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	<title>Comments on: XNA Game Engine Tutorial Series #6 &#8211; Input</title>
	<atom:link href="http://www.innovativegames.net/blog/2008/11/16/engine-tutorial-6/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.innovativegames.net/blog/2008/11/16/engine-tutorial-6/</link>
	<description>Independent game development blog by Sean James</description>
	<lastBuildDate>Sun, 07 Mar 2010 09:14:14 +0000</lastBuildDate>
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		<title>By: ISAF</title>
		<link>http://www.innovativegames.net/blog/2008/11/16/engine-tutorial-6/comment-page-1/#comment-4512</link>
		<dc:creator>ISAF</dc:creator>
		<pubDate>Thu, 25 Jun 2009 06:43:47 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=188#comment-4512</guid>
		<description>I am running up to this chapter on the 360. Works like a charm. Except that when I &quot;fire&quot; it adds the last of the 9 boxes and knocks them over. 

Also when I &quot;fire&quot; alot of boxes I get a performance drop really fast. 
Is this caused by the physics?

boxes spawn inside eachother so I guess it causes quite some collisions?</description>
		<content:encoded><![CDATA[<p>I am running up to this chapter on the 360. Works like a charm. Except that when I &#8220;fire&#8221; it adds the last of the 9 boxes and knocks them over. </p>
<p>Also when I &#8220;fire&#8221; alot of boxes I get a performance drop really fast.<br />
Is this caused by the physics?</p>
<p>boxes spawn inside eachother so I guess it causes quite some collisions?</p>
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		<title>By: Sean</title>
		<link>http://www.innovativegames.net/blog/2008/11/16/engine-tutorial-6/comment-page-1/#comment-4500</link>
		<dc:creator>Sean</dc:creator>
		<pubDate>Tue, 23 Jun 2009 22:14:20 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=188#comment-4500</guid>
		<description>It&#039;s fast enough that you don&#039;t have to worry about how fast it is ;)

It&#039;s pretty much just calling the retrieve function in a dictionary contained in Engine.Services.</description>
		<content:encoded><![CDATA[<p>It&#8217;s fast enough that you don&#8217;t have to worry about how fast it is <img src='http://www.innovativegames.net/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>It&#8217;s pretty much just calling the retrieve function in a dictionary contained in Engine.Services.</p>
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		<title>By: Christian Raeman</title>
		<link>http://www.innovativegames.net/blog/2008/11/16/engine-tutorial-6/comment-page-1/#comment-4499</link>
		<dc:creator>Christian Raeman</dc:creator>
		<pubDate>Tue, 23 Jun 2009 21:15:33 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=188#comment-4499</guid>
		<description>Hi there. Thanks for the articles, they are a great help.
I have a question about the getservice call. How fast is it? I see you are using it in your update functions a lot.</description>
		<content:encoded><![CDATA[<p>Hi there. Thanks for the articles, they are a great help.<br />
I have a question about the getservice call. How fast is it? I see you are using it in your update functions a lot.</p>
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		<title>By: Sean</title>
		<link>http://www.innovativegames.net/blog/2008/11/16/engine-tutorial-6/comment-page-1/#comment-1436</link>
		<dc:creator>Sean</dc:creator>
		<pubDate>Tue, 20 Jan 2009 15:31:42 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=188#comment-1436</guid>
		<description>You don&#039;t have to, I did just to make it clearer what we are doing.</description>
		<content:encoded><![CDATA[<p>You don&#8217;t have to, I did just to make it clearer what we are doing.</p>
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	<item>
		<title>By: lordizizzy</title>
		<link>http://www.innovativegames.net/blog/2008/11/16/engine-tutorial-6/comment-page-1/#comment-1432</link>
		<dc:creator>lordizizzy</dc:creator>
		<pubDate>Tue, 20 Jan 2009 07:43:23 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=188#comment-1432</guid>
		<description>Hi there and thanks for the great article! I have a question regarding this snippet from the InputDeviceEventArgs class: 

this.State = ((InputDevice)Device).State;

why do we have to cast Device.State into InputDevice when it is already declared as of type InputDevice in the function arguments? Thanks in advance~</description>
		<content:encoded><![CDATA[<p>Hi there and thanks for the great article! I have a question regarding this snippet from the InputDeviceEventArgs class: </p>
<p>this.State = ((InputDevice)Device).State;</p>
<p>why do we have to cast Device.State into InputDevice when it is already declared as of type InputDevice in the function arguments? Thanks in advance~</p>
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