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    <title>abi.exdream.com - Benjamin Nitschke's Blog - Game Development</title>
    <link>http://exdream.no-ip.info/blog/</link>
    <description>Benjamin Nitschke's Blog about .NET, Game Development and my daily life.</description>
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    <lastBuildDate>Mon, 11 Feb 2008 23:48:36 GMT</lastBuildDate>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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      <slash:comments>11</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Even when I did not post much last week
I was very busy converting all the old XNA 1.0 games to XNA 2.0. I did not only convert
all projects (8 games in total, see below), but I also tested them extensively on
Windows XP, Vista (32 and 64 bit) and the Xbox 360. Additionally a lot of usability
improvements have been implemented in the games, for example the XNA Shooter is now
much easier (was almost impossible to even reach 50% of the level) and a lot more
fun due better balancing. The XNA Racing Game has now a better physic engine and will
not longer let the car fly out of the track or leave ground in loopings. Due the better
input control and fixed physics the cars drive now much faster and it is more challenging
to complete the tracks in shorter time frames.<br /><br />
Games in this article: 
<ul><li><a href="#Chapter1Game">Chapter1Game</a></li><li><a href="#XnaPong">Xna Pong</a></li><li><a href="#XnaBreakout">Xna Breakout</a></li><li><a href="#XnaTetris">Xna Tetris</a></li><li><a href="#RocketCommanderXna">Rocket Commander Xna</a></li><li><a href="#XnaShooter">Xna Shooter</a></li><li><a href="#XnaRacingGame">Xna Racing Game</a></li><li><a href="#DungeonQuestGDC">Dungeon Quest GDC</a></li></ul><br />
Please read my previous post about <a href="http://exdream.no-ip.info/blog/2008/02/01/ConvertingXNA10ProjectsToXNA20.aspx">Converting
XNA 1.0 games to XNA 2.0 for all technical tips</a>. All the games can also be found
on <a href="http://XnaProjects.net">http://XnaProjects.net</a>, but I will also make
them easier accessible on this blog soon, which has an update overdue (need to clean
up the left and right sides) ^^<br /><br />
Thanks to the great VS2005 support of XNA 2.0 all games have now just one single solution
file, which works on Windows and the Xbox 360. The projects can be opened in XNA Game
Studio 2.0 and Visual Studio 2005 without having to <a href="http://exdream.no-ip.info/blog/2007/07/19/XnaProjectChangerToolWithVS2008Support.aspx">convert
the files over and over again like in the past</a>. The Icons for all games were also
improved. Lets take a look at the Icons (.ico files) on Windows:<br /><br /><img src="http://exdream.no-ip.info/blog/content/binary/XnaIconsWindows.jpg" border="0" /><br />
For the Xbox 360 game icons the .png files (usually named GameThumbnail.png) are used:<br /><br /><img src="http://exdream.no-ip.info/blog/content/binary/XnaIconsXbox360.jpg" border="0" width="382" /><br />
Ok, let's take a look at the games and what has changed for them. Most games are pretty
much the same as for XNA 1.0, but a lot of smaller bugs were fixed and they have been
tested more.<br /><br /><ul><li><a name="Chapter1Game"></a><b>Chapter1Game</b>: This application is not really a game,
but a test project to check out if XNA 2.0 is properly working on both Windows and
the Xbox 360. It is from the first chapter of my book <a href="http://www.wrox.com/WileyCDA/WroxTitle/productCd-0470126779.html">"Professional
XNA Game Programming"</a>. BTW: The second edition of the book is coming out soon,
there are 3 more chapters about Multiplayer game programming and a cool new role playing
game.<br /><br /><ul><li>
Game Installer: <a href="http://arenawars.net/XnaProjects/Chapter1GameSetup.exe">Chapter1GameSetup.exe
(210 KB)</a></li><li>
Source Code and Game Content: <a href="http://arenawars.net/XnaProjects/Chapter1GameSourceCode.zip">Chapter1GameSourceCode.zip
(57 KB)</a></li><li>
Screenshot:<br /><a href="http://arenawars.net/XnaProjects/Chapter1GameScreenshot1.jpg"><img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;Height=200&amp;Link=Chapter1GameScreenshot1.jpg" border="0" /><br /><br /></a></li></ul></li><li><a name="XnaPong"></a><b>Xna Pong</b>: Xna Pong is a simple clone of the favorite
pong game from 1978. It is just a few hunderd lines of code and should be very easy
to understand.<br /><br />
This game is from the book "Professional XNA Game Programming" by Benjamin Nitschke.
For more information read chapter 2. (2008-02-10: Now updated to XNA 2.0)<br /><br /><ul><li>
Game Installer: <a href="http://arenawars.net/XnaProjects/XnaPongSetup.exe">XnaPongSetup.exe
(309 KB)</a></li><li>
Source Code and Game Content: <a href="http://arenawars.net/XnaProjects/XnaPongSourceCode.zip">XnaPongSourceCode.zip
(258 KB)</a></li><li>
Screenshot:<br /><a href="http://arenawars.net/XnaProjects/XNAPongScreenshot.jpg"><img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;Height=200&amp;Link=XNAPongScreenshot.jpg" border="0" /><br /><br /></a></li></ul></li><li><a name="XnaBreakout"></a><b>Xna Breakout</b>: XNA Breakout is a simple Breakout/Arcanoid
game based on the XNA Pong game from the previous chapter.<br /><br />
It is fully described and covered in Chapter 3 of my book "Professional XNA Game Programming".
The code is quite short and should be easy to understand. (2008-02-10: Now updated
to XNA 2.0)<br /><br /><ul><li>
Game Installer: <a href="http://arenawars.net/XnaProjects/XnaBreakoutSetup.exe">XnaBreakoutSetup.exe
(383 KB)</a></li><li>
Source Code and Game Content: <a href="http://arenawars.net/XnaProjects/XnaBreakoutSourceCode.zip">XnaBreakoutSourceCode.zip
(316 KB)</a></li><li>
Screenshot:<br /><a href="http://arenawars.net/XnaProjects/XNABreakoutScreenshot.jpg"><img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;Height=200&amp;Link=XNABreakoutScreenshot.jpg" border="0" /><br /><br /></a></li></ul></li><li><a name="XnaTetris"></a><b>Xna Tetris</b>: This is a simple, but highly addictive
Tetris game. You can control the blocks with your cursor keys, aswd or a game pad
and the game works both on Windows and the Xbox 360. Reaching levels above 5 is really
hard. My highest level was 9, try to reach more :) (2008-02-10: Now updated to XNA
2.0)<br /><br />
This game introduces the helper classes (chapter 4 of my book) and makes more use
of unit testing and game components in XNA.<br /><br /><ul><li>
Game Installer: <a href="http://arenawars.net/XnaProjects/XnaTetrisSetup.exe">XnaTetrisSetup.exe
(310 KB)</a></li><li>
Source Code and Game Content: <a href="http://arenawars.net/XnaProjects/XnaTetrisSourceCode.zip">XnaTetrisSourceCode.zip
(277 KB)</a></li><li>
Screenshot:<br /><a href="http://arenawars.net/XnaProjects/XNATetrisScreenshot1.jpg"><img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;Height=200&amp;Link=XNATetrisScreenshot1.jpg" border="0" /><br /><br /></a></li></ul></li><li><a name="RocketCommanderXna"></a><b>Rocket Commander Xna</b>: XNA port of the famous
Rocket Commander game. The game principle stayed the same, but the controls were a
little bit simplified to make it more fun on the Xbox 360.<br /><br />
If you want to learn more about the Rocket Commander game, check out its official
website <a href="http://www.RocketCommander.com">www.RocketCommander.com</a> and check
out the Video Tutorials on Coding4Fun by MSDN. (2008-02-10: Now updated to XNA 2.0,
also supports very big resolutions now and runs faster on the Xbox 360)<br /><br /><ul><li>
Game Installer: <a href="http://arenawars.net/XnaProjects/RocketCommanderXnaSetup.exe">RocketCommanderXnaSetup.exe
(16.5 MB)</a></li><li>
Source Code and Game Content: <a href="http://arenawars.net/XnaProjects/RocketCommanderXnaSourceCode.zip">RocketCommanderXnaSourceCode.zip
(52.8 MB)</a></li><li>
Screenshot:<br /><a href="http://arenawars.net/XnaProjects/RocketCommanderXnaScreenshot1.jpg"><img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;Height=200&amp;Link=RocketCommanderXnaScreenshot1.jpg" border="0" /><br /><br /></a></li></ul></li><li><a name="XnaShooter"></a><b>Xna Shooter</b>: Shoot'n'up game specifically created
for my book "Professional XNA Game Programming". It features full HDTV support, runs
on Windows and the Xbox 360, 5 weapon types, 5 enemy types, a powerful ship and some
power ups. It is quite fun to play and it gets harder and harder the longer you play.
Based partly on the Rocket Commander XNA engine, but also features lots of new effects
and shaders. (2008-02-10: Now updated to XNA 2.0, also much easier and balanced)<br /><br />
This game and the racing game are the most improved. The game works now much better
in high resolutions and on the Xbox 360. But most importantly the game is now much
easier, balanced and more fun. Additionally a level percentage is now visible on the
bottom and more EMP bombs can be picked up to make it easier at the end of the level. 
<br /><ul><li>
Game Installer: <a href="http://arenawars.net/XnaProjects/XnaShooterSetup.exe">XnaShooterSetup.exe
(14.9 MB)</a></li><li>
Source Code and Game Content: <a href="http://arenawars.net/XnaProjects/XnaShooterSourceCode.zip">XnaShooterSourceCode.zip
(32.2 MB)</a></li><li>
Screenshot:<br /><a href="http://arenawars.net/XnaProjects/XnaShooterScreenshot0014.jpg"><img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;Height=200&amp;Link=XnaShooterScreenshot0014.jpg" border="0" /><br /><br /></a></li></ul></li><li><a name="XnaRacingGame"></a><b>Xna Racing Game</b>: XNA Racing Game Starter Kit I
wrote for <a href="http://creators.xna.com">http://creators.xna.com</a>. More information
and more downloads can be found on <a href="http://XnaRacingGame.com">http://XnaRacingGame.com</a>.
It runs best on the Xbox 360 in HDTV (1920x1200), but it also runs fine on the PC.
(2008-02-10: Now updated to XNA 2.0, driving also improved a lot, better tested on
Xbox 360 and fixed some issues).<br /><br />
Following things were improved: Shadow mapping on very big resolutions works now (crashed
before), more options for lower quality settings, fixed physics, car now always stays
on the road, fixed loopings, cars are much faster now, winning conditions work better
now, and fixed several other bugs. 
<br /><ul><li>
Game Installer: <a href="http://arenawars.net/XnaProjects/XnaRacingGameSetup.exe">XnaRacingGameSetup.exe
(40.2 MB)</a></li><li>
Source Code and Game Content: <a href="http://arenawars.net/XnaProjects/XnaRacingGameSourceCode.zip">XnaRacingGameSourceCode.zip
(95.4 MB)</a></li><li>
Screenshot:<br /><a href="http://arenawars.net/XnaProjects/RacingGameScreenshotBig03.jpg"><img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;Height=200&amp;Link=RacingGameScreenshotBig03.jpg" border="0" /><br /><br /></a></li></ul></li><li><a name="DungeonQuestGDC"></a><b>Dungeon Quest GDC</b>: And finally the Dungeon Quest
XNA Game, which was developed in just 4 days on the GDC 2007 at the XNA Contest. Dungeon
Quest GDC is a relatively complex 3D role playing game (at least for just 4 days of
work). An early version even supported coop multiplayer on the Xbox 360 via splitscreen.
The game was developed by Benjamin Nitschke (abi.exDream.com) and Christoph Rienaecker
(WAII). (2008-02-10: Now updated to XNA 2.0). This is NOT the full Dungeon Quest game
(see www.DungeonQuestGame.com for that), this is just the GDC version.<br /><br />
Please note that the level was reduced to allow loading on the Xbox 360 (which otherwise
crashes with an OutOfMemoryException), the game is not fully playable, only the first
part is implemented. You can also press F2 to toggle the Options menu and some minor
bugs were fixed. But this game is no longer supported, I will not improve it anymore!
Please check out the new Dungeon Quest game from www.DungeonQuestGame.com, which is
coming in a month or so.<br /><ul><li>
Game Installer: <a href="http://arenawars.net/XnaProjects/DungeonQuestGDCSetup.exe">DungeonQuestGDCSetup.exe
(25.6 MB)</a></li><li>
Source Code and Game Content: <a href="http://arenawars.net/XnaProjects/DungeonQuestGDCSourceCode.zip">DungeonQuestGDCSourceCode.zip
(67.2 MB)</a></li><li>
Screenshot:<br /><a href="http://arenawars.net/XnaProjects/DungeonQuest_Day4_01.jpg"><img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;Height=200&amp;Link=DungeonQuest_Day4_01.jpg" border="0" /><br /><br /></a></li></ul></li></ul>
Have fun with all the games :)<img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=5bab5e3e-0bde-4092-96cc-012bcee7656e" /></body>
      <title>All XNA Games converted to XNA 2.0 from Rocket Commander to the Racing Game.</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,5bab5e3e-0bde-4092-96cc-012bcee7656e.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2008/02/11/AllXNAGamesConvertedToXNA20FromRocketCommanderToTheRacingGame.aspx</link>
      <pubDate>Mon, 11 Feb 2008 23:48:36 GMT</pubDate>
      <description>Even when I did not post much last week I was very busy converting all the old XNA 1.0 games to XNA 2.0. I did not only convert all projects (8 games in total, see below), but I also tested them extensively on Windows XP, Vista (32 and 64 bit) and the Xbox 360. Additionally a lot of usability improvements have been implemented in the games, for example the XNA Shooter is now much easier (was almost impossible to even reach 50% of the level) and a lot more fun due better balancing. The XNA Racing Game has now a better physic engine and will not longer let the car fly out of the track or leave ground in loopings. Due the better input control and fixed physics the cars drive now much faster and it is more challenging to complete the tracks in shorter time frames.&lt;br&gt;
&lt;br&gt;
Games in this article: 
&lt;ul&gt;
&lt;li&gt;
&lt;a href="#Chapter1Game"&gt;Chapter1Game&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#XnaPong"&gt;Xna Pong&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#XnaBreakout"&gt;Xna Breakout&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#XnaTetris"&gt;Xna Tetris&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#RocketCommanderXna"&gt;Rocket Commander Xna&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#XnaShooter"&gt;Xna Shooter&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#XnaRacingGame"&gt;Xna Racing Game&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#DungeonQuestGDC"&gt;Dungeon Quest GDC&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
Please read my previous post about &lt;a href="http://exdream.no-ip.info/blog/2008/02/01/ConvertingXNA10ProjectsToXNA20.aspx"&gt;Converting
XNA 1.0 games to XNA 2.0 for all technical tips&lt;/a&gt;. All the games can also be found
on &lt;a href="http://XnaProjects.net"&gt;http://XnaProjects.net&lt;/a&gt;, but I will also make
them easier accessible on this blog soon, which has an update overdue (need to clean
up the left and right sides) ^^&lt;br&gt;
&lt;br&gt;
Thanks to the great VS2005 support of XNA 2.0 all games have now just one single solution
file, which works on Windows and the Xbox 360. The projects can be opened in XNA Game
Studio 2.0 and Visual Studio 2005 without having to &lt;a href="http://exdream.no-ip.info/blog/2007/07/19/XnaProjectChangerToolWithVS2008Support.aspx"&gt;convert
the files over and over again like in the past&lt;/a&gt;. The Icons for all games were also
improved. Lets take a look at the Icons (.ico files) on Windows:&lt;br&gt;
&lt;br&gt;
&lt;img src="http://exdream.no-ip.info/blog/content/binary/XnaIconsWindows.jpg" border="0"&gt; 
&lt;br&gt;
For the Xbox 360 game icons the .png files (usually named GameThumbnail.png) are used:&lt;br&gt;
&lt;br&gt;
&lt;img src="http://exdream.no-ip.info/blog/content/binary/XnaIconsXbox360.jpg" border="0" width="382"&gt; 
&lt;br&gt;
Ok, let's take a look at the games and what has changed for them. Most games are pretty
much the same as for XNA 1.0, but a lot of smaller bugs were fixed and they have been
tested more.&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a name="Chapter1Game"&gt;&lt;/a&gt;&lt;b&gt;Chapter1Game&lt;/b&gt;: This application is not really a game,
but a test project to check out if XNA 2.0 is properly working on both Windows and
the Xbox 360. It is from the first chapter of my book &lt;a href="http://www.wrox.com/WileyCDA/WroxTitle/productCd-0470126779.html"&gt;"Professional
XNA Game Programming"&lt;/a&gt;. BTW: The second edition of the book is coming out soon,
there are 3 more chapters about Multiplayer game programming and a cool new role playing
game.&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Game Installer: &lt;a href="http://arenawars.net/XnaProjects/Chapter1GameSetup.exe"&gt;Chapter1GameSetup.exe
(210 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Source Code and Game Content: &lt;a href="http://arenawars.net/XnaProjects/Chapter1GameSourceCode.zip"&gt;Chapter1GameSourceCode.zip
(57 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Screenshot:&lt;br&gt;
&lt;a href="http://arenawars.net/XnaProjects/Chapter1GameScreenshot1.jpg"&gt;&lt;img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;amp;Height=200&amp;amp;Link=Chapter1GameScreenshot1.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a name="XnaPong"&gt;&lt;/a&gt;&lt;b&gt;Xna Pong&lt;/b&gt;: Xna Pong is a simple clone of the favorite
pong game from 1978. It is just a few hunderd lines of code and should be very easy
to understand.&lt;br&gt;
&lt;br&gt;
This game is from the book "Professional XNA Game Programming" by Benjamin Nitschke.
