Game_Design_Part_2</guid>
      <pubDate>Fri, 02 Jan 2009 14:42:03 GMT</pubDate>
    </item>
    <item>
      <title>Alpha blending in XNA</title>
      <description>A brief overview of how to enable alpha transparency in XNA, with a simple demo. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fxnapanic.wordpress.com%2f2008%2f12%2f29%2fblending-in%2f"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fxnapanic.wordpress.com%2f2008%2f12%2f29%2fblending-in%2f" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Alpha_blending_in_XNA</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Alpha_blending_in_XNA</guid>
      <pubDate>Wed, 31 Dec 2008 01:43:00 GMT</pubDate>
    </item>
    <item>
      <title>Collision Textures and 2DRenderTargets in XNA</title>
      <description>I started making a Tower Defense Game which I will be sharing soon, including all my trials and tribulations and the theory behind it. Whilst making it I came across an interesting problem, which was how to tell whether or not the user could place the tower where they currently have the cursor. I thought about it for a while and then decided that the best method would be a sort of collision texture whereby you have a texture 'underneath' the main texture which outlines the areas where a tower can and cannot be placed (thought this texture is never actually rendered).  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.berecursive.com%2fblog%2f2008%2funcategorized%2fcollision-textures-and-2drendertargets-in-xna"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.berecursive.com%2fblog%2f2008%2funcategorized%2fcollision-textures-and-2drendertargets-in-xna" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Collision_Textures_and_2DRenderTargets_in_XNA</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Collision_Textures_and_2DRenderTargets_in_XNA</guid>
      <pubDate>Sun, 28 Dec 2008 10:00:54 GMT</pubDate>
    </item>
    <item>
      <title>A Simple Way to Pause Your Game </title>
      <description>Pausing your game is a nice and easy feature to add to your XNA game.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d128"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.krissteele.net%2fblogdetails.aspx%3fid%3d128" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/A_Simple_Way_to_Pause_Your_Game</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/A_Simple_Way_to_Pause_Your_Game</guid>
      <pubDate>Mon, 22 Dec 2008 21:47:10 GMT</pubDate>
    </item>
    <item>
      <title>Starting Game Dev With Space Invaders</title>
      <description>A tutorial about start getting into Game Dev with making Space Invaders with C#.NET and XNA game studio. It only take 1h30 to complete the code. You will be surprise how easy to make a simple game nowaday. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.hieu.co.uk%2fpost%2f2008%2f12%2f21%2fStarting-Game-Dev-With-Space-Invaders.aspx"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.hieu.co.uk%2fpost%2f2008%2f12%2f21%2fStarting-Game-Dev-With-Space-Invaders.aspx" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Starting_Game_Dev_With_Space_Invaders</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Starting_Game_Dev_With_Space_Invaders</guid>
      <pubDate>Sun, 21 Dec 2008 09:35:26 GMT</pubDate>
    </item>
    <item>
      <title>XNA Society - Story Development and Game Design (Part 1)</title>
      <description>Developing a game from start to finish is no easy task. It requires a lot of patience and a massive amount of dedication. This article is intended to help relieve some pressure by easing the process of coming up with creative ideas and then shaping them into fully developed games. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2farticles%2f2"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2farticles%2f2" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_Society_Story_Development_and_Game_Design_Part_1</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_Society_Story_Development_and_Game_Design_Part_1</guid>
      <pubDate>Thu, 18 Dec 2008 12:38:20 GMT</pubDate>
    </item>
    <item>
      <title>XNA Society - Serializing and Deserializing XML Documents</title>
      <description>The purpose of XML serialization is to enable the conversion of XML documents to runtime objects and vice-versa. When you serialize data, a new document is created and the data is saved to it. However, when you deserialize data, the document is loaded and the data is converted into a managed object. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2fsamples%2f2"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2fsamples%2f2" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_Society_Serializing_and_Deserializing_XML_Documents</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_Society_Serializing_and_Deserializing_XML_Documents</guid>
      <pubDate>Fri, 12 Dec 2008 12:29:28 GMT</pubDate>
    </item>
    <item>
      <title>Simulating Planetary 2D Gravity</title>
