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	<title>Comments on: XNA Game Engine Tutorial Series #6.5 &#8211; Engine Update</title>
	<atom:link href="http://www.innovativegames.net/blog/2008/12/07/xna-game-engine-tutorial-series-65-engine-update/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.innovativegames.net/blog/2008/12/07/xna-game-engine-tutorial-series-65-engine-update/</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: Markus Ewald</title>
		<link>http://www.innovativegames.net/blog/2008/12/07/xna-game-engine-tutorial-series-65-engine-update/comment-page-1/#comment-5436</link>
		<dc:creator>Markus Ewald</dc:creator>
		<pubDate>Sun, 20 Sep 2009 20:31:36 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=210#comment-5436</guid>
		<description>I haven&#039;t followed your series and only came across this article, but it seems you had the engine set up as dynamic classes and are now switching over to static classes.

Especially the idea of keeping the GraphicsDevice in a static field. Is there a particular reason for your decision?

I&#039;m just interested in hearing your motivation :)

I started out with some static classes, but ultimately went the other way. Mainly because I wanted to use an inversion of control container and because, well, a class which takes a graphics device in its constructor is more easily isolated from the other classes than one depending a static class named X in namespace Y with property Z to exist somewhere in order to compile.

On the other hand, an all-static design might be easier to understand for people new to the topic, so maybe that&#039;s the motivation?</description>
		<content:encoded><![CDATA[<p>I haven&#8217;t followed your series and only came across this article, but it seems you had the engine set up as dynamic classes and are now switching over to static classes.</p>
<p>Especially the idea of keeping the GraphicsDevice in a static field. Is there a particular reason for your decision?</p>
<p>I&#8217;m just interested in hearing your motivation <img src='http://www.innovativegames.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I started out with some static classes, but ultimately went the other way. Mainly because I wanted to use an inversion of control container and because, well, a class which takes a graphics device in its constructor is more easily isolated from the other classes than one depending a static class named X in namespace Y with property Z to exist somewhere in order to compile.</p>
<p>On the other hand, an all-static design might be easier to understand for people new to the topic, so maybe that&#8217;s the motivation?</p>
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		<title>By: [Updated] XNA Game Engine Tutorial Series #7 - First Person Camera &#124; Innovative Games</title>
		<link>http://www.innovativegames.net/blog/2008/12/07/xna-game-engine-tutorial-series-65-engine-update/comment-page-1/#comment-437</link>
		<dc:creator>[Updated] XNA Game Engine Tutorial Series #7 - First Person Camera &#124; Innovative Games</dc:creator>
		<pubDate>Fri, 12 Dec 2008 00:57:48 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=210#comment-437</guid>
		<description>[...] XNA Game Engine Tutorial Series #6.5 - Engine Update  [...]</description>
		<content:encoded><![CDATA[<p>[...] XNA Game Engine Tutorial Series #6.5 &#8211; Engine Update  [...]</p>
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		<title>By: XNA Game Engine Tutorial Series #7 - First Person Camera &#124; Innovative Games</title>
		<link>http://www.innovativegames.net/blog/2008/12/07/xna-game-engine-tutorial-series-65-engine-update/comment-page-1/#comment-436</link>
		<dc:creator>XNA Game Engine Tutorial Series #7 - First Person Camera &#124; Innovative Games</dc:creator>
		<pubDate>Fri, 12 Dec 2008 00:51:28 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=210#comment-436</guid>
		<description>[...] XNA Game Engine Tutorial Series #6.5 - Engine Update  [...]</description>
		<content:encoded><![CDATA[<p>[...] XNA Game Engine Tutorial Series #6.5 &#8211; Engine Update  [...]</p>
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		<title>By: Ilya Ostrovskiy</title>
		<link>http://www.innovativegames.net/blog/2008/12/07/xna-game-engine-tutorial-series-65-engine-update/comment-page-1/#comment-434</link>
		<dc:creator>Ilya Ostrovskiy</dc:creator>
		<pubDate>Fri, 12 Dec 2008 00:25:12 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=210#comment-434</guid>
		<description>Errm, I think in the I2DComponent part, you need to change it to &quot;The Rectangle property needs to be a Rectangle&quot; instead of &quot;needs to be a Vector2&quot;.


Great tuts, btw!</description>
		<content:encoded><![CDATA[<p>Errm, I think in the I2DComponent part, you need to change it to &#8220;The Rectangle property needs to be a Rectangle&#8221; instead of &#8220;needs to be a Vector2&#8243;.</p>
<p>Great tuts, btw!</p>
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		<title>By: James</title>
		<link>http://www.innovativegames.net/blog/2008/12/07/xna-game-engine-tutorial-series-65-engine-update/comment-page-1/#comment-425</link>
		<dc:creator>James</dc:creator>
		<pubDate>Wed, 10 Dec 2008 11:22:28 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=210#comment-425</guid>
		<description>Also just a quick typo above the projection that needs to be changed to use the MathUtil class is over in Camera not Actor.</description>
		<content:encoded><![CDATA[<p>Also just a quick typo above the projection that needs to be changed to use the MathUtil class is over in Camera not Actor.</p>
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