For more information read chapter 2. (2008-02-10: Now updated to XNA 2.0)&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Game Installer: &lt;a href="http://arenawars.net/XnaProjects/XnaPongSetup.exe"&gt;XnaPongSetup.exe
(309 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Source Code and Game Content: &lt;a href="http://arenawars.net/XnaProjects/XnaPongSourceCode.zip"&gt;XnaPongSourceCode.zip
(258 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Screenshot:&lt;br&gt;
&lt;a href="http://arenawars.net/XnaProjects/XNAPongScreenshot.jpg"&gt;&lt;img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;amp;Height=200&amp;amp;Link=XNAPongScreenshot.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a name="XnaBreakout"&gt;&lt;/a&gt;&lt;b&gt;Xna Breakout&lt;/b&gt;: XNA Breakout is a simple Breakout/Arcanoid
game based on the XNA Pong game from the previous chapter.&lt;br&gt;
&lt;br&gt;
It is fully described and covered in Chapter 3 of my book "Professional XNA Game Programming".
The code is quite short and should be easy to understand. (2008-02-10: Now updated
to XNA 2.0)&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Game Installer: &lt;a href="http://arenawars.net/XnaProjects/XnaBreakoutSetup.exe"&gt;XnaBreakoutSetup.exe
(383 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Source Code and Game Content: &lt;a href="http://arenawars.net/XnaProjects/XnaBreakoutSourceCode.zip"&gt;XnaBreakoutSourceCode.zip
(316 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Screenshot:&lt;br&gt;
&lt;a href="http://arenawars.net/XnaProjects/XNABreakoutScreenshot.jpg"&gt;&lt;img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;amp;Height=200&amp;amp;Link=XNABreakoutScreenshot.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a name="XnaTetris"&gt;&lt;/a&gt;&lt;b&gt;Xna Tetris&lt;/b&gt;: This is a simple, but highly addictive
Tetris game. You can control the blocks with your cursor keys, aswd or a game pad
and the game works both on Windows and the Xbox 360. Reaching levels above 5 is really
hard. My highest level was 9, try to reach more :) (2008-02-10: Now updated to XNA
2.0)&lt;br&gt;
&lt;br&gt;
This game introduces the helper classes (chapter 4 of my book) and makes more use
of unit testing and game components in XNA.&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Game Installer: &lt;a href="http://arenawars.net/XnaProjects/XnaTetrisSetup.exe"&gt;XnaTetrisSetup.exe
(310 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Source Code and Game Content: &lt;a href="http://arenawars.net/XnaProjects/XnaTetrisSourceCode.zip"&gt;XnaTetrisSourceCode.zip
(277 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Screenshot:&lt;br&gt;
&lt;a href="http://arenawars.net/XnaProjects/XNATetrisScreenshot1.jpg"&gt;&lt;img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;amp;Height=200&amp;amp;Link=XNATetrisScreenshot1.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a name="RocketCommanderXna"&gt;&lt;/a&gt;&lt;b&gt;Rocket Commander Xna&lt;/b&gt;: XNA port of the famous
Rocket Commander game. The game principle stayed the same, but the controls were a
little bit simplified to make it more fun on the Xbox 360.&lt;br&gt;
&lt;br&gt;
If you want to learn more about the Rocket Commander game, check out its official
website &lt;a href="http://www.RocketCommander.com"&gt;www.RocketCommander.com&lt;/a&gt; and check
out the Video Tutorials on Coding4Fun by MSDN. (2008-02-10: Now updated to XNA 2.0,
also supports very big resolutions now and runs faster on the Xbox 360)&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Game Installer: &lt;a href="http://arenawars.net/XnaProjects/RocketCommanderXnaSetup.exe"&gt;RocketCommanderXnaSetup.exe
(16.5 MB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Source Code and Game Content: &lt;a href="http://arenawars.net/XnaProjects/RocketCommanderXnaSourceCode.zip"&gt;RocketCommanderXnaSourceCode.zip
(52.8 MB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Screenshot:&lt;br&gt;
&lt;a href="http://arenawars.net/XnaProjects/RocketCommanderXnaScreenshot1.jpg"&gt;&lt;img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;amp;Height=200&amp;amp;Link=RocketCommanderXnaScreenshot1.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a name="XnaShooter"&gt;&lt;/a&gt;&lt;b&gt;Xna Shooter&lt;/b&gt;: Shoot'n'up game specifically created
for my book "Professional XNA Game Programming". It features full HDTV support, runs
on Windows and the Xbox 360, 5 weapon types, 5 enemy types, a powerful ship and some
power ups. It is quite fun to play and it gets harder and harder the longer you play.
Based partly on the Rocket Commander XNA engine, but also features lots of new effects
and shaders. (2008-02-10: Now updated to XNA 2.0, also much easier and balanced)&lt;br&gt;
&lt;br&gt;
This game and the racing game are the most improved. The game works now much better
in high resolutions and on the Xbox 360. But most importantly the game is now much
easier, balanced and more fun. Additionally a level percentage is now visible on the
bottom and more EMP bombs can be picked up to make it easier at the end of the level. 
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Game Installer: &lt;a href="http://arenawars.net/XnaProjects/XnaShooterSetup.exe"&gt;XnaShooterSetup.exe
(14.9 MB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Source Code and Game Content: &lt;a href="http://arenawars.net/XnaProjects/XnaShooterSourceCode.zip"&gt;XnaShooterSourceCode.zip
(32.2 MB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Screenshot:&lt;br&gt;
&lt;a href="http://arenawars.net/XnaProjects/XnaShooterScreenshot0014.jpg"&gt;&lt;img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;amp;Height=200&amp;amp;Link=XnaShooterScreenshot0014.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a name="XnaRacingGame"&gt;&lt;/a&gt;&lt;b&gt;Xna Racing Game&lt;/b&gt;: XNA Racing Game Starter Kit I
wrote for &lt;a href="http://creators.xna.com"&gt;http://creators.xna.com&lt;/a&gt;. More information
and more downloads can be found on &lt;a href="http://XnaRacingGame.com"&gt;http://XnaRacingGame.com&lt;/a&gt;.
It runs best on the Xbox 360 in HDTV (1920x1200), but it also runs fine on the PC.
(2008-02-10: Now updated to XNA 2.0, driving also improved a lot, better tested on
Xbox 360 and fixed some issues).&lt;br&gt;
&lt;br&gt;
Following things were improved: Shadow mapping on very big resolutions works now (crashed
before), more options for lower quality settings, fixed physics, car now always stays
on the road, fixed loopings, cars are much faster now, winning conditions work better
now, and fixed several other bugs. 
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Game Installer: &lt;a href="http://arenawars.net/XnaProjects/XnaRacingGameSetup.exe"&gt;XnaRacingGameSetup.exe
(40.2 MB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Source Code and Game Content: &lt;a href="http://arenawars.net/XnaProjects/XnaRacingGameSourceCode.zip"&gt;XnaRacingGameSourceCode.zip
(95.4 MB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Screenshot:&lt;br&gt;
&lt;a href="http://arenawars.net/XnaProjects/RacingGameScreenshotBig03.jpg"&gt;&lt;img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;amp;Height=200&amp;amp;Link=RacingGameScreenshotBig03.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a name="DungeonQuestGDC"&gt;&lt;/a&gt;&lt;b&gt;Dungeon Quest GDC&lt;/b&gt;: And finally the Dungeon Quest
XNA Game, which was developed in just 4 days on the GDC 2007 at the XNA Contest. Dungeon
Quest GDC is a relatively complex 3D role playing game (at least for just 4 days of
work). An early version even supported coop multiplayer on the Xbox 360 via splitscreen.
The game was developed by Benjamin Nitschke (abi.exDream.com) and Christoph Rienaecker
(WAII). (2008-02-10: Now updated to XNA 2.0). This is NOT the full Dungeon Quest game
(see www.DungeonQuestGame.com for that), this is just the GDC version.&lt;br&gt;
&lt;br&gt;
Please note that the level was reduced to allow loading on the Xbox 360 (which otherwise
crashes with an OutOfMemoryException), the game is not fully playable, only the first
part is implemented. You can also press F2 to toggle the Options menu and some minor
bugs were fixed. But this game is no longer supported, I will not improve it anymore!
Please check out the new Dungeon Quest game from www.DungeonQuestGame.com, which is
coming in a month or so.&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Game Installer: &lt;a href="http://arenawars.net/XnaProjects/DungeonQuestGDCSetup.exe"&gt;DungeonQuestGDCSetup.exe
(25.6 MB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Source Code and Game Content: &lt;a href="http://arenawars.net/XnaProjects/DungeonQuestGDCSourceCode.zip"&gt;DungeonQuestGDCSourceCode.zip
(67.2 MB)&lt;/a&gt;
&lt;/li&gt;
&lt;li&gt;
Screenshot:&lt;br&gt;
&lt;a href="http://arenawars.net/XnaProjects/DungeonQuest_Day4_01.jpg"&gt;&lt;img src="http://arenawars.net/XnaProjects/Photo.aspx?Width=320&amp;amp;Height=200&amp;amp;Link=DungeonQuest_Day4_01.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
Have fun with all the games :)&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=5bab5e3e-0bde-4092-96cc-012bcee7656e" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,5bab5e3e-0bde-4092-96cc-012bcee7656e.aspx</comments>
      <category>All;Development;Game Development;Other;Programming;Racing Game;Reviews;Rocket Commander;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=7597edbd-a105-4d85-98a9-ced60522acf9</trackback:ping>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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        <br />
When I wrote this (a little bit each day while working on converting the old XNA projects)
I was very aware about the disappointment of my blog readers about the fact that I
did not blog much in the last couple of months, especially on XNA. I not only got
a lot of emails about that, but also quite a lot of questions, especially since XNA
2.0 was released. I made yet another promise to myself to change that and finally
blog more, maybe not only when something very interesting pops up, but instead about
the everyday issues I run into.<br /><br />
Some Notes about <b>XNA 2.0</b>: More solid, lots of little new features, networking,
while it may not be a very complete solution, at least it is now possible on the Xbox
360 and overall I have the feeling even more people are interested in XNA than a year
ago. Plus the guys at the XNA Team doing a great job and are constantly improving
the <a href="http://creators.xna.com/">XNA Creators Club</a> website for us game programmers
and artists :)<a href="http://creators.xna.com"><br /><img src="http://creators.xna.com/Themes/default/images/common/logo_xna.png" border="0" /></a><br /><br />
Several people had problems using the old XNA 1.0 code of my games and make them work
with XNA 2.0, so here is a little help in case you want to convert XNA 1.0 projects
to XNA 2.0. You will also notice this if you go to any XNA community site as most
samples will still be in XNA 1.0 and not work out of the box in XNA 2.0, and many
of those will probably never be changed since they are not longer actively being developed.<br /><br />
For most games almost all of the code can stay unchanged, you just have to poke at
a few things that have changed in the framework or were improved. <a href="http://creators.xna.com/Education/whatsnew.aspx">More
information about converting projects can be found here</a> (read this first, this
article is based on the stuff there). You can also use the <a href="http://msdn2.microsoft.com/en-us/library/bb976061.aspx">Cross-Platform
Game Project Converter from XNA 2.0</a> to add a Xbox 360 project to your existing
Windows XNA project without having to create a separate project (it is helpful, but
I used pretty much the same trick for all of my XNA 1.0 games anyway).<br /><br />
Let's go through the steps:<br /><br /><ol><li>
Either use the <a href="http://creators.xna.com/GameStudio2/ProjectUpgradeWizardForXNAGameStudio2.htm">XNA
project conversion utility</a> (can be found on the XNA Creators Club website) or
just create a new XNA 2.0 project in VS 2005.<br /><br /></li><li>
If you created a new project, drag all source code files into the project and seperate
the content files out and put them all in the existing <b>Content </b>directory (only
there the content pipeline is activated). If you just converted a project and the
content files did not move, move them yourself to the content directory. Gladly all
my projects with more than 5 content files had a special content directory anyway,
so no need to change anything content-wise for them. If you don't want some of the
files to be compiled to .xnb files, you have to change the build action from "<b>compile</b>"
to "<b>content</b>" (and then use the "<b>copy to output directory</b>" switch) or
to "<b>none</b>" if you want them to be ignored like for .wav files, which are automatically
processed by the .xct (XACT) file for you.<br /><br /></li><li>
Find the line <b>content = new ContentManager(Services);</b> and replace it with <b>Content.RootDirectory
= "Content";</b>. If you do that, get rid of the content manager in your game class
since you can now use the build-in Content property to access the underlying Game
content manager. In case you don't want to do that or if you need an extra variable,
replace the above line with <b>content = new ContentManager(Services, "Content");</b>.
Both ways will make sure all the content is now loaded from the content directory
instead from the main directory of the application. In more complex XNA games you
can also change the BaseGameDirectory to the content directory, but then you would
also have to move all other resource files to this directory (config files, save games,
levels, etc.). It is usually a good idea to separate the compiled (.xnb) content from
the content the user can change (config, levels, etc.), so I suggest just redirecting
the content directory of the content manager.<br /><br /></li><li>
Replace the <b>LoadGraphicsContent(bool)</b> method with <b>LoadContent</b>, remove
all the <b>if (loadAllContent)</b> commands (was never false anyway, just let the
content of the if loop stay) and also remove the call to <b>base.LoadGraphicsContent(bool)</b> (does
not do anything like all the Load or Unload methods in the XNA Game class, they are
just empty virtual methods). You can also ignore this and the next step since it will
only generate depreciated warnings, but I suggest cleaning up your source code whenever
an opportunity like this presents itself. I also added some missing region blocks
to the code and some comments here and there were they were missing.<br /><br /></li><li>
Finally delete the <b>UnloadGraphicsContent</b> method unless it did anything beside <b>base.Unload</b> and <b>base.UnloadGraphicsContent</b>.
In my XNA games the <b>UnloadGraphicsContent</b> usually looked like this and can
be safely removed now (at least if nothing else is in there):</li></ol><p><span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"><span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;">///
&lt;summary&gt;</span><br /><span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;">///
Unload graphic content if the device gets lost.</span><br /><span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;">///
&lt;/summary&gt;</span><br /><span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;">///
&lt;param name="unloadAllContent"&gt;Unload everything?&lt;/param&gt;</span><br /><span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">protected</span><span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">override</span><span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">void</span> UnloadGraphicsContent(<span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">bool</span> unloadAllContent)<br />
{<br />
  <span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">if</span> (unloadAllContent
== <span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">true</span>)<br />
    content.Unload();<br /><br />
  <span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">base</span>.UnloadGraphicsContent(unloadAllContent);<br />
} <span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;">//
UnloadGraphicsContent(loadAllContent)</span></span></p><br /><li>
In case you load sound and music via the AudioEngine, you have to change the directory
to the content directory too, which will not be done automatically for you since you
load the .xct file directly in the AudioEngine constructor. Basically just exchange
the following code:<br /><br /><p><span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"> audioEngine <span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;">=</span><span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">new</span> AudioEngine(<span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;">"YourSound.xgs"</span>);<br />
waveBank <span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;">=</span><span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">new</span> WaveBank(audioEngine, <span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;">"Wave
Bank.xwb"</span>);<br />
soundBank <span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;">=</span><span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">new</span> SoundBank(audioEngine, <span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;">"Sound
Bank.xsb"</span>);<br /></span></p>
with:<br /><p><span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"> audioEngine <span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;">=</span><span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">new</span> AudioEngine(<span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;">"Content\\YourSound.xgs"</span>);<br />
waveBank <span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;">=</span><span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">new</span> WaveBank(audioEngine, <span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;">"Content\\Wave
Bank.xwb"</span>);<br />
soundBank <span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;">=</span><span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">new</span> SoundBank(audioEngine, <span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;">"Content\\Sound
Bank.xsb"</span>);</span></p>
   <br /></li><li>
In case you have used the <b>StorageDevice </b>and specifically the <b>ShowStorageDeviceGuide </b>helper
method, it is gone now in XNA 2.0. I had it in some helper classes, but never actually
used it. In case you want to show a save game dialog (or some network game select
dialog for example), please follow the XNA 2.0 help instructions to do this asynchronously
now.<br /><br /></li><li>
In case you use any <b>ResourceUsage </b>enum, replace it with <b>TextureUsage </b>instead
or remove it if the issue is not texture related. You can also safely remove any <b>ResourceManagementMode</b>.<b>Automatic </b>parameters,
which are not longer supported. Everything is now automatic anyway. Just if you have
been using <b>ResourceUsage</b>.<b>RenderTarget </b>you will need to change the <b>Texture2D </b>class
to a <b>ResolveTexture2D</b> class in order to archive the same behaviour as before.