      <description>If you've ever wanted to or planned on making a 2D space game, then this tutorial might be of interest to you. By the time you are finished reading it, you will know how to simulate planetary gravity. In other words, you will be simulating the gravity field that surrounds planets, such as Earth, which pulls objects towards it. You will also learn basic scene management, generics (templates), events, and circle-circle collision detection and response. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1005"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.ziggyware.com%2fnews.php%3freadmore%3d1005" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Simulating_Planetary_2D_Gravity</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/Simulating_Planetary_2D_Gravity</guid>
      <pubDate>Fri, 12 Dec 2008 12:29:01 GMT</pubDate>
    </item>
    <item>
      <title>XNA Society - Basic Event Handling</title>
      <description>Event handling is a simple task to accomplish and can be extremely useful. It allows your coding to be more flexible because custom actions can be written and applied without the need of changing the game's base code. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2ftutorials%2f3"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2ftutorials%2f3" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_Society_Basic_Event_Handling</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_Society_Basic_Event_Handling</guid>
      <pubDate>Fri, 12 Dec 2008 12:28:20 GMT</pubDate>
    </item>
    <item>
      <title>XNA Society - Alpha Masking</title>
      <description>Alpha masks add transparency to images and allow regular square images to become any shape imaginable. This tutorial is going to show you how to apply an alpha mask to an image. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2ftutorials%2f2"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2ftutorials%2f2" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_Society_Alpha_Masking</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_Society_Alpha_Masking</guid>
      <pubDate>Fri, 12 Dec 2008 12:27:45 GMT</pubDate>
    </item>
    <item>
      <title>XNA Society - Starting A Game Editor (WinForms)</title>
      <description>Game editors are used to make creating a game much easier. This tutorial is going to show you how to start a game editor with a splash screen for use in your XNA game. Tutorial includes project files written in XNA 3.0 and VS2008. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2ftutorials%2f1"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2ftutorials%2f1" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_Society_Starting_A_Game_Editor_WinForms</link>
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      <pubDate>Fri, 12 Dec 2008 12:27:16 GMT</pubDate>
    </item>
    <item>
      <title>XNA Society - Basic 2D Collision</title>
      <description>This sample uses XNA 3.0 and shows how to do rectangle-rectangle, circle-rectangle, and circle-circle collisions with very simplistic and unrealistic physics. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fwww.xnasociety.com%2fsamples%2f1"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fwww.xnasociety.com%2fsamples%2f1" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_Society_Basic_2D_Collision</link>
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      <pubDate>Fri, 12 Dec 2008 12:26:37 GMT</pubDate>
    </item>
    <item>
      <title>&amp;#171;Chronicles of an Independent Video Game Company&amp;#187; &amp;#187; Blog Archive &amp;#187; XNA</title>
      <description>XNA Game development and design &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2falternate-state.com%2fblogs-scott%2f%3fp%3d64"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2falternate-state.com%2fblogs-scott%2f%3fp%3d64" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/Chronicles_of_an_Independent_Video_Game_Company_Blog_Archive_XNA</link>
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      <pubDate>Tue, 04 Nov 2008 01:46:12 GMT</pubDate>
    </item>
    <item>
      <title>XNA Game Studio 3.0 is Here</title>
      <description>XNA Game Studio 3.0 expands on all the offerings of earlier iterations to include additional functionality to appeal to game developers of every level and enable them to create games to distribute through Xbox LIVE Community Games on the Xbox 360 as part of the New Xbox Experience. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dotnetkicks.com/kick/?url=http%3a%2f%2fcreators.xna.com%2fen-US%2fxnags_islive"&gt;&lt;img src="http://www.dotnetkicks.com/Services/Images/KickItImageGenerator.ashx?url=http%3a%2f%2fcreators.xna.com%2fen-US%2fxnags_islive" border="0" alt="kick it on DotNetKicks.com" /&gt;&lt;/a&gt;
</description>
      <link>http://www.dotnetkicks.com/xna/XNA_Game_Studio_3_0_is_Here</link>
      <guid isPermaLink="true">http://www.dotnetkicks.com/xna/XNA_Game_Studio_3_0_is_Here</guid>
      <pubDate>Fri, 31 Oct 2008 00:33:13 GMT</pubDate>
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