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	<title>Comments for Innovative Games</title>
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	<link>http://www.innovativegames.net/blog</link>
	<description>Independent game development blog by Sean James</description>
	<lastBuildDate>Thu, 02 Feb 2012 11:54:33 +0000</lastBuildDate>
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		<title>Comment on XNA Game Engine Tutorial Series #5 &#8211; Physics by Pascal</title>
		<link>http://www.innovativegames.net/blog/blog/2008/11/02/engine-tutorial-5/comment-page-1/#comment-31993</link>
		<dc:creator>Pascal</dc:creator>
		<pubDate>Thu, 02 Feb 2012 11:54:33 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=128#comment-31993</guid>
		<description>Found the foult by myself. Since I ported the Engine to XNA 4 I had to change the Rendersettings.
I replaced it by:
Engine.GraphicsDevice.DepthStencilState = DepthStencilState.None;
Engine.GraphicsDevice.BlendState = BlendState.AlphaBlend;
And the first line produced the false rendering depth.</description>
		<content:encoded><![CDATA[<p>Found the foult by myself. Since I ported the Engine to XNA 4 I had to change the Rendersettings.<br />
I replaced it by:<br />
Engine.GraphicsDevice.DepthStencilState = DepthStencilState.None;<br />
Engine.GraphicsDevice.BlendState = BlendState.AlphaBlend;<br />
And the first line produced the false rendering depth.</p>
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		<title>Comment on XNA Game Engine Tutorial Series #5 &#8211; Physics by Pascal</title>
		<link>http://www.innovativegames.net/blog/blog/2008/11/02/engine-tutorial-5/comment-page-1/#comment-31992</link>
		<dc:creator>Pascal</dc:creator>
		<pubDate>Tue, 31 Jan 2012 19:30:46 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=128#comment-31992</guid>
		<description>Thx for the great tutorial.
I have got an equal problem to Sekai. After the collison the boxes fall behind the plane and the physics work pretty well, but the boxes are still drawn in front of the plane. After thinking about it, I didn&#039;t remember any point of the tutorial where the DrawOrder has been changed. Shouldn&#039;t it be changed according to the distance of an object to the Camera?</description>
		<content:encoded><![CDATA[<p>Thx for the great tutorial.<br />
I have got an equal problem to Sekai. After the collison the boxes fall behind the plane and the physics work pretty well, but the boxes are still drawn in front of the plane. After thinking about it, I didn&#8217;t remember any point of the tutorial where the DrawOrder has been changed. Shouldn&#8217;t it be changed according to the distance of an object to the Camera?</p>
]]></content:encoded>
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		<title>Comment on XNA Game Engine Tutorial Series #11: Serialization by Liana Estepp</title>
		<link>http://www.innovativegames.net/blog/blog/2009/01/24/engine-tutorial-11/comment-page-1/#comment-31990</link>
		<dc:creator>Liana Estepp</dc:creator>
		<pubDate>Sun, 15 Jan 2012 07:16:12 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=297#comment-31990</guid>
		<description>Muchos Gracias for your article post.Much thanks again. Keep writing.</description>
		<content:encoded><![CDATA[<p>Muchos Gracias for your article post.Much thanks again. Keep writing.</p>
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		<title>Comment on XNA Game Engine Tutorial Series #11: Serialization by DanielP</title>
		<link>http://www.innovativegames.net/blog/blog/2009/01/24/engine-tutorial-11/comment-page-1/#comment-31989</link>
		<dc:creator>DanielP</dc:creator>
		<pubDate>Wed, 04 Jan 2012 16:08:40 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=297#comment-31989</guid>
		<description>thanks allot! this is weary helpful, butt do you know if the dependency map and sterilizer would work with dynamically compiled assemblies. if i fore ex. if i would what to expand my engine with c#-script? a what to make it baseball fore the level disagner to code classes derived from Component class, compile them dynamically and still be able to sterialize objects of that &quot;custom&quot; class.
pleas point me in the right direction on this, if you are so kind? the problem of combining dynamic language with sterilization confuses me a bit.
thanks again!!!</description>
		<content:encoded><![CDATA[<p>thanks allot! this is weary helpful, butt do you know if the dependency map and sterilizer would work with dynamically compiled assemblies. if i fore ex. if i would what to expand my engine with c#-script? a what to make it baseball fore the level disagner to code classes derived from Component class, compile them dynamically and still be able to sterialize objects of that &#8220;custom&#8221; class.<br />
pleas point me in the right direction on this, if you are so kind? the problem of combining dynamic language with sterilization confuses me a bit.<br />
thanks again!!!</p>
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		<title>Comment on XNA Game Engine Tutorial Series #5 &#8211; Physics by Alex</title>
		<link>http://www.innovativegames.net/blog/blog/2008/11/02/engine-tutorial-5/comment-page-1/#comment-31988</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Tue, 27 Dec 2011 09:56:04 +0000</pubDate>
		<guid isPermaLink="false">http://innovativegames.net/blog/?p=128#comment-31988</guid>
		<description>The TriangleMeshObject class was broken by XNA 4.0

This website has a very similar class that has been updated for 4.0:

http://jiglibx.wikidot.com/forum/t-313409</description>
		<content:encoded><![CDATA[<p>The TriangleMeshObject class was broken by XNA 4.0</p>
<p>This website has a very similar class that has been updated for 4.0:</p>
<p><a href="http://jiglibx.wikidot.com/forum/t-313409" rel="nofollow">http://jiglibx.wikidot.com/forum/t-313409</a></p>
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