Some calls to the device (e.g. <b>ResolveBackBuffer</b>) have also changed and require
a <b>ResolveTexture2D </b>now. You may also want to check if you have any manual texture
management or disposing, which you can remove or simplify.<br /><br /></li><li>
For simpler games (2D) games you should be done now. More complex games using render
targets and other features that have changed in XNA 2.0 will require some more changes,
but after you have done them once (or know where to change what) this is also a quick
process.</li><br />
The following only applies to the <b>RocketCommanderXna</b>, <b>XnaShooter </b>and <b>XnaRacingGame </b>engines,
but you might find similarities with other XNA games and the converting process:<br /><br /><ol><li>
First of all make sure the old XNA 1.1 code gets compileable by going though the changes
mentioned above (e.g. replacing <b>ResourceUsage </b>with <b>TextureUsage </b>or <b>BufferUsage</b>)
and removing everything that does not exist anymore (like <b>ResourceManagementMode</b>.<b>Automatic</b>).
If a method is non-existent in XNA 2.0 like <b>ResolveRenderTarget</b>, comment it
out and remember where it happened.<br /><br /></li><li>
You might go through other issues, but you have to come back to the RenderTarget issue.
This took the most time in the converting process for me (probably half of all my
issues come by something related to changes with <b>RenderTargets </b>in XNA 2.0).
For that reason always make sure that rendering to textures still works while you
make changing. I always used the <b>TestCreateRenderToTexture </b>unit test inside
the <b>RenderToTexture </b>class to figure things out.<br /><br /></li><li>
Additionally to making some changes in the <b>BaseGame </b>class (loading content
via <b>LoadContent</b>, using the <b>base.Content</b> instead of creating a new content
manager, etc.) I also removed all the <b>RenderTarget </b>helper methods and fields
from the BaseGame class (<b>SetRenderTarget</b>, <b>ResetRenderTarget</b>, etc.) and
moved them into the <b>RenderToTexture </b>class. While this makes the code more clean
and restructured by making a few more fields private, if you do not call the new <b>InitializeDepthBufferFormatAndMultisampling </b>of
the <b>RenderToTexture </b>class the calls to <b>SetRenderTarget </b>and <b>ResetRenderTarget </b>will
not work correctly and will not restore the default depth buffer (which has to be
remembered first). If you get the following exception it means the <b>DepthBuffer
Device.DepthStencilBuffer</b> was set to null, but is obviously still used. In order
to fix that make sure the <b>remDepthBuffer </b>variable is set to a correct value
in the <b>InitializeDepthBufferFormatAndMultisampling </b>method!<br /></li></ol><p><span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"><br />
An error has occurred during the Clear operation <span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">while</span> trying
to clear the depth or stencil buffer, no DepthStencilBuffer surface exists.<br />
System.InvalidOperationException: An error has occurred during the Clear operation <span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;">while</span> trying
to clear the depth or stencil buffer, no DepthStencilBuffer surface exists.<br />
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(ClearOptions options, Color
color, Single depth, Int32 stencil, Rectangle[] regions)<br />
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(Color color)</span></p>
    
<br /><li>
4. Even if you have now done everything, the app may still crash when you are trying
to clear a render target (which usually happens at the start of each pre or post screen
shader). The reason for the following error is the multi sampling format, which might
be set to the background buffer, but not to the render targets:<br /><p><span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"><br />
The active render target and depth stencil surface must have the same pixel size and
multisampling type.<br />
System.InvalidOperationException: The active render target and depth stencil surface
must have the same pixel size and multisampling type.<br />
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyDepthRenderTargetCompat()<br />
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(ClearOptions options, Color
color, Single depth, Int32 stencil, Rectangle[] regions)</span></p>
    
<br />
In order to get rid of this error without changing the <b>RenderToTexture </b>class
a lot, you can just comment out the line where multi sampling is activated in <b>BaseGame</b>:<br /><p><span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"><span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;">//this.graphics.PreferMultiSampling
= true;</span></span></p></li>
There are probably even more things that I forgot while converting the projects (converted
8 games and about 15 projects in total now), but the above list should be helpful.
Especially for me because I always forget some of those little things and having this
checklist is very helpful.<br /><br />
Tomorrow I will probably test all the XNA 2.0 games on my Xbox 360 and make some final
adjustments and then post them all on <a href="http://XnaProjects.net">http://XnaProjects.net</a> (and
here).<br /><br /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=7597edbd-a105-4d85-98a9-ced60522acf9" /></body>
      <title>Converting XNA 1.0 Projects to XNA 2.0</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,7597edbd-a105-4d85-98a9-ced60522acf9.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2008/02/01/ConvertingXNA10ProjectsToXNA20.aspx</link>
      <pubDate>Fri, 01 Feb 2008 00:32:32 GMT</pubDate>
      <description>&lt;img src="http://exdream.no-ip.info/blog/content/binary/Xna1toXna2.jpg" border="0"&gt;
&lt;br&gt;
When I wrote this (a little bit each day while working on converting the old XNA projects)
I was very aware about the disappointment of my blog readers about the fact that I
did not blog much in the last couple of months, especially on XNA. I not only got
a lot of emails about that, but also quite a lot of questions, especially since XNA
2.0 was released. I made yet another promise to myself to change that and finally
blog more, maybe not only when something very interesting pops up, but instead about
the everyday issues I run into.&lt;br&gt;
&lt;br&gt;
Some Notes about &lt;b&gt;XNA 2.0&lt;/b&gt;: More solid, lots of little new features, networking,
while it may not be a very complete solution, at least it is now possible on the Xbox
360 and overall I have the feeling even more people are interested in XNA than a year
ago. Plus the guys at the XNA Team doing a great job and are constantly improving
the &lt;a href="http://creators.xna.com/"&gt;XNA Creators Club&lt;/a&gt; website for us game programmers
and artists :)&lt;a href="http://creators.xna.com"&gt;
&lt;br&gt;
&lt;img src="http://creators.xna.com/Themes/default/images/common/logo_xna.png" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Several people had problems using the old XNA 1.0 code of my games and make them work
with XNA 2.0, so here is a little help in case you want to convert XNA 1.0 projects
to XNA 2.0. You will also notice this if you go to any XNA community site as most
samples will still be in XNA 1.0 and not work out of the box in XNA 2.0, and many
of those will probably never be changed since they are not longer actively being developed.&lt;br&gt;
&lt;br&gt;
For most games almost all of the code can stay unchanged, you just have to poke at
a few things that have changed in the framework or were improved. &lt;a href="http://creators.xna.com/Education/whatsnew.aspx"&gt;More
information about converting projects can be found here&lt;/a&gt; (read this first, this
article is based on the stuff there). You can also use the &lt;a href="http://msdn2.microsoft.com/en-us/library/bb976061.aspx"&gt;Cross-Platform
Game Project Converter from XNA 2.0&lt;/a&gt; to add a Xbox 360 project to your existing
Windows XNA project without having to create a separate project (it is helpful, but
I used pretty much the same trick for all of my XNA 1.0 games anyway).&lt;br&gt;
&lt;br&gt;
Let's go through the steps:&lt;br&gt;
&lt;br&gt;
&lt;ol&gt;
&lt;li&gt;
Either use the &lt;a href="http://creators.xna.com/GameStudio2/ProjectUpgradeWizardForXNAGameStudio2.htm"&gt;XNA
project conversion utility&lt;/a&gt; (can be found on the XNA Creators Club website) or
just create a new XNA 2.0 project in VS 2005.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
If you created a new project, drag all source code files into the project and seperate
the content files out and put them all in the existing &lt;b&gt;Content &lt;/b&gt;directory (only
there the content pipeline is activated). If you just converted a project and the
content files did not move, move them yourself to the content directory. Gladly all
my projects with more than 5 content files had a special content directory anyway,
so no need to change anything content-wise for them. If you don't want some of the
files to be compiled to .xnb files, you have to change the build action from "&lt;b&gt;compile&lt;/b&gt;"
to "&lt;b&gt;content&lt;/b&gt;" (and then use the "&lt;b&gt;copy to output directory&lt;/b&gt;" switch) or
to "&lt;b&gt;none&lt;/b&gt;" if you want them to be ignored like for .wav files, which are automatically
processed by the .xct (XACT) file for you.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
Find the line &lt;b&gt;content = new ContentManager(Services);&lt;/b&gt; and replace it with &lt;b&gt;Content.RootDirectory
= "Content";&lt;/b&gt;. If you do that, get rid of the content manager in your game class
since you can now use the build-in Content property to access the underlying Game
content manager. In case you don't want to do that or if you need an extra variable,
replace the above line with &lt;b&gt;content = new ContentManager(Services, "Content");&lt;/b&gt;.
Both ways will make sure all the content is now loaded from the content directory
instead from the main directory of the application. In more complex XNA games you
can also change the BaseGameDirectory to the content directory, but then you would
also have to move all other resource files to this directory (config files, save games,
levels, etc.). It is usually a good idea to separate the compiled (.xnb) content from
the content the user can change (config, levels, etc.), so I suggest just redirecting
the content directory of the content manager.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
Replace the &lt;b&gt;LoadGraphicsContent(bool)&lt;/b&gt; method with &lt;b&gt;LoadContent&lt;/b&gt;, remove
all the &lt;b&gt;if (loadAllContent)&lt;/b&gt; commands (was never false anyway, just let the
content of the if loop stay) and also remove the call to &lt;b&gt;base.LoadGraphicsContent(bool)&lt;/b&gt; (does
not do anything like all the Load or Unload methods in the XNA Game class, they are
just empty virtual methods). You can also ignore this and the next step since it will
only generate depreciated warnings, but I suggest cleaning up your source code whenever
an opportunity like this presents itself. I also added some missing region blocks
to the code and some comments here and there were they were missing.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
Finally delete the &lt;b&gt;UnloadGraphicsContent&lt;/b&gt; method unless it did anything beside &lt;b&gt;base.Unload&lt;/b&gt; and &lt;b&gt;base.UnloadGraphicsContent&lt;/b&gt;.
In my XNA games the &lt;b&gt;UnloadGraphicsContent&lt;/b&gt; usually looked like this and can
be safely removed now (at least if nothing else is in there):&lt;/li&gt;
&lt;p&gt;
&lt;span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt; &lt;span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;///
&amp;lt;summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&lt;span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;///
Unload graphic content if the device gets lost.&lt;/span&gt;
&lt;br&gt;
&lt;span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;///
&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&lt;span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;///
&amp;lt;param name="unloadAllContent"&amp;gt;Unload everything?&amp;lt;/param&amp;gt;&lt;/span&gt;
&lt;br&gt;
&lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;protected&lt;/span&gt; &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;override&lt;/span&gt; &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;void&lt;/span&gt; UnloadGraphicsContent(&lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;bool&lt;/span&gt; unloadAllContent)&lt;br&gt;
{&lt;br&gt;
&amp;nbsp; &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;if&lt;/span&gt; (unloadAllContent
== &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;true&lt;/span&gt;)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; content.Unload();&lt;br&gt;
&lt;br&gt;
&amp;nbsp; &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;base&lt;/span&gt;.UnloadGraphicsContent(unloadAllContent);&lt;br&gt;
} &lt;span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;//
UnloadGraphicsContent(loadAllContent)&lt;/span&gt;&lt;/span&gt;
&lt;/p&gt;
&lt;br&gt;
&lt;li&gt;
In case you load sound and music via the AudioEngine, you have to change the directory
to the content directory too, which will not be done automatically for you since you
load the .xct file directly in the AudioEngine constructor. Basically just exchange
the following code:&lt;br&gt;
&lt;br&gt;
&lt;p&gt;
&lt;span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt; audioEngine &lt;span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;=&lt;/span&gt; &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;new&lt;/span&gt; AudioEngine(&lt;span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;"&gt;"YourSound.xgs"&lt;/span&gt;);&lt;br&gt;
waveBank &lt;span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;=&lt;/span&gt; &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;new&lt;/span&gt; WaveBank(audioEngine, &lt;span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;"&gt;"Wave
Bank.xwb"&lt;/span&gt;);&lt;br&gt;
soundBank &lt;span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;=&lt;/span&gt; &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;new&lt;/span&gt; SoundBank(audioEngine, &lt;span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;"&gt;"Sound
Bank.xsb"&lt;/span&gt;);&lt;br&gt;
&lt;/span&gt;
&lt;/p&gt;
with:&lt;br&gt;
&lt;p&gt;
&lt;span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt; audioEngine &lt;span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;=&lt;/span&gt; &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;new&lt;/span&gt; AudioEngine(&lt;span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;"&gt;"Content\\YourSound.xgs"&lt;/span&gt;);&lt;br&gt;
waveBank &lt;span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;=&lt;/span&gt; &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;new&lt;/span&gt; WaveBank(audioEngine, &lt;span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;"&gt;"Content\\Wave
Bank.xwb"&lt;/span&gt;);&lt;br&gt;
soundBank &lt;span style="color: Red; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;=&lt;/span&gt; &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;new&lt;/span&gt; SoundBank(audioEngine, &lt;span style="color: rgb(102, 102, 102); background-color: rgb(228, 228, 228); font-family: Courier New; font-size: 11px;"&gt;"Content\\Sound
Bank.xsb"&lt;/span&gt;);&lt;/span&gt;
&lt;/p&gt;
&amp;nbsp; &amp;nbsp;&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
In case you have used the &lt;b&gt;StorageDevice &lt;/b&gt;and specifically the &lt;b&gt;ShowStorageDeviceGuide &lt;/b&gt;helper
method, it is gone now in XNA 2.0. I had it in some helper classes, but never actually
used it. In case you want to show a save game dialog (or some network game select
dialog for example), please follow the XNA 2.0 help instructions to do this asynchronously
now.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
In case you use any &lt;b&gt;ResourceUsage &lt;/b&gt;enum, replace it with &lt;b&gt;TextureUsage &lt;/b&gt;instead
or remove it if the issue is not texture related. You can also safely remove any &lt;b&gt;ResourceManagementMode&lt;/b&gt;.&lt;b&gt;Automatic &lt;/b&gt;parameters,
which are not longer supported. Everything is now automatic anyway. Just if you have
been using &lt;b&gt;ResourceUsage&lt;/b&gt;.&lt;b&gt;RenderTarget &lt;/b&gt;you will need to change the &lt;b&gt;Texture2D &lt;/b&gt;class
to a &lt;b&gt;ResolveTexture2D&lt;/b&gt; class in order to archive the same behaviour as before.
Some calls to the device (e.g. &lt;b&gt;ResolveBackBuffer&lt;/b&gt;) have also changed and require
a &lt;b&gt;ResolveTexture2D &lt;/b&gt;now. You may also want to check if you have any manual texture
management or disposing, which you can remove or simplify.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
For simpler games (2D) games you should be done now. More complex games using render
targets and other features that have changed in XNA 2.0 will require some more changes,
but after you have done them once (or know where to change what) this is also a quick
process.&lt;/li&gt;&gt;
&lt;br&gt;
The following only applies to the &lt;b&gt;RocketCommanderXna&lt;/b&gt;, &lt;b&gt;XnaShooter &lt;/b&gt;and &lt;b&gt;XnaRacingGame &lt;/b&gt;engines,
but you might find similarities with other XNA games and the converting process:&lt;br&gt;
&lt;br&gt;
&lt;ol&gt;
&lt;li&gt;
First of all make sure the old XNA 1.1 code gets compileable by going though the changes
mentioned above (e.g. replacing &lt;b&gt;ResourceUsage &lt;/b&gt;with &lt;b&gt;TextureUsage &lt;/b&gt;or &lt;b&gt;BufferUsage&lt;/b&gt;)
and removing everything that does not exist anymore (like &lt;b&gt;ResourceManagementMode&lt;/b&gt;.&lt;b&gt;Automatic&lt;/b&gt;).
If a method is non-existent in XNA 2.0 like &lt;b&gt;ResolveRenderTarget&lt;/b&gt;, comment it
out and remember where it happened.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
You might go through other issues, but you have to come back to the RenderTarget issue.
This took the most time in the converting process for me (probably half of all my
issues come by something related to changes with &lt;b&gt;RenderTargets &lt;/b&gt;in XNA 2.0).
For that reason always make sure that rendering to textures still works while you
make changing. I always used the &lt;b&gt;TestCreateRenderToTexture &lt;/b&gt;unit test inside
the &lt;b&gt;RenderToTexture &lt;/b&gt;class to figure things out.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
Additionally to making some changes in the &lt;b&gt;BaseGame &lt;/b&gt;class (loading content
via &lt;b&gt;LoadContent&lt;/b&gt;, using the &lt;b&gt;base.Content&lt;/b&gt; instead of creating a new content
manager, etc.) I also removed all the &lt;b&gt;RenderTarget &lt;/b&gt;helper methods and fields
from the BaseGame class (&lt;b&gt;SetRenderTarget&lt;/b&gt;, &lt;b&gt;ResetRenderTarget&lt;/b&gt;, etc.) and
moved them into the &lt;b&gt;RenderToTexture &lt;/b&gt;class. While this makes the code more clean
and restructured by making a few more fields private, if you do not call the new &lt;b&gt;InitializeDepthBufferFormatAndMultisampling &lt;/b&gt;of
the &lt;b&gt;RenderToTexture &lt;/b&gt;class the calls to &lt;b&gt;SetRenderTarget &lt;/b&gt;and &lt;b&gt;ResetRenderTarget &lt;/b&gt;will
not work correctly and will not restore the default depth buffer (which has to be
remembered first). If you get the following exception it means the &lt;b&gt;DepthBuffer
Device.DepthStencilBuffer&lt;/b&gt; was set to null, but is obviously still used. In order
to fix that make sure the &lt;b&gt;remDepthBuffer &lt;/b&gt;variable is set to a correct value
in the &lt;b&gt;InitializeDepthBufferFormatAndMultisampling &lt;/b&gt;method!&lt;br&gt;
&lt;/li&gt;
&lt;p&gt;
&lt;span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;
&lt;br&gt;
An error has occurred during the Clear operation &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;while&lt;/span&gt; trying
to clear the depth or stencil buffer, no DepthStencilBuffer surface exists.&lt;br&gt;
System.InvalidOperationException: An error has occurred during the Clear operation &lt;span style="color: Blue; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;while&lt;/span&gt; trying
to clear the depth or stencil buffer, no DepthStencilBuffer surface exists.&lt;br&gt;
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(ClearOptions options, Color
color, Single depth, Int32 stencil, Rectangle[] regions)&lt;br&gt;
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(Color color)&lt;/span&gt;
&lt;/p&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; 
&lt;br&gt;
&lt;li&gt;
4. Even if you have now done everything, the app may still crash when you are trying
to clear a render target (which usually happens at the start of each pre or post screen
shader). The reason for the following error is the multi sampling format, which might
be set to the background buffer, but not to the render targets:&lt;br&gt;
&lt;p&gt;
&lt;span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;
&lt;br&gt;
The active render target and depth stencil surface must have the same pixel size and
multisampling type.&lt;br&gt;
System.InvalidOperationException: The active render target and depth stencil surface
must have the same pixel size and multisampling type.&lt;br&gt;
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyDepthRenderTargetCompat()&lt;br&gt;
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.Clear(ClearOptions options, Color
color, Single depth, Int32 stencil, Rectangle[] regions)&lt;/span&gt;
&lt;/p&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; 
&lt;br&gt;
In order to get rid of this error without changing the &lt;b&gt;RenderToTexture &lt;/b&gt;class
a lot, you can just comment out the line where multi sampling is activated in &lt;b&gt;BaseGame&lt;/b&gt;:&lt;br&gt;
&lt;p&gt;
&lt;span style="color: Black; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;&lt;span style="color: Green; background-color: transparent; font-family: Courier New; font-size: 11px;"&gt;//this.graphics.PreferMultiSampling
= true;&lt;/span&gt;&lt;/span&gt;
&lt;/p&gt;
&lt;/li&gt;&gt;
There are probably even more things that I forgot while converting the projects (converted
8 games and about 15 projects in total now), but the above list should be helpful.
Especially for me because I always forget some of those little things and having this
checklist is very helpful.&lt;br&gt;
&lt;br&gt;
Tomorrow I will probably test all the XNA 2.0 games on my Xbox 360 and make some final
adjustments and then post them all on &lt;a href="http://XnaProjects.net"&gt;http://XnaProjects.net&lt;/a&gt; (and
here).&lt;br&gt;
&lt;br&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=7597edbd-a105-4d85-98a9-ced60522acf9" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,7597edbd-a105-4d85-98a9-ced60522acf9.aspx</comments>
      <category>All;Development;Game Development;Other;Programming;Racing Game;Reviews;Rocket Commander;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=982c549d-1bb6-4ccd-8126-ad8f189b9b69</trackback:ping>
      <pingback:server>http://exdream.no-ip.info/blog/pingback.aspx</pingback:server>
      <pingback:target>http://exdream.no-ip.info/blog/PermaLink,guid,982c549d-1bb6-4ccd-8126-ad8f189b9b69.aspx</pingback:target>
      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,982c549d-1bb6-4ccd-8126-ad8f189b9b69.aspx</wfw:comment>
      <wfw:commentRss>http://exdream.no-ip.info/blog/SyndicationService.asmx/GetEntryCommentsRss?guid=982c549d-1bb6-4ccd-8126-ad8f189b9b69</wfw:commentRss>
      <body xmlns="http://www.w3.org/1999/xhtml">A friend of mine (Hi Frederic Schneider
^^) wrote a little article on <a href="http://www.gameports.net">gameports.net</a> about
the work conditions in the games sector, especially about game programmers, designers,
artists and journalists. I also answered some questions. It is written in german and
may only apply to Germany, but I guess it is not much different in other countries
(relative low wages, not a good job security, lots of underpayed interns, long workhours).<br /><br />
Here is the article:<br /><ul><li><a href="http://www.gameports.net/cms/meldung,medien-kritik-an-arbeitsbedingungen-in-der-spielebranche,2292.html">http://www.gameports.net/cms/meldung,medien-kritik-an-arbeitsbedingungen-in-der-spielebranche,2292.html</a></li></ul><br />
And here is a followup article:<br /><ul><li><a href="http://www.gameports.net/cms/artikel,medien-eine-branche-im-aufwrtstrend,801.html">http://www.gameports.net/cms/artikel,medien-eine-branche-im-aufwrtstrend,801.html</a></li></ul><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=982c549d-1bb6-4ccd-8126-ad8f189b9b69" /></body>
      <title>German: Arbeitsbedingungen in der Spielebranche</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,982c549d-1bb6-4ccd-8126-ad8f189b9b69.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2008/01/29/GermanArbeitsbedingungenInDerSpielebranche.aspx</link>
      <pubDate>Tue, 29 Jan 2008 16:44:20 GMT</pubDate>
      <description>A friend of mine (Hi Frederic Schneider ^^) wrote a little article on &lt;a href="http://www.gameports.net"&gt;gameports.net&lt;/a&gt; about
the work conditions in the games sector, especially about game programmers, designers,
artists and journalists. I also answered some questions. It is written in german and
may only apply to Germany, but I guess it is not much different in other countries
(relative low wages, not a good job security, lots of underpayed interns, long workhours).&lt;br&gt;
&lt;br&gt;
Here is the article:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.gameports.net/cms/meldung,medien-kritik-an-arbeitsbedingungen-in-der-spielebranche,2292.html"&gt;http://www.gameports.net/cms/meldung,medien-kritik-an-arbeitsbedingungen-in-der-spielebranche,2292.html&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
And here is a followup article:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.gameports.net/cms/artikel,medien-eine-branche-im-aufwrtstrend,801.html"&gt;http://www.gameports.net/cms/artikel,medien-eine-branche-im-aufwrtstrend,801.html&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=982c549d-1bb6-4ccd-8126-ad8f189b9b69" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,982c549d-1bb6-4ccd-8126-ad8f189b9b69.aspx</comments>
      <category>All;Development;Game Development;Other;Programming;Reviews</category>
    </item>
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      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=780f02f6-ba94-4410-baf6-cafc5c098367</trackback:ping>
      <pingback:server>http://exdream.no-ip.info/blog/pingback.aspx</pingback:server>
      <pingback:target>http://exdream.no-ip.info/blog/PermaLink,guid,780f02f6-ba94-4410-baf6-cafc5c098367.aspx</pingback:target>
      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,780f02f6-ba94-4410-baf6-cafc5c098367.aspx</wfw:comment>
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      <body xmlns="http://www.w3.org/1999/xhtml">
        <img src="http://www.gamesindustry.biz/images/xna%20new.jpg" style="float:right; margin-left:10px" /> The
long awaited XNA Game Studio 2.0 beta is now available and can be downloaded from
the XNA Creators Club website: <a href="http://creators.xna.com/beta/betahome.aspx">http://creators.xna.com/beta/betahome.aspx</a><br /><br />
My first impression of the new multiplayer API is not that good. While it is very
nice to have the ability to use networking on the Xbox 360, it is not only too hard
to make it work on just a Windows PC and secondly you cannot expect that your gamers
will both have a Xbox LIVE Gold membership AND a XNA Creators Club membership (both
cost money). This means if you really want to do networking on a Windows XNA 2.0 game,
you have to use System.Net and write it all yourself or no one will ever play your
game on Windows except some XNA developers maybe.<br /><br />
Other than that XNA 2.0 is a great improvement, but it does only work with VS2005
yet, maybe they missed the VS2008 release earlier yesterday ^^ But it will probably
be possible to modify the .csproj files again to make it work in VS2008 (without the
extra XNA features and content pipeline).<br /><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=780f02f6-ba94-4410-baf6-cafc5c098367" /></body>
      <title>XNA Game Studio 2.0 beta is now available</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,780f02f6-ba94-4410-baf6-cafc5c098367.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/11/20/XNAGameStudio20BetaIsNowAvailable.aspx</link>
      <pubDate>Tue, 20 Nov 2007 12:24:41 GMT</pubDate>
      <description>&lt;img src='http://www.gamesindustry.biz/images/xna%20new.jpg' style='float:right; margin-left:10px' /&gt; The
long awaited XNA Game Studio 2.0 beta is now available and can be downloaded from
the XNA Creators Club website: &lt;a href="http://creators.xna.com/beta/betahome.aspx"&gt;http://creators.xna.com/beta/betahome.aspx&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
My first impression of the new multiplayer API is not that good. While it is very
nice to have the ability to use networking on the Xbox 360, it is not only too hard
to make it work on just a Windows PC and secondly you cannot expect that your gamers
will both have a Xbox LIVE Gold membership AND a XNA Creators Club membership (both
cost money). This means if you really want to do networking on a Windows XNA 2.0 game,
you have to use System.Net and write it all yourself or no one will ever play your
game on Windows except some XNA developers maybe.&lt;br&gt;
&lt;br&gt;
Other than that XNA 2.0 is a great improvement, but it does only work with VS2005
yet, maybe they missed the VS2008 release earlier yesterday ^^ But it will probably
be possible to modify the .csproj files again to make it work in VS2008 (without the
extra XNA features and content pipeline).&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=780f02f6-ba94-4410-baf6-cafc5c098367" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,780f02f6-ba94-4410-baf6-cafc5c098367.aspx</comments>
      <category>All;Development;Game Development;Programming;Reviews;XNA</category>
    </item>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
Ziggyware has a good overview of the XNA 2.0 announcements and GameFest conference
sessions in the following post. Check it out if you are interested in the new XNA
2.0 features (mainly networking, which is really a big step forward). It is also nice
to see so many new XNA games and development efforts :)
</p>
        <p>
          <a href="http://www.ziggyware.com/news.php?readmore=407">http://www.ziggyware.com/news.php?readmore=407</a>
        </p>
        <img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=1f011f48-dedb-4ea5-bc5d-51245bb6f52e" />
      </body>
      <title>Lots of Information about XNA 2.0</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,1f011f48-dedb-4ea5-bc5d-51245bb6f52e.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/08/16/LotsOfInformationAboutXNA20.aspx</link>
      <pubDate>Thu, 16 Aug 2007 20:59:02 GMT</pubDate>
      <description>&lt;p&gt;
Ziggyware has a good overview of the XNA 2.0 announcements and GameFest conference
sessions in the following post. Check it out if you are interested in the new XNA
2.0 features (mainly networking, which is really a big step forward). It is also nice
to see so many new XNA games and development efforts :)
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://www.ziggyware.com/news.php?readmore=407"&gt;http://www.ziggyware.com/news.php?readmore=407&lt;/a&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=1f011f48-dedb-4ea5-bc5d-51245bb6f52e" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,1f011f48-dedb-4ea5-bc5d-51245bb6f52e.aspx</comments>
      <category>All;Development;Game Development;Programming;Reviews;XNA</category>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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          <span id="article_content">
            <font color="darkblue" face="Verdana, Arial, Helvetica, sans-serif" size="5">
              <b>
                <a href="http://www.code-magazine.com/article.aspx?quickid=0709041&amp;page=1">Microsoft
XNA: Ready for Prime Time?</a>
                <br />
                <br />
              </b>
            </font>
          </span>
        </font> is the name of the Article of the CoDe Magazine. It is very
well written and a really long (9 pages) read with tons of information in it.<br />
Together with 6 other guys I was interviewed about my experiences with XNA and the
development process of the<br />
XNA Racing Game and Dungeon Quest, which are 2 of the best looking XNA games so far
:)<br /><br />
Check it out, good work Nick Landry.<br /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=005392e3-336b-4237-ab63-ab366a1fcefe" /></body>
      <title>CoDe Magazine: Microsoft XNA: Ready for Prime Time?</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,005392e3-336b-4237-ab63-ab366a1fcefe.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/08/09/CoDeMagazineMicrosoftXNAReadyForPrimeTime.aspx</link>
      <pubDate>Thu, 09 Aug 2007 18:43:04 GMT</pubDate>
      <description>&lt;font face="Verdana, Arial, Helvetica, sans-serif" size="2"&gt;&lt;span id="article_content"&gt;&lt;font color="darkblue" face="Verdana, Arial, Helvetica, sans-serif" size="5"&gt;&lt;b&gt;&lt;a href="http://www.code-magazine.com/article.aspx?quickid=0709041&amp;amp;page=1"&gt;Microsoft
XNA: Ready for Prime Time?&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/b&gt;&lt;/font&gt;&lt;/span&gt;&lt;/font&gt; is the name of the Article of the CoDe Magazine. It is very
well written and a really long (9 pages) read with tons of information in it.&lt;br&gt;
Together with 6 other guys I was interviewed about my experiences with XNA and the
development process of the&lt;br&gt;
XNA Racing Game and Dungeon Quest, which are 2 of the best looking XNA games so far
:)&lt;br&gt;
&lt;br&gt;
Check it out, good work Nick Landry.&lt;br&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=005392e3-336b-4237-ab63-ab366a1fcefe" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,005392e3-336b-4237-ab63-ab366a1fcefe.aspx</comments>
      <category>All;Development;Game Development;Programming;Racing Game;Reviews;XNA</category>
    </item>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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      <slash:comments>11</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Hey! Finally some News about Game Development
again. All this Silverlight and VS2008 stuff is nice, but XNA has become pretty popular
recently (lots of posts in blogs, more articles everywhere and a lot more news).<br /><br />
Anyway, I wanted to release the Dungeon Quest Source Code for several months now,
but I never found the time to package everything up, do some cleanup and release it.
Recently some people have requested the source code and emails keep coming in. To
finally make everyone happy, here is the new Dungeon Quest version with some nice
additions, much cleaner code with quite a lot of refactoring and some nice unit tests
(see below). This version also does not require PS3.0 anymore, you can now run Dungeon
Quest on a PS2.0 graphic card!<br /><br />
First of all: The downloads, all of them can be found on <a href="http://XnaProjects.net">XnaProjects.net</a> too:<br /><ul><li><a href="http://ArenaWars.net/XnaProjects/DungeonQuestSetup.exe">DungeonQuestSetup.exe
(40 MB)</a>: Game installer for Windows with everything you need to play.<br /><br /></li><li><a href="http://ArenaWars.net/XnaProjects/DungeonQuestSourceCodeAndContent.zip">DungeonQuestSourceCodeAndContent.zip
(103 MB)</a>: Full Dungeon Quest source code with all content files.<br />
Please note that the collada files (xml text format) and the sound/music are very
big (extracted ~200 MB).<br />
This download also contains the full game in the bin/debug/ directory, you only need
to download this file<br />
for development and testing.<br />
Contains solution and project files for VS2005, VC# Express (XNA Express) and Xbox
360!<br /><br /></li><li><a href="http://ArenaWars.net/XnaProjects/DungeonQuest.wmv">DungeonQuest.wmv (21 MB)</a>:
Higher quality version of the YouTube video below<br /><br /></li></ul>
Here is the good old YouTube video from the game to give you a first view if you don't
know about Dungeon Quest yet.<br /><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/FO1PNgIwjB4" /><param name="wmode" value="transparent" /><embed src="http://www.youtube.com/v/FO1PNgIwjB4" type="application/x-shockwave-flash" wmode="transparent" height="350" width="425"></embed></object><br /><br /><br />
If you want to drive into the source code I highly recommend starting all the unit
tests in Program.cs after checking out the directory structure of the project:<br /><br /><ul><li><b>UIManager.TestUI();<br /></b>Show the graphical user interface of the game (boxes for health, player values,
rpg levels, etc.)<br /><br /></li></ul><ul><li><b>ShaderTests.TestNormalMappingShader();<br /></b>Test the normal mapping shader, for more shader tests check out the XNA Rocket
Commander and XNA Racing Game projects.<br /><br /></li></ul><ul><li><b>ColladaModel.TestCaveColladaModelScene();<br /></b>This tests the big cave collada file (80 MB) and renders it with the cave shader.
Looks very nice.<br /><br /></li></ul><ul><li><b>ColladaModel.TestLoadStaticModel();<br /></b>This is straight from the SkiningColladaModelsWithXNA project from February. This
test show shows a static collada model.<br /><br /></li></ul><ul><li><b>AnimatedColladaModel.TestPlayerColladaModelScene();<br /></b>Also from the SkinningColladaModelsWithXNA project. This shows the player or the
goblins running, dying, staying, etc.<br />
This is a useful unit test to test animations for skinned collada models.<br /><br /></li></ul><ul><li><b>PostScreenGlow.TestPostScreenGlow();<br /></b>Test post screen glow, more details can be found in the Rocket Commander tutorials
and most of my XNA projects.<br /><b><br /></b></li></ul><ul><li><b>PlaneRenderer.TestRenderingPlaneXY();<br /></b>Test to render a plane on the ground, which is also used in some other tests.
Also good for testing shaders.<br /><b><br /></b></li></ul><ul><li><b>ShadowMapShader.TestShadowMapping();<br /></b>Test Shadow Mapping unit test, pretty complex stuff, but kinda nice for this game.
More details can be found in my book, this is a complex topic and involves a lot of
finetuning to get it right.<br /><b><br /></b></li></ul><ul><li><b>EffectManager.TestEffects();<br /></b>Since DungeonQuest uses some effects for fire, smoke, blood, etc. it has a simple
effect system build in. Use this test to see whats possible and to extend the effect
system.<br /><b><br /></b></li></ul><ul><li><b>StringHelper.TestConvertStringToFloatArray();<br /></b>An example of a dynamic unit test, which can also be started from NUnit or TestDriven.Net
(right click if you have the addin installed).<br /><br /></li></ul><ul><li><b>Sound.TestPlaySounds();<br /></b>And another test to play the sound effects used in the game, just press A, B,
1, 2, 3, etc. to play sounds.<br /><b><br /></b></li></ul><ul><li><b>ColladaModel.TestCaveColladaModelSceneSplitScreen();<br /></b>This test shows how the engine supports split screen support, but it was never
fully implemented into the game itself yet.<br />
To finish this the game logic + handling input from 2nd player has to be implemented.</li></ul><br />
Some Screenshots from the <a href="http://exdream.no-ip.info/blog/2007/03/16/TheDungeonQuestGame.aspx">last
post on my blog about Dungeon Quest</a>:<br /><p><a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0001.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0001small.jpg" border="0" /></a><br />
Ok, let's get started. What is this guy doing there. He doesn't look very friendly,
maybe it is better to hit him in the head!<br /></p><p><a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0004.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0004small.jpg" border="0" /></a><br />
First quest completed. This key is important to open the door to the second level.<br /></p><p><a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0006.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0006small.jpg" border="0" /></a><br />
Nonstop fighting action. Well, at least if you don't lose your way.<br /></p><p><a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0009.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0009small.jpg" border="0" /></a><br />
This is how it looks like after I got angry. I told those guys, don't start any fights!<br /></p><p><a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0011.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0011small.jpg" border="0" /></a><br />
Ohh no. I did not use all my skills (see right side) and this Ogre killed me too quickly.
I guess I have to start over.<br /></p><p><a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0012.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0012small.jpg" border="0" /></a><br />
The credit screen when the game ends. Notice my book :)<br /></p><a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0016.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0016small.jpg" border="0" /></a><br />
No reason to stop, let's start over and try again. The fight is continuing. The game
is not that hard, you just have to use all skills and avoid being hit by fireballs
or big enemies when you have low hit points.<br /><br />
I hope you like Dungeon Quest and that the source code can be useful for your XNA
projects. Enjoy!<br /><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=30ba6cdc-0565-4701-8b72-643700a2cedf" /></body>
      <title>Dungeon Quest Updated with Source Code now</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,30ba6cdc-0565-4701-8b72-643700a2cedf.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/07/31/DungeonQuestUpdatedWithSourceCodeNow.aspx</link>
      <pubDate>Tue, 31 Jul 2007 06:35:30 GMT</pubDate>
      <description>Hey! Finally some News about Game Development again. All this Silverlight and VS2008 stuff is nice, but XNA has become pretty popular recently (lots of posts in blogs, more articles everywhere and a lot more news).&lt;br&gt;
&lt;br&gt;
Anyway, I wanted to release the Dungeon Quest Source Code for several months now,
but I never found the time to package everything up, do some cleanup and release it.
Recently some people have requested the source code and emails keep coming in. To
finally make everyone happy, here is the new Dungeon Quest version with some nice
additions, much cleaner code with quite a lot of refactoring and some nice unit tests
(see below). This version also does not require PS3.0 anymore, you can now run Dungeon
Quest on a PS2.0 graphic card!&lt;br&gt;
&lt;br&gt;
First of all: The downloads, all of them can be found on &lt;a href="http://XnaProjects.net"&gt;XnaProjects.net&lt;/a&gt; too:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://ArenaWars.net/XnaProjects/DungeonQuestSetup.exe"&gt;DungeonQuestSetup.exe
(40 MB)&lt;/a&gt;: Game installer for Windows with everything you need to play.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://ArenaWars.net/XnaProjects/DungeonQuestSourceCodeAndContent.zip"&gt;DungeonQuestSourceCodeAndContent.zip
(103 MB)&lt;/a&gt;: Full Dungeon Quest source code with all content files.&lt;br&gt;
Please note that the collada files (xml text format) and the sound/music are very
big (extracted ~200 MB).&lt;br&gt;
This download also contains the full game in the bin/debug/ directory, you only need
to download this file&lt;br&gt;
for development and testing.&lt;br&gt;
Contains solution and project files for VS2005, VC# Express (XNA Express) and Xbox
360!&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://ArenaWars.net/XnaProjects/DungeonQuest.wmv"&gt;DungeonQuest.wmv (21 MB)&lt;/a&gt;:
Higher quality version of the YouTube video below&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
Here is the good old YouTube video from the game to give you a first view if you don't
know about Dungeon Quest yet.&lt;br&gt;
&lt;object height="350" width="425"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/FO1PNgIwjB4"&gt;
&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://www.youtube.com/v/FO1PNgIwjB4" type="application/x-shockwave-flash" wmode="transparent" height="350" width="425"&gt;
&lt;/object&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
If you want to drive into the source code I highly recommend starting all the unit
tests in Program.cs after checking out the directory structure of the project:&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;UIManager.TestUI();&lt;br&gt;
&lt;/b&gt;Show the graphical user interface of the game (boxes for health, player values,
rpg levels, etc.)&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;ShaderTests.TestNormalMappingShader();&lt;br&gt;
&lt;/b&gt;Test the normal mapping shader, for more shader tests check out the XNA Rocket
Commander and XNA Racing Game projects.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;ColladaModel.TestCaveColladaModelScene();&lt;br&gt;
&lt;/b&gt;This tests the big cave collada file (80 MB) and renders it with the cave shader.
Looks very nice.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;ColladaModel.TestLoadStaticModel();&lt;br&gt;
&lt;/b&gt;This is straight from the SkiningColladaModelsWithXNA project from February. This
test show shows a static collada model.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;AnimatedColladaModel.TestPlayerColladaModelScene();&lt;br&gt;
&lt;/b&gt;Also from the SkinningColladaModelsWithXNA project. This shows the player or the
goblins running, dying, staying, etc.&lt;br&gt;
This is a useful unit test to test animations for skinned collada models.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;PostScreenGlow.TestPostScreenGlow();&lt;br&gt;
&lt;/b&gt;Test post screen glow, more details can be found in the Rocket Commander tutorials
and most of my XNA projects.&lt;br&gt;
&lt;b&gt;
&lt;br&gt;
&lt;/b&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;PlaneRenderer.TestRenderingPlaneXY();&lt;br&gt;
&lt;/b&gt;Test to render a plane on the ground, which is also used in some other tests.
Also good for testing shaders.&lt;br&gt;
&lt;b&gt;
&lt;br&gt;
&lt;/b&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;ShadowMapShader.TestShadowMapping();&lt;br&gt;
&lt;/b&gt;Test Shadow Mapping unit test, pretty complex stuff, but kinda nice for this game.
More details can be found in my book, this is a complex topic and involves a lot of
finetuning to get it right.&lt;br&gt;
&lt;b&gt;
&lt;br&gt;
&lt;/b&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;EffectManager.TestEffects();&lt;br&gt;
&lt;/b&gt;Since DungeonQuest uses some effects for fire, smoke, blood, etc. it has a simple
effect system build in. Use this test to see whats possible and to extend the effect
system.&lt;br&gt;
&lt;b&gt;
&lt;br&gt;
&lt;/b&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;StringHelper.TestConvertStringToFloatArray();&lt;br&gt;
&lt;/b&gt;An example of a dynamic unit test, which can also be started from NUnit or TestDriven.Net
(right click if you have the addin installed).&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;Sound.TestPlaySounds();&lt;br&gt;
&lt;/b&gt;And another test to play the sound effects used in the game, just press A, B,
1, 2, 3, etc. to play sounds.&lt;br&gt;
&lt;b&gt;
&lt;br&gt;
&lt;/b&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;ColladaModel.TestCaveColladaModelSceneSplitScreen();&lt;br&gt;
&lt;/b&gt;This test shows how the engine supports split screen support, but it was never
fully implemented into the game itself yet.&lt;br&gt;
To finish this the game logic + handling input from 2nd player has to be implemented.&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
Some Screenshots from the &lt;a href="http://exdream.no-ip.info/blog/2007/03/16/TheDungeonQuestGame.aspx"&gt;last
post on my blog about Dungeon Quest&lt;/a&gt;:&lt;br&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0001.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0001small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Ok, let's get started. What is this guy doing there. He doesn't look very friendly,
maybe it is better to hit him in the head!&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0004.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0004small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
First quest completed. This key is important to open the door to the second level.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0006.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0006small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Nonstop fighting action. Well, at least if you don't lose your way.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0009.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0009small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
This is how it looks like after I got angry. I told those guys, don't start any fights!&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0011.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0011small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Ohh no. I did not use all my skills (see right side) and this Ogre killed me too quickly.
I guess I have to start over.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0012.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0012small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
The credit screen when the game ends. Notice my book :)&lt;br&gt;
&lt;/p&gt;
&lt;a href="http://exdream.no-ip.info/blog/ct.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b&amp;amp;url=http%3a%2f%2fexdream.no-ip.info%2fblog%2fcontent%2fbinary%2fDungeonQuestScreenshot0016.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0016small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
No reason to stop, let's start over and try again. The fight is continuing. The game
is not that hard, you just have to use all skills and avoid being hit by fireballs
or big enemies when you have low hit points.&lt;br&gt;
&lt;br&gt;
I hope you like Dungeon Quest and that the source code can be useful for your XNA
projects. Enjoy!&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=30ba6cdc-0565-4701-8b72-643700a2cedf" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,30ba6cdc-0565-4701-8b72-643700a2cedf.aspx</comments>
      <category>All;Development;Game Development;Programming;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=66be904a-7091-4a08-87ed-4d21a93c61a6</trackback:ping>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,66be904a-7091-4a08-87ed-4d21a93c61a6.aspx</wfw:comment>
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      <slash:comments>5</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Side note: <a href="http://developer.nvidia.com/object/fx_composer_home.html">FX
Composer 2 RC1 </a>is out. Check it out, works even better now.<br /><br />
I worked a bit with Silverlight 1.1 (alpha) over the last few weeks and I noticed
a lot of annoying<br />
javascript error messages with just stupid error codes and no stack trace for the
exceptions.<br />
This is definately the worst thing about Silverlight, you have to do a lot of trial
and error testing,<br />
unit testing and debugging silverlight is also hard to do.<br /><br />
I wrote down all the errors I have encountered and some solutions to them, which might
be<br />
helpful to other people coding Silverlight too. Now whenever I get an error I just
look into this<br />
list and follow the steps from top to bottom and this way I save a lot of time ^^
maybe I will<br />
also rewrite the javascript on_error code that throws these errors to a more useful
version.<br /><br />
Silverlight Error Codes:<br /><ul><li>
1001: usually AG_E_UNKNOWN_ERROR (yeah, thats really helpful)</li></ul><blockquote><ul><li>
some element is null while loading a control<br />
Fix: Check all controls constructors and fields, set breakpoints there!<br /></li></ul></blockquote><blockquote><ul><li>
Namespace duplicate found (usually error code 2254)<br />
Fix: Check all namespaces, make sure each name and namespace is only set once<br /><br /></li><li>
Control has no default Constructor and can't be instantiated<br />
Fix: Provide a default constructor with no parameters, it can be empty!<br /></li></ul></blockquote><blockquote><ul><li>
NullReferenceException (or other exceptions) happend somewhere<br />
(usually in the Control constructor somewhere)<br />
Fix: Catch the exception or set breakpoints to find it, then fix it.<br />
Often it is also useful to comment code out and test if it works again.<br /><br /></li><li>
If this all not helps and the 1001 errors keeps coming up when you use the 
<br />
control use the following approach:<br /><br />
Fix: Comment out the control, the page should now work.<br />
Comment it in again and check every single property you set, try removing<br />
as much as possible and test again. If it still does not work, check out<br />
the control itself, comment everything out here inside the control canvas.<br />
It should work now except for some errors of missing inner control names.<br />
Now slowly comment everything in again and try to see which inner control<br />
did not work. Often a depreciacted, commented out or deleted property is<br />
used and causes this error. Again try to work with as little as possible<br />
control properties and increase until the error pops up again.<br /><br />
This more complex case will hopefully not happen to you in the beginning,<br />
but the more controls you build, the more likely it is that this one<br />
will annoy the hell out of you. Keep calm and go forward as methodically<br />
as possible, it will also help you for future error encounters.<br /></li></ul></blockquote><blockquote><ul><li>
Can happen if a TargetName for a Storyboard (or something similar) cannot<br />
be found. Make sure the target control name is still valid.<br /></li></ul></blockquote><br /><ul><li>
2005:    ParserError: Unknown namespace xy</li></ul><blockquote><ul><li>
The line should tell you which namespace is unknown and this should<br />
be quite easy to fix. It usually means you have either forgotten to<br />
add a namespace or add an element into an unsupported location.<br />
E.g. adding something to a nested Canvas can sometimes cause this error.<br /></li></ul></blockquote><br /><ul><li>
2024: ParserError:</li></ul><blockquote><ul><li>
Invalid attribute value text/python, usually happens in the main xaml file.<br />
Similar to 2265, use the same fixes.<br /><br /></li><li>
It can also happen when the mime type<br />
is not available (e.g. in IIS) and .py files can't be used.<br />
Fix: Define .py as mime type in IIS as 'text/ironpython'<br /></li></ul></blockquote>        <br /><ul><li>
2101: can be:</li></ul><blockquote><ul><li>
LostFocus event (or similar) not supported here<br />
Fix: Move global events to the main canvas, they are only supported there!<br /></li></ul></blockquote><br /><ul><li>
2207: AG_E_RUNTIME_METHOD</li></ul><blockquote><ul><li>
playing media failed, unable to play it, loading probably failed with 403<br />
or 404<br /></li></ul></blockquote><br /><ul><li>
2210: AG_E_INVALID_ARGUMENT</li></ul><blockquote><ul><li>
Short: In 90% of your cases the embedded resource cannot be found, make<br />
sure that the name of your embedded resource is correct in the<br />
GetManifestResourceStream function in your control constructor. Also make<br />
sure the file is marked as an embedded resource in VS Orcas!<br /></li></ul></blockquote><blockquote><ul><li>
This means the embedded resource could not be found, which means either the<br />
call to GetManifestResourceStream uses the wrong string OR the resource<br />
is just not existant because of a wrong content type! make sure the<br />
control you are trying to access is actually an Embedded Resource and not<br />
just a Content or Silverlight Page.<br /><br />
Fix: Set control xaml as Embedded Resource and make sure all strings are<br />
correct! GetManifestResourceStream should succeed! Using the Silverlight<br />
1.1 API UI Controls is also helpful because they figure out the path<br />
for you (just leaving you with misstyping the control name or forgetting<br />
to set the embedded resource type or one of the million errors below).<br /><br />
Note: This is very annoying because SourceControl sometimes messes this up<br />
and just merges 2 files and setting it as Content or Silverlight Page,<br />
which make this error hard to track, so always check for the correct<br />
file build action first, it should always be Embedded Resource for controls.<br /></li></ul></blockquote><blockquote><ul><li>
Another way this error can happen is when inside the control a namespace<br />
error occurs (similar to 1001 or 2254), you just get 2210 and trying to<br />
find why it does not work while all names are set ok and the resource is<br />
found, etc. One example of this failing is that a namespace or assembly<br />
used inside a control to reference other controls cannot be found or is<br />
misspelled (e.g. path does not longer fit, can be stupid things like<br />
ClientBin/Some.dll should be ../ClientBin/Some.dll)<br /><br />
Fix: Check all namespaces in the control too, make sure all names are<br />
correct and files (especially assemblies) can be found the way they<br />
are specified!<br /><br />
Advanced Fix: I use reflection to find out about the class name and use<br />
that same name for the .xaml file, this way I never have to specify<br />
any name and merging files does not lead to problems as long as the xaml<br />
file has the same name as the class (which is easy to spot in VS Orcas).<br /></li></ul></blockquote><blockquote><ul><li>
Another VERY crazy way for this to happen is when one of your controls is<br />
using the partial keyword for its control class and overwrites some of the<br />
autogenerated background fields (through x:Class in the main Canvas of the<br />
control), it is probably better to always remove the partial and make sure<br />
the control is all managed by you (like in the SDK samples).<br /><br />
Fix: Remove the partial in c# and the x:Class in xaml if you get compile<br />
errors, after that it usually just works :)<br /></li></ul></blockquote><blockquote><ul><li>
Older notes (before I figured this out):<br />
Seems to happen with perfectly fine xaml code, no c# breakpoint is ever<br />
hit, so this must happen while parsing the xaml. Often also changes to error<br />
2254 if some name or namespace is wrong, but then gets back to 2210 if that<br />
is fixed.<br /></li></ul></blockquote><blockquote><ul><li>
Someone here traced the 2210 back to “InitializeFromXaml” being called<br />
with an invalid resource stream (GetManifestResourceStream), which failed<br />
one line above it:<br /><a href="http://silverlight.net/forums/t/1755.aspx">http://silverlight.net/forums/t/1755.aspx</a><br /></li></ul></blockquote>    <br /><ul><li>
2251: ParserError, AG_E_RUNTIME_MANAGED_ACTIVATION</li></ul><blockquote><ul><li>
Probably a security issue, seems to happen on a Max when the xaml file<br />
could not be loaded or accesses something that is not available (assemblies)<br />
Fix: Seems to be a Mac bug, will hopefully be fixed in the future.<br /></li></ul></blockquote>        <br /><ul><li>
2252: can be:</li></ul><blockquote><ul><li>
Canvas Load Error, canvas could not be loaded because something is wrong<br />
it may help to check out the line and error description for more details.<br />
Fix: Look through the xaml line by line, annoying, but something is wrong<br /></li></ul></blockquote><blockquote><ul><li>
AG_E_RUNTIME_MANAGED_ASSEMBLY_DOWNLOAD:<br />
When this happens the control at the line specified failed to load.<br />
This can be because it crashed somewhere in the constructor, setting a<br />
breakpoint usually tells you wether it crashed in C# or already in the<br />
xaml. If it is in the xaml, you have to figure out the error there (try<br />
to uncomment, check namings, etc.). If it happens in C# setting a<br />
breakpoint makes it much easier, but the error is still annoying. For<br />
that reason you should make sure to test your controls as much as<br />
possible before using them on a complex page.<br /><br />
Fix: Set a breakpoint in the constructor of the control and fix the<br />
exception! Or if that does not help, take a close look at the xaml<br />
and comment it out to see what works and what does not.<br /></li></ul></blockquote><blockquote><ul><li>
More help about 2252 from <a href="http://silverlight.net/forums/t/370.aspx">http://silverlight.net/forums/t/370.aspx</a><br />
Assembly loading failed, this can happen because of the IIS being<br />
misconfigured (unlikely if you doing development) or because the<br />
path to the assembly could not be found (much more likely).<br /><br />
Fix: Make sure both the page xaml and the control xaml point to the<br />
correct directory for the dll and make sure this works from the<br />
perspective of the page, not the directories the xaml files are in!<br />
In my case changing ClientBin/.dll to ../ClientBin/.dll often did<br />
the trick!<br /></li></ul></blockquote><blockquote><ul><li>
Another issue can happen when you rename the assembly, but not all the<br />
.dll links are correct. It can also be problematic if there are special<br />
letters like - in the assembly, which will get renamed to _, but the<br />
filename is still with -, see here:<br /><a href="http://silverlight.net/forums/t/370.aspx">http://silverlight.net/forums/t/370.aspx</a><br /><br />
Fix: Just check all .dll links and make sure both the name and the path<br />
are correct.<br /></li></ul></blockquote>        <br /><ul><li>
2254: AG_E_RUNTIME_MANAGER_ASSEMBLY_DOWNLOAD, can be:</li></ul><blockquote><ul><li>
Control type not found because a namespace is not set correctly, this can<br />
happen if you just copy a file from another project and do not change the<br />
namespace accordingly.<br />
Fix: Make sure all namespaces are correct (same in xaml as in the controls)<br /><br /></li><li>
Namespace duplicate found, make sure that all namespaces and names only<br />
occur once.<br />
Fix: See above 1001<br /></li></ul></blockquote>        <br /><ul><li>
2255: AG_E_PARSER_BAD_TYPE</li></ul><blockquote><ul><li>
An unsupported type was found, which usually means you are specifying a<br />
control or class for the xaml, which does not exist (anymore). Make sure<br />
that the x:Class parameter points to an existing class and uses a correct<br />
namespace.<br /></li></ul></blockquote><blockquote><ul><li>
Also seems to happen when there are multiple comment blocks mixed in the<br />
xaml file or some name contains an invalid character because of that.<br />
Clear the xaml file and test until it works again, then insert the removed<br />
code again to figure out where the error is happening. The line/position<br />
information of this error is usually not very helpful!<br /></li></ul></blockquote>        <br /><ul><li>
2265: Error: Parser code</li></ul><blockquote><ul><li>
Parsing xaml failed, this has been reported after saving some xaml in Blend<br />
but it could not be parsed in Visual Studio.<br />
Fix: Try using only parts of the xaml, use smaller files, dunno.<br /><br /></li><li>
Parsing xmal failed, some syntax error.<br />
Fix: You should be able to spot the error and fix it if it is a smaller<br />
file, for bigger files comment most of it out and comment it back in until<br />
it breaks again. Then fix the issue.<br /></li></ul></blockquote><br /><ul><li>
3001: AG_E_INVALID_FILE_FORMAT</li></ul><blockquote><ul><li>
Often a ImageError, which usually means you are trying to load an<br />
unsupported image format like the .GIF format, which is not supported<br />
by Silverlight yet.<br />
Fix: Use .PNG instead of .GIF, etc.<br /></li></ul></blockquote>        <br /><ul><li>
3002: AG_E_NOT_FOUND:</li></ul><blockquote><ul><li>
Error type should describe which kind of resource was not found (usually<br />
ImageError). Check your constructor and Page_Loaded methods and check<br />
all the files that are loaded there and make sure they exist. This is<br />
probably the equivalent of FileNotFoundException, just all the helpful<br />
information (which file, why, etc.) is missing. Sometimes the error type is<br />
confusing because it may report an ImageError, but in reality just the xaml<br />
file could not be loaded, always check the xaml file (name, loading, etc.)!<br /></li></ul></blockquote>        <br /><ul><li>
3010: can be:</li></ul><blockquote><ul><li>
Silverlight installation is not complete yet, restart browser (or computer<br />
if this error persists).<br />
Fix: Tell user to restart browser.<br /></li></ul></blockquote><br />
Link to the silverlight.net forum (post this here too), 13 known issues<br />
with Silverlight 1.1. It is good to know them:<br /><a href="http://silverlight.net/forums/t/2400.aspx">http://silverlight.net/forums/t/2400.aspx</a><br /><br />
Other helpful links:<br /><a href="http://blogs.conchango.com/stevenevans/archive/2007/06/06/Silverlight-Adventures-with-Blend.aspx">http://blogs.conchango.com/stevenevans/archive/2007/06/06/<br />
Silverlight-Adventures-with-Blend.aspx</a><br /><a href="http://www.thescripts.com/forum/thread650457.html">http://www.thescripts.com/forum/thread650457.html</a><br /><a href="http://silverlight.org/forums/t/1422.aspx">http://silverlight.org/forums/t/1422.aspx</a><br /><br />
Note: I will add more errors to this list for Silverlight 1.1 alpha, but I will probably
just<br />
write a new blog entry for newer Silverlight versions. Still pretty excited about
the new<br />
VS Orcas Beta 2 release ^^<br /><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=66be904a-7091-4a08-87ed-4d21a93c61a6" /></body>
      <title>Silverlight Error Codes Explained!</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,66be904a-7091-4a08-87ed-4d21a93c61a6.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/07/20/SilverlightErrorCodesExplained.aspx</link>
      <pubDate>Fri, 20 Jul 2007 23:49:28 GMT</pubDate>
      <description>Side note: &lt;a href="http://developer.nvidia.com/object/fx_composer_home.html"&gt;FX Composer
2 RC1 &lt;/a&gt;is out. Check it out, works even better now.&lt;br&gt;
&lt;br&gt;
I worked a bit with Silverlight 1.1 (alpha) over the last few weeks and I noticed
a lot of annoying&lt;br&gt;
javascript error messages with just stupid error codes and no stack trace for the
exceptions.&lt;br&gt;
This is definately the worst thing about Silverlight, you have to do a lot of trial
and error testing,&lt;br&gt;
unit testing and debugging silverlight is also hard to do.&lt;br&gt;
&lt;br&gt;
I wrote down all the errors I have encountered and some solutions to them, which might
be&lt;br&gt;
helpful to other people coding Silverlight too. Now whenever I get an error I just
look into this&lt;br&gt;
list and follow the steps from top to bottom and this way I save a lot of time ^^
maybe I will&lt;br&gt;
also rewrite the javascript on_error code that throws these errors to a more useful
version.&lt;br&gt;
&lt;br&gt;
Silverlight Error Codes:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
1001: usually AG_E_UNKNOWN_ERROR (yeah, thats really helpful)&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
some element is null while loading a control&lt;br&gt;
Fix: Check all controls constructors and fields, set breakpoints there!&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Namespace duplicate found (usually error code 2254)&lt;br&gt;
Fix: Check all namespaces, make sure each name and namespace is only set once&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
Control has no default Constructor and can't be instantiated&lt;br&gt;
Fix: Provide a default constructor with no parameters, it can be empty!&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
NullReferenceException (or other exceptions) happend somewhere&lt;br&gt;
(usually in the Control constructor somewhere)&lt;br&gt;
Fix: Catch the exception or set breakpoints to find it, then fix it.&lt;br&gt;
Often it is also useful to comment code out and test if it works again.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
If this all not helps and the 1001 errors keeps coming up when you use the 
&lt;br&gt;
control use the following approach:&lt;br&gt;
&lt;br&gt;
Fix: Comment out the control, the page should now work.&lt;br&gt;
Comment it in again and check every single property you set, try removing&lt;br&gt;
as much as possible and test again. If it still does not work, check out&lt;br&gt;
the control itself, comment everything out here inside the control canvas.&lt;br&gt;
It should work now except for some errors of missing inner control names.&lt;br&gt;
Now slowly comment everything in again and try to see which inner control&lt;br&gt;
did not work. Often a depreciacted, commented out or deleted property is&lt;br&gt;
used and causes this error. Again try to work with as little as possible&lt;br&gt;
control properties and increase until the error pops up again.&lt;br&gt;
&lt;br&gt;
This more complex case will hopefully not happen to you in the beginning,&lt;br&gt;
but the more controls you build, the more likely it is that this one&lt;br&gt;
will annoy the hell out of you. Keep calm and go forward as methodically&lt;br&gt;
as possible, it will also help you for future error encounters.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Can happen if a TargetName for a Storyboard (or something similar) cannot&lt;br&gt;
be found. Make sure the target control name is still valid.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
2005:&amp;nbsp;&amp;nbsp; &amp;nbsp;ParserError: Unknown namespace xy&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
The line should tell you which namespace is unknown and this should&lt;br&gt;
be quite easy to fix. It usually means you have either forgotten to&lt;br&gt;
add a namespace or add an element into an unsupported location.&lt;br&gt;
E.g. adding something to a nested Canvas can sometimes cause this error.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
2024: ParserError:&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Invalid attribute value text/python, usually happens in the main xaml file.&lt;br&gt;
Similar to 2265, use the same fixes.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
It can also happen when the mime type&lt;br&gt;
is not available (e.g. in IIS) and .py files can't be used.&lt;br&gt;
Fix: Define .py as mime type in IIS as 'text/ironpython'&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
2101: can be:&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
LostFocus event (or similar) not supported here&lt;br&gt;
Fix: Move global events to the main canvas, they are only supported there!&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
2207: AG_E_RUNTIME_METHOD&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
playing media failed, unable to play it, loading probably failed with 403&lt;br&gt;
or 404&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
2210: AG_E_INVALID_ARGUMENT&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Short: In 90% of your cases the embedded resource cannot be found, make&lt;br&gt;
sure that the name of your embedded resource is correct in the&lt;br&gt;
GetManifestResourceStream function in your control constructor. Also make&lt;br&gt;
sure the file is marked as an embedded resource in VS Orcas!&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
This means the embedded resource could not be found, which means either the&lt;br&gt;
call to GetManifestResourceStream uses the wrong string OR the resource&lt;br&gt;
is just not existant because of a wrong content type! make sure the&lt;br&gt;
control you are trying to access is actually an Embedded Resource and not&lt;br&gt;
just a Content or Silverlight Page.&lt;br&gt;
&lt;br&gt;
Fix: Set control xaml as Embedded Resource and make sure all strings are&lt;br&gt;
correct! GetManifestResourceStream should succeed! Using the Silverlight&lt;br&gt;
1.1 API UI Controls is also helpful because they figure out the path&lt;br&gt;
for you (just leaving you with misstyping the control name or forgetting&lt;br&gt;
to set the embedded resource type or one of the million errors below).&lt;br&gt;
&lt;br&gt;
Note: This is very annoying because SourceControl sometimes messes this up&lt;br&gt;
and just merges 2 files and setting it as Content or Silverlight Page,&lt;br&gt;
which make this error hard to track, so always check for the correct&lt;br&gt;
file build action first, it should always be Embedded Resource for controls.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Another way this error can happen is when inside the control a namespace&lt;br&gt;
error occurs (similar to 1001 or 2254), you just get 2210 and trying to&lt;br&gt;
find why it does not work while all names are set ok and the resource is&lt;br&gt;
found, etc. One example of this failing is that a namespace or assembly&lt;br&gt;
used inside a control to reference other controls cannot be found or is&lt;br&gt;
misspelled (e.g. path does not longer fit, can be stupid things like&lt;br&gt;
ClientBin/Some.dll should be ../ClientBin/Some.dll)&lt;br&gt;
&lt;br&gt;
Fix: Check all namespaces in the control too, make sure all names are&lt;br&gt;
correct and files (especially assemblies) can be found the way they&lt;br&gt;
are specified!&lt;br&gt;
&lt;br&gt;
Advanced Fix: I use reflection to find out about the class name and use&lt;br&gt;
that same name for the .xaml file, this way I never have to specify&lt;br&gt;
any name and merging files does not lead to problems as long as the xaml&lt;br&gt;
file has the same name as the class (which is easy to spot in VS Orcas).&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Another VERY crazy way for this to happen is when one of your controls is&lt;br&gt;
using the partial keyword for its control class and overwrites some of the&lt;br&gt;
autogenerated background fields (through x:Class in the main Canvas of the&lt;br&gt;
control), it is probably better to always remove the partial and make sure&lt;br&gt;
the control is all managed by you (like in the SDK samples).&lt;br&gt;
&lt;br&gt;
Fix: Remove the partial in c# and the x:Class in xaml if you get compile&lt;br&gt;
errors, after that it usually just works :)&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Older notes (before I figured this out):&lt;br&gt;
Seems to happen with perfectly fine xaml code, no c# breakpoint is ever&lt;br&gt;
hit, so this must happen while parsing the xaml. Often also changes to error&lt;br&gt;
2254 if some name or namespace is wrong, but then gets back to 2210 if that&lt;br&gt;
is fixed.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Someone here traced the 2210 back to “InitializeFromXaml” being called&lt;br&gt;
with an invalid resource stream (GetManifestResourceStream), which failed&lt;br&gt;
one line above it:&lt;br&gt;
&lt;a href="http://silverlight.net/forums/t/1755.aspx"&gt;http://silverlight.net/forums/t/1755.aspx&lt;/a&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
2251: ParserError, AG_E_RUNTIME_MANAGED_ACTIVATION&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Probably a security issue, seems to happen on a Max when the xaml file&lt;br&gt;
could not be loaded or accesses something that is not available (assemblies)&lt;br&gt;
Fix: Seems to be a Mac bug, will hopefully be fixed in the future.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
2252: can be:&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Canvas Load Error, canvas could not be loaded because something is wrong&lt;br&gt;
it may help to check out the line and error description for more details.&lt;br&gt;
Fix: Look through the xaml line by line, annoying, but something is wrong&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
AG_E_RUNTIME_MANAGED_ASSEMBLY_DOWNLOAD:&lt;br&gt;
When this happens the control at the line specified failed to load.&lt;br&gt;
This can be because it crashed somewhere in the constructor, setting a&lt;br&gt;
breakpoint usually tells you wether it crashed in C# or already in the&lt;br&gt;
xaml. If it is in the xaml, you have to figure out the error there (try&lt;br&gt;
to uncomment, check namings, etc.). If it happens in C# setting a&lt;br&gt;
breakpoint makes it much easier, but the error is still annoying. For&lt;br&gt;
that reason you should make sure to test your controls as much as&lt;br&gt;
possible before using them on a complex page.&lt;br&gt;
&lt;br&gt;
Fix: Set a breakpoint in the constructor of the control and fix the&lt;br&gt;
exception! Or if that does not help, take a close look at the xaml&lt;br&gt;
and comment it out to see what works and what does not.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
More help about 2252 from &lt;a href="http://silverlight.net/forums/t/370.aspx"&gt;http://silverlight.net/forums/t/370.aspx&lt;/a&gt;
&lt;br&gt;
Assembly loading failed, this can happen because of the IIS being&lt;br&gt;
misconfigured (unlikely if you doing development) or because the&lt;br&gt;
path to the assembly could not be found (much more likely).&lt;br&gt;
&lt;br&gt;
Fix: Make sure both the page xaml and the control xaml point to the&lt;br&gt;
correct directory for the dll and make sure this works from the&lt;br&gt;
perspective of the page, not the directories the xaml files are in!&lt;br&gt;
In my case changing ClientBin/.dll to ../ClientBin/.dll often did&lt;br&gt;
the trick!&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Another issue can happen when you rename the assembly, but not all the&lt;br&gt;
.dll links are correct. It can also be problematic if there are special&lt;br&gt;
letters like - in the assembly, which will get renamed to _, but the&lt;br&gt;
filename is still with -, see here:&lt;br&gt;
&lt;a href="http://silverlight.net/forums/t/370.aspx"&gt;http://silverlight.net/forums/t/370.aspx&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Fix: Just check all .dll links and make sure both the name and the path&lt;br&gt;
are correct.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
2254: AG_E_RUNTIME_MANAGER_ASSEMBLY_DOWNLOAD, can be:&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Control type not found because a namespace is not set correctly, this can&lt;br&gt;
happen if you just copy a file from another project and do not change the&lt;br&gt;
namespace accordingly.&lt;br&gt;
Fix: Make sure all namespaces are correct (same in xaml as in the controls)&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
Namespace duplicate found, make sure that all namespaces and names only&lt;br&gt;
occur once.&lt;br&gt;
Fix: See above 1001&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
2255: AG_E_PARSER_BAD_TYPE&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
An unsupported type was found, which usually means you are specifying a&lt;br&gt;
control or class for the xaml, which does not exist (anymore). Make sure&lt;br&gt;
that the x:Class parameter points to an existing class and uses a correct&lt;br&gt;
namespace.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Also seems to happen when there are multiple comment blocks mixed in the&lt;br&gt;
xaml file or some name contains an invalid character because of that.&lt;br&gt;
Clear the xaml file and test until it works again, then insert the removed&lt;br&gt;
code again to figure out where the error is happening. The line/position&lt;br&gt;
information of this error is usually not very helpful!&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
2265: Error: Parser code&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Parsing xaml failed, this has been reported after saving some xaml in Blend&lt;br&gt;
but it could not be parsed in Visual Studio.&lt;br&gt;
Fix: Try using only parts of the xaml, use smaller files, dunno.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
Parsing xmal failed, some syntax error.&lt;br&gt;
Fix: You should be able to spot the error and fix it if it is a smaller&lt;br&gt;
file, for bigger files comment most of it out and comment it back in until&lt;br&gt;
it breaks again. Then fix the issue.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
3001: AG_E_INVALID_FILE_FORMAT&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Often a ImageError, which usually means you are trying to load an&lt;br&gt;
unsupported image format like the .GIF format, which is not supported&lt;br&gt;
by Silverlight yet.&lt;br&gt;
Fix: Use .PNG instead of .GIF, etc.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
3002: AG_E_NOT_FOUND:&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Error type should describe which kind of resource was not found (usually&lt;br&gt;
ImageError). Check your constructor and Page_Loaded methods and check&lt;br&gt;
all the files that are loaded there and make sure they exist. This is&lt;br&gt;
probably the equivalent of FileNotFoundException, just all the helpful&lt;br&gt;
information (which file, why, etc.) is missing. Sometimes the error type is&lt;br&gt;
confusing because it may report an ImageError, but in reality just the xaml&lt;br&gt;
file could not be loaded, always check the xaml file (name, loading, etc.)!&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
3010: can be:&lt;/li&gt;
&lt;/ul&gt;
&lt;blockquote&gt;
&lt;ul&gt;
&lt;li&gt;
Silverlight installation is not complete yet, restart browser (or computer&lt;br&gt;
if this error persists).&lt;br&gt;
Fix: Tell user to restart browser.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/blockquote&gt;
&lt;br&gt;
Link to the silverlight.net forum (post this here too), 13 known issues&lt;br&gt;
with Silverlight 1.1. It is good to know them:&lt;br&gt;
&lt;a href="http://silverlight.net/forums/t/2400.aspx"&gt;http://silverlight.net/forums/t/2400.aspx&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Other helpful links:&lt;br&gt;
&lt;a href="http://blogs.conchango.com/stevenevans/archive/2007/06/06/Silverlight-Adventures-with-Blend.aspx"&gt;http://blogs.conchango.com/stevenevans/archive/2007/06/06/&lt;br&gt;
Silverlight-Adventures-with-Blend.aspx&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://www.thescripts.com/forum/thread650457.html"&gt;http://www.thescripts.com/forum/thread650457.html&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://silverlight.org/forums/t/1422.aspx"&gt;http://silverlight.org/forums/t/1422.aspx&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Note: I will add more errors to this list for Silverlight 1.1 alpha, but I will probably
just&lt;br&gt;
write a new blog entry for newer Silverlight versions. Still pretty excited about
the new&lt;br&gt;
VS Orcas Beta 2 release ^^&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=66be904a-7091-4a08-87ed-4d21a93c61a6" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,66be904a-7091-4a08-87ed-4d21a93c61a6.aspx</comments>
      <category>All;Development;Game Development;Other;Programming;Reviews;Silverlight</category>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,753a7839-18ed-4623-8a79-6c9f81dff953.aspx</wfw:comment>
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      <slash:comments>4</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">I wrote a little tool almost a year ago
to help me coding XNA directly in VS 2005 instead of using XNA Game Studio Express,
which does not support addins. I wrote a little bit about that back then, but for
some strange reason I never published my tool. I also wrote about it in my book "Professional
XNA Game Programming" in chapter 1 at the end.<br /><br />
Recently I got some emails requesting this tool and I still had to test it for the
final XNA version and I also want to add support for VS 2008 (also called orcas; vs
2008 beta 2 comes next week hopefully, yay!).<br /><br />
This tool does not do much, but it is still very useful like the <a href="http://exdream.no-ip.info/blog/2007/04/06/AnnoyingFilesRemoverTool.aspx">AnnoyingFilesRemover</a>.
I use it almost daily when developing and testing XNA projects. It converts projects
from VS Express to VS 2005 and VS 2008 and back, you can also use it for VS 2008 (Orcas)
projects, which can be openend in VS 2005 again (and compile if you don't use .NET
3.5, but even that works to a certain degree with the LINQ May 2006 CTP). I will try
to update this tool when newer versions of XNA (like the XNA Game Studio 2.0) and
VS 2008 (like the beta 2 next week) come out, exciting times are ahead :)<br /><br />
The tool looks like this, the most useful button is "Save and Open Project", which
convert and then starts the selected VS version:<br /><p></p><a href="http://exdream.no-ip.info/blog/content/binary/XnaProjectChangerSetup.zip"><img src="http://exdream.no-ip.info/blog/content/binary/XnaProjectChanger.png" border="0" /></a><br /><br />
And here is the installer plus source code:<br /><ul><li><a href="http://exdream.no-ip.info/blog/content/binary/XnaProjectChangerSetup.zip">XnaProjectChangerSetup.zip
(79.76 KB)</a></li></ul><ul><li><a href="http://exdream.no-ip.info/blog/content/binary/XnaProjectChanger.zip">XnaProjectChanger.zip
(34.95 KB)</a></li></ul><br />
PS: VS2005 and VS2008 both do NOT support the XNA Content Pipeline. I suggest just
starting to write XNA games in VS2005/VS2008 and then switch to XNA Game Studio Express
when you need and want to use the content pipeline (or use a library in VS2005 and
write the game with XNA Game Studio Express).<br /><br />
You can also use the also use the XNA Content Builder to create .xnb files yourself:<br /><a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=XNA%20Content%20Builder%20%28XCB%29">http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=XNA%20Content%20Builder%20(XCB)</a><br /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=753a7839-18ed-4623-8a79-6c9f81dff953" /></body>
      <title>Xna Project Changer Tool (with VS 2008 support)</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,753a7839-18ed-4623-8a79-6c9f81dff953.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/07/19/XnaProjectChangerToolWithVS2008Support.aspx</link>
      <pubDate>Thu, 19 Jul 2007 03:21:43 GMT</pubDate>
      <description>I wrote a little tool almost a year ago to help me coding XNA directly in VS 2005 instead of using XNA Game Studio Express, which does not support addins. I wrote a little bit about that back then, but for some strange reason I never published my tool. I also wrote about it in my book "Professional XNA Game Programming" in chapter 1 at the end.&lt;br&gt;
&lt;br&gt;
Recently I got some emails requesting this tool and I still had to test it for the
final XNA version and I also want to add support for VS 2008 (also called orcas; vs
2008 beta 2 comes next week hopefully, yay!).&lt;br&gt;
&lt;br&gt;
This tool does not do much, but it is still very useful like the &lt;a href="http://exdream.no-ip.info/blog/2007/04/06/AnnoyingFilesRemoverTool.aspx"&gt;AnnoyingFilesRemover&lt;/a&gt;.
I use it almost daily when developing and testing XNA projects. It converts projects
from VS Express to VS 2005 and VS 2008 and back, you can also use it for VS 2008 (Orcas)
projects, which can be openend in VS 2005 again (and compile if you don't use .NET
3.5, but even that works to a certain degree with the LINQ May 2006 CTP). I will try
to update this tool when newer versions of XNA (like the XNA Game Studio 2.0) and
VS 2008 (like the beta 2 next week) come out, exciting times are ahead :)&lt;br&gt;
&lt;br&gt;
The tool looks like this, the most useful button is "Save and Open Project", which
convert and then starts the selected VS version:&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/XnaProjectChangerSetup.zip"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/XnaProjectChanger.png" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
And here is the installer plus source code:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/XnaProjectChangerSetup.zip"&gt;XnaProjectChangerSetup.zip
(79.76 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/XnaProjectChanger.zip"&gt;XnaProjectChanger.zip
(34.95 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
PS: VS2005 and VS2008 both do NOT support the XNA Content Pipeline. I suggest just
starting to write XNA games in VS2005/VS2008 and then switch to XNA Game Studio Express
when you need and want to use the content pipeline (or use a library in VS2005 and
write the game with XNA Game Studio Express).&lt;br&gt;
&lt;br&gt;
You can also use the also use the XNA Content Builder to create .xnb files yourself:&lt;br&gt;
&lt;a href="http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=XNA%20Content%20Builder%20%28XCB%29"&gt;http://www.codeplex.com/xnadevru/Wiki/View.aspx?title=XNA%20Content%20Builder%20(XCB)&lt;/a&gt;
&lt;br&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=753a7839-18ed-4623-8a79-6c9f81dff953" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,753a7839-18ed-4623-8a79-6c9f81dff953.aspx</comments>
      <category>All;Development;Game Development;Other;Programming;Reviews;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=14529361-1295-4229-8ed4-4101f91ea2dd</trackback:ping>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,14529361-1295-4229-8ed4-4101f91ea2dd.aspx</wfw:comment>
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      <slash:comments>5</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">If you do not know about FX Composer 2
yet and have not seen it before, check it out if you do any shader development at
all. I was a big fan of FX Composer 1 and previewed FX Composer 2 kinda early and
used it a bit in the Arena Wars Reloaded OpenGL Shader development.<br /><br />
The best features are full Collada support and full DirectX, OpenGL, FX (hlsl), CG
and CGFx support and the nice UI and cool new features and toolboxes. The beta 3 version
was released yesterday (first public version) and the final version will probably
be available soon.<br /><br /><a href="http://developer.nvidia.com/object/fx_composer_home.html#downloads">http://developer.nvidia.com/object/fx_composer_home.html#downloads<br /><br /><img src="http://www.nvidia.com/dev_content/blast/img/2007/6/ShaderPerf4.jpg" border="0" height="240" width="310" /></a><br /><br />
Mental Mill is also a part of the FX Composer 2 beta 3 installation. It is a really
cool tool for artists, who do not want to hand-code shaders themselfes. Instead you
can drag and drop components onto the workspace and connect them visually to create
a shader. Really cool stuff, one of my artists is really a big fan of shader creation
this way. I haven't used it much myself yet, I always end up finetuning the shaders
myself.<br /><br />
Mental Mill:<p></p><img src="http://exdream.no-ip.info/blog/content/binary/MentalMill.jpg" border="0" /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=14529361-1295-4229-8ed4-4101f91ea2dd" /></body>
      <title>FX Composer 2!</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,14529361-1295-4229-8ed4-4101f91ea2dd.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/06/17/FXComposer2.aspx</link>
      <pubDate>Sun, 17 Jun 2007 11:30:48 GMT</pubDate>
      <description>If you do not know about FX Composer 2 yet and have not seen it before, check it out if you do any shader development at all. I was a big fan of FX Composer 1 and previewed FX Composer 2 kinda early and used it a bit in the Arena Wars Reloaded OpenGL Shader development.&lt;br&gt;
&lt;br&gt;
The best features are full Collada support and full DirectX, OpenGL, FX (hlsl), CG
and CGFx support and the nice UI and cool new features and toolboxes. The beta 3 version
was released yesterday (first public version) and the final version will probably
be available soon.&lt;br&gt;
&lt;br&gt;
&lt;a href="http://developer.nvidia.com/object/fx_composer_home.html#downloads"&gt;http://developer.nvidia.com/object/fx_composer_home.html#downloads&lt;br&gt;
&lt;br&gt;
&lt;img src="http://www.nvidia.com/dev_content/blast/img/2007/6/ShaderPerf4.jpg" border="0" height="240" width="310"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Mental Mill is also a part of the FX Composer 2 beta 3 installation. It is a really
cool tool for artists, who do not want to hand-code shaders themselfes. Instead you
can drag and drop components onto the workspace and connect them visually to create
a shader. Really cool stuff, one of my artists is really a big fan of shader creation
this way. I haven't used it much myself yet, I always end up finetuning the shaders
myself.&lt;br&gt;
&lt;br&gt;
Mental Mill:&lt;p&gt;
&lt;/p&gt;
&lt;img src="http://exdream.no-ip.info/blog/content/binary/MentalMill.jpg" border="0"&gt;&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=14529361-1295-4229-8ed4-4101f91ea2dd" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,14529361-1295-4229-8ed4-4101f91ea2dd.aspx</comments>
      <category>All;Development;Game Development;Programming;Reviews</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=8f10f43b-2863-4503-b6c4-3f0aa14539d0</trackback:ping>
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      <pingback:target>http://exdream.no-ip.info/blog/PermaLink,guid,8f10f43b-2863-4503-b6c4-3f0aa14539d0.aspx</pingback:target>
      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,8f10f43b-2863-4503-b6c4-3f0aa14539d0.aspx</wfw:comment>
      <wfw:commentRss>http://exdream.no-ip.info/blog/SyndicationService.asmx/GetEntryCommentsRss?guid=8f10f43b-2863-4503-b6c4-3f0aa14539d0</wfw:commentRss>
      <slash:comments>4</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Dunno what happened. I wanted to post this
a week ago but for some reason I did not find any time to post the whole week. This
way I can probably give a more detailed view at the new programs I've been using for
one to two weeks now.<br /><br />
BTW: I also updated some links in the menu and on the right side of this website,
there were a lot of links not pointing to the correct locations.<br /><p>
First of all, I'm exclusively using <b>Visual Studio Orcas</b> now. I mentioned the <a href="http://exdream.no-ip.info/blog/2007/04/04/InstallingVisualStudioOrcasMarchCTPAndGettingAddinsLikeCodeRushToWorkWithIt.aspx">Visual
Studio Orcas Beta1 a month ago</a> and explained how to import unsupported addins
and fix some issues. I did not have much time to check out <a href="http://www.microsoft.com/silverlight/">Silverlight</a> yet,
but it still looks very promising. There is also a new website from Microsoft called <a href="http://www.techcrunch.com/2007/05/18/microsoft-launches-popfly-mashup-app-creator-built-on-silverlight/">PopFly</a> that
is using it.<br /><br />
Last week one of my colleages was away for a couple of days and I stole his 24" monitor
and put it right beside my 24". At that time I was converting a few projects from
VS 2005 to VS Orcas, but as you can see that is way too much one the screen. I even
tried to rotate both screens by 90 degrees, but after a hour I was feeling silly always
looking up and down. Anyway, it is just too much to look at both these screens at
once. Having one big 24" and a 20" or 19" right beside it is already a very effective
solution. Important stuff goes on the big screen (VS mainly) and all the rest (firefox,
ultraedit, explorer, whatever) go on the secondary screen.<br /></p><img src="http://exdream.no-ip.info/blog/content/binary/VsOnTwoScreens.jpg" border="0" /><br /><br />
This is my normal setup and I'm much more used to that. I have worked with multiple
monitors for about 7 years now, it is nothing special anymore, but now is the first
time I don't really need a bigger monitor anymore ^^<br /><br /><img src="http://exdream.no-ip.info/blog/content/binary/VsOnTwoScreens2.jpg" border="0" /><br /><br /><br />
Ok, let's go on with some tools. I downloaded <a href="http://freemind.sourceforge.net/wiki/index.php/Main_Page">FreeMind</a> a
month ago and played around with it a little, but it couldn't convince me to replace
my good old txt TODO list. But for other stuff FreeMind is really great.<br /><br /><a href="http://freemind.sourceforge.net/wiki/index.php/Main_Page"><img src="http://freemind.sourceforge.net/wiki/skins/common/images/wiki.png" border="0" /></a><br /><br />
In a matter of seconds you can create a overview design and it has the advantage to
put it directly into a project instead of having it on paper, never been able to add
stuff and losing it after a short while. Here is one of the FreeMind maps I have recently
created just describing a project design and the workflow process. I have also seen
examples of complete project management with FreeMind or using it for TODO lists or
scheduling, but I'm not convinced that you are faster with it. I do not really need
a graphical view of my TODO list, at least not at the time I throw ideas and tasks
in there. To view the work process I could still convert my TODO list (which is tree
based) to FreeMind anyway. It is just faster entering text into a text file than to
anything else (which is also the main reason I never found any good TODO list tool).<br /><br /><img src="http://exdream.no-ip.info/blog/content/binary/FreeMindScreenshot2.jpg" border="0" /><br /><br /><br />
Then on the recent <a href="http://www.dotnetrocks.com/">DotNetRocks</a> radio show
I heard <a href="http://www.ericsink.com/scm/source_control.html">Eric Sink from SourceGear</a> talking
about Source Control and his tool <a href="http://www.sourcegear.com/vault/">SourceGear
Vault</a>, which is very similar to SourceSafe. This year I went crazy and tried all
kinds of source controlling systems, including the following:<br /><br /><ul><li><a href="http://subversion.tigris.org/"><img src="http://subversion.tigris.org/subversion_logo_hor-468x64.png" border="0" /></a><br /><a href="http://subversion.tigris.org/">SubVersion</a> (successor of CVS): SubVersion
is a really great version control system and it works really good, both on small and
big projects. We have used it for Arena Wars Reloaded and the only cavecat was getting
it to work inside Visual Studio 2005. Thanks to the plugin <a href="http://www.visualsvn.com/">VisualSVN</a> it
worked out just fine, only adding files is a real hassle (they are not added to the
remote server, just locally). For VS Orcas there is no support and when you are working
with ASP.NET websites in VS SubVersion and VisualSVN is a really bad choice IMO because
it messes up the directories and does not add the files properly.<br /><br /><br /></li><li><a href="http://www.perforce.com/"><img src="http://www.perforce.com/images/logo.gif" border="0" /></a><br /><a href="http://www.perforce.com/">Perforce</a>: Ok, I went back to Perforce, which
I had used before, but mostly alone or together with another programmer. Perforce
is a very professional solution, but again not very practical for anything but programmers
and I wanted to include the graphic artists and project managers into the version
control system too. Also Perforce still has a lot of issues with Visual Studio IMO
and is still hard to setup, even with the much improved UI that finally allows you
to set rights properly without messing in command line scripts. Again, no support
for VS Orcas and the main reason not to use Perforce is the crazy price, $800 per
developer, good bye! It was a lot cheaper a few years ago, but I never got into Perforce
(mostly used SourceSafe in the past).<br /><br /><br /></li><li><img src="http://img.shopping.com/cctool/PrdImg/images/pr/177X150/00/01/b1/b0/8e/28422286.JPG" border="0" /><br />
SourceSafe: Ok, back to the basics. The good old SourceSafe with an internal file
system that no one understands, strange bugs that prevent you from adding files or
the good old "If you delete a file, it is still there, just the content is gone"-"feature".
For smaller projects SourceSafe is fine and if you do not have many developers, it
works ok, but you can't give it to any graphic artist and once something gets messed
up you need to spend a lot of time cleaning it up. The good thing is it works right
out of the box in Visual Studio Orcas.<br /><br /><br /></li><li><a href="http://www.sourcegear.com/vault/"><img src="http://www.sourcegear.com/images/Vault75.png" border="0" /></a><br />
And then I tried <a href="http://www.sourcegear.com/vault/">SourceGear Vault</a>:
It is pretty much the same thing as SourceSafe, it just uses a SQL DB backend, has
a much cleaner interface and much better tools including nice importers to get all
your projects converted into the new version control system (yeah, everyone says they
have importer, but they never work, the Vault Importer worked, it had no problem importing
several GB of SourceSafe data). The disadvantage might be that it still feels like
SourceSafe and it still has some of its issues (like deleting files and they appear
again as 0-byte files), but overall it is much improved. We have just used it for
a few days now and we had one merge problem so far, but that was probably because
one artist did not check in his files and we changed it a few times. Vault also runs
fine on VS Orcas as it probably just uses the standard SourceSafe interface for most
of its stuff, which runs just fine on VS 2005 and Orcas.<br /><br /><a href="http://www.softimage.com/products/alienbrain/"><br /></a></li><li><a href="http://www.softimage.com/products/alienbrain/"><img src="http://www.3vis.com/imagesDatabase/AlienbrainStudio.gif" border="0" /></a><br />
I also tried a couple of other version control systems, but none of them worked in
VS Orcas and I did not find a great one anyway. Some tools like <a href="http://www.softimage.com/products/alienbrain/">AlienBrain</a> have
really nice features, but too much other stuff is missing and while it might be a
great tool for artists, it is unusable for programmers. I do not believe in having
separate version control systems, especially if you work tightly with your artists
and make 10+ check ins per day with them. 
</li></ul><br /><br />
I also use another tool called <a href="http://www.axosoft.com/">OnTime (Ship Software
OnTime)</a> for a while now. It is a project management tool and we use it mainly
for bug tracking. It is about 700 times better than having you bug tracker on a stupid
website. Website bug trackers like <a href="http://www.mantisbt.org/">Mantis</a> or <a href="http://www.bugzilla.org/">BugZilla</a> are
not good for quickly adding tasks, entering bugs and fixing them in my opinion. They
might be useful if you have to work with remote teams or if you expect really detailed
bug reports. In our case we have mostly short tasks and quick bug reports, which are
written in a few seconds.<br />
But more importantly OnTime integrates directly into Visual Studio (sadly not VS Orcas,
but the Windows tool on a secondary screen is fine too). It allows you to quickly
add tasks for yourself or for any team mate and to go though 20 bugs in a few minutes
(you will never be that fast with a website system). But the best feature IMO is the
email management, OnTime allows you to send emails to a specific email address, which
get picked up and added to the bug list. Then the programmer sees the issue, fixes
it and the email sender gets a reply that the bug has been fixed. This system worked
out great in our company.<br /><a href="http://www.axosoft.com/"><img src="http://www.axosoft.com/images/Boxes/OT2007/07BoxReflected140x181.gif" border="0" /></a><br /><br />
For some strange reason I can't make screenshots with PrintScreen in Windows anymore.
I guess some VNC tool messes up my clipboard or Windows just does not want to handle
screenshots as big as my monitor resolution is. I searched for a good screenshot capture
tool because I was getting annoyed with the PrintScreen+Paste in Paint or similar+Save
somewhere on disk approach anyway. I used a tool a few years back that automatically
made screenshot of the desktop every minute or so, which was funny, but I can't remember
the name anymore. After testing a couple of crappy freeware and shareware programs
I finally found <a href="http://www.donationcoder.com/Software/Mouser/screenshotcaptor/index.html">Screenshot
Captor</a>, which is freeware and a really good tool with a lot of cool features.
Most importantly, it allows you to capture your screen, window, or all screens with
PrintScreen, Alt+PrintScreen or Ctrl+PrintScreen and it even safes the screenshot
in the format you want into a directory you want. This was exactly what I needed :) 
<br /><br />
And finally to finish this big monster post: Blizzard announced today that <a href="http://starcraft2.com">StarCraft
II</a> is in the making and I was totally blown away by this. Many sites like <a href="http://sc.gosugamers.net">GosuGamers.Net</a> reported
all week and were guessing StarCraft II or Diablo III, but there were so many rumors
about StarCraft II, not many people were very sure of it anymore.<br /><br /><a href="http://starcraft2.com"><img src="http://us.media.blizzard.com/starcraft2/images/wallpapers/wall3/wall3-800x600.jpg" border="0" height="300" width="400" /></a><br /><br />
There are already some screenshots and game infos available, you can also find a few
game play videos on youtube and 2 trailers by blizzard are on the official StarCraft
II website, which is painfully slow by the way ^^ The game looks pretty good, but
it still has many similarities with WarCraft III and there was already a lot of critics
by pro-gamers and people in the StarCraft communities fearing that this game would
be slower and less balanced than the original. I suspect the same, but StarCraft II
will still be the best RTS that comes out in the next couple of years and every RTS
fan will buy it anyway.<br /><br />
If it can surpass StarCraft - BroodWar is not for sure yet and we have to wait and
see. It will probably attract more people to the StarCraft universe, but the old StarCraft
community will not die that fast. It probably will take another 1-2 years until the
game is done anyway. But this was very amazing news for me, I was suspecting Diablo
III or some MMORPG from Blizzard, but not a PC-only old-school singleplayer+multiplayer
game, that really goes back to the roots and just adds 3D graphics and physics to
it. Nice job Blizzard!<br /><br /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=8f10f43b-2863-4503-b6c4-3f0aa14539d0" /></body>
      <title>Tools 2007: Using VS Orcas, Multiple monitors, FreeMind, SourceGear Vault, OnTime, Screenshot Captor and StarCraft II</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,8f10f43b-2863-4503-b6c4-3f0aa14539d0.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/05/20/Tools2007UsingVSOrcasMultipleMonitorsFreeMindSourceGearVaultOnTimeScreenshotCaptorAndStarCraftII.aspx</link>
      <pubDate>Sun, 20 May 2007 03:38:12 GMT</pubDate>
      <description>Dunno what happened. I wanted to post this a week ago but for some reason I did not find any time to post the whole week. This way I can probably give a more detailed view at the new programs I've been using for one to two weeks now.&lt;br&gt;
&lt;br&gt;
BTW: I also updated some links in the menu and on the right side of this website,
there were a lot of links not pointing to the correct locations.&lt;br&gt;
&lt;p&gt;
First of all, I'm exclusively using &lt;b&gt;Visual Studio Orcas&lt;/b&gt; now. I mentioned the &lt;a href="http://exdream.no-ip.info/blog/2007/04/04/InstallingVisualStudioOrcasMarchCTPAndGettingAddinsLikeCodeRushToWorkWithIt.aspx"&gt;Visual
Studio Orcas Beta1 a month ago&lt;/a&gt; and explained how to import unsupported addins
and fix some issues. I did not have much time to check out &lt;a href="http://www.microsoft.com/silverlight/"&gt;Silverlight&lt;/a&gt; yet,
but it still looks very promising. There is also a new website from Microsoft called &lt;a href="http://www.techcrunch.com/2007/05/18/microsoft-launches-popfly-mashup-app-creator-built-on-silverlight/"&gt;PopFly&lt;/a&gt; that
is using it.&lt;br&gt;
&lt;br&gt;
Last week one of my colleages was away for a couple of days and I stole his 24" monitor
and put it right beside my 24". At that time I was converting a few projects from
VS 2005 to VS Orcas, but as you can see that is way too much one the screen. I even
tried to rotate both screens by 90 degrees, but after a hour I was feeling silly always
looking up and down. Anyway, it is just too much to look at both these screens at
once. Having one big 24" and a 20" or 19" right beside it is already a very effective
solution. Important stuff goes on the big screen (VS mainly) and all the rest (firefox,
ultraedit, explorer, whatever) go on the secondary screen.&lt;br&gt;
&lt;/p&gt;
&lt;img src="http://exdream.no-ip.info/blog/content/binary/VsOnTwoScreens.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
This is my normal setup and I'm much more used to that. I have worked with multiple
monitors for about 7 years now, it is nothing special anymore, but now is the first
time I don't really need a bigger monitor anymore ^^&lt;br&gt;
&lt;br&gt;
&lt;img src="http://exdream.no-ip.info/blog/content/binary/VsOnTwoScreens2.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Ok, let's go on with some tools. I downloaded &lt;a href="http://freemind.sourceforge.net/wiki/index.php/Main_Page"&gt;FreeMind&lt;/a&gt; a
month ago and played around with it a little, but it couldn't convince me to replace
my good old txt TODO list. But for other stuff FreeMind is really great.&lt;br&gt;
&lt;br&gt;
&lt;a href="http://freemind.sourceforge.net/wiki/index.php/Main_Page"&gt;&lt;img src="http://freemind.sourceforge.net/wiki/skins/common/images/wiki.png" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
In a matter of seconds you can create a overview design and it has the advantage to
put it directly into a project instead of having it on paper, never been able to add
stuff and losing it after a short while. Here is one of the FreeMind maps I have recently
created just describing a project design and the workflow process. I have also seen
examples of complete project management with FreeMind or using it for TODO lists or
scheduling, but I'm not convinced that you are faster with it. I do not really need
a graphical view of my TODO list, at least not at the time I throw ideas and tasks
in there. To view the work process I could still convert my TODO list (which is tree
based) to FreeMind anyway. It is just faster entering text into a text file than to
anything else (which is also the main reason I never found any good TODO list tool).&lt;br&gt;
&lt;br&gt;
&lt;img src="http://exdream.no-ip.info/blog/content/binary/FreeMindScreenshot2.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Then on the recent &lt;a href="http://www.dotnetrocks.com/"&gt;DotNetRocks&lt;/a&gt; radio show
I heard &lt;a href="http://www.ericsink.com/scm/source_control.html"&gt;Eric Sink from SourceGear&lt;/a&gt; talking
about Source Control and his tool &lt;a href="http://www.sourcegear.com/vault/"&gt;SourceGear
Vault&lt;/a&gt;, which is very similar to SourceSafe. This year I went crazy and tried all
kinds of source controlling systems, including the following:&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://subversion.tigris.org/"&gt;&lt;img src="http://subversion.tigris.org/subversion_logo_hor-468x64.png" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://subversion.tigris.org/"&gt;SubVersion&lt;/a&gt; (successor of CVS): SubVersion
is a really great version control system and it works really good, both on small and
big projects. We have used it for Arena Wars Reloaded and the only cavecat was getting
it to work inside Visual Studio 2005. Thanks to the plugin &lt;a href="http://www.visualsvn.com/"&gt;VisualSVN&lt;/a&gt; it
worked out just fine, only adding files is a real hassle (they are not added to the
remote server, just locally). For VS Orcas there is no support and when you are working
with ASP.NET websites in VS SubVersion and VisualSVN is a really bad choice IMO because
it messes up the directories and does not add the files properly.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.perforce.com/"&gt;&lt;img src="http://www.perforce.com/images/logo.gif" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://www.perforce.com/"&gt;Perforce&lt;/a&gt;: Ok, I went back to Perforce, which
I had used before, but mostly alone or together with another programmer. Perforce
is a very professional solution, but again not very practical for anything but programmers
and I wanted to include the graphic artists and project managers into the version
control system too. Also Perforce still has a lot of issues with Visual Studio IMO
and is still hard to setup, even with the much improved UI that finally allows you
to set rights properly without messing in command line scripts. Again, no support
for VS Orcas and the main reason not to use Perforce is the crazy price, $800 per
developer, good bye! It was a lot cheaper a few years ago, but I never got into Perforce
(mostly used SourceSafe in the past).&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;img src="http://img.shopping.com/cctool/PrdImg/images/pr/177X150/00/01/b1/b0/8e/28422286.JPG" border="0"&gt;
&lt;br&gt;
SourceSafe: Ok, back to the basics. The good old SourceSafe with an internal file
system that no one understands, strange bugs that prevent you from adding files or
the good old "If you delete a file, it is still there, just the content is gone"-"feature".
For smaller projects SourceSafe is fine and if you do not have many developers, it
works ok, but you can't give it to any graphic artist and once something gets messed
up you need to spend a lot of time cleaning it up. The good thing is it works right
out of the box in Visual Studio Orcas.&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.sourcegear.com/vault/"&gt;&lt;img src="http://www.sourcegear.com/images/Vault75.png" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
And then I tried &lt;a href="http://www.sourcegear.com/vault/"&gt;SourceGear Vault&lt;/a&gt;:
It is pretty much the same thing as SourceSafe, it just uses a SQL DB backend, has
a much cleaner interface and much better tools including nice importers to get all
your projects converted into the new version control system (yeah, everyone says they
have importer, but they never work, the Vault Importer worked, it had no problem importing
several GB of SourceSafe data). The disadvantage might be that it still feels like
SourceSafe and it still has some of its issues (like deleting files and they appear
again as 0-byte files), but overall it is much improved. We have just used it for
a few days now and we had one merge problem so far, but that was probably because
one artist did not check in his files and we changed it a few times. Vault also runs
fine on VS Orcas as it probably just uses the standard SourceSafe interface for most
of its stuff, which runs just fine on VS 2005 and Orcas.&lt;br&gt;
&lt;br&gt;
&lt;a href="http://www.softimage.com/products/alienbrain/"&gt;
&lt;br&gt;
&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.softimage.com/products/alienbrain/"&gt;&lt;img src="http://www.3vis.com/imagesDatabase/AlienbrainStudio.gif" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
I also tried a couple of other version control systems, but none of them worked in
VS Orcas and I did not find a great one anyway. Some tools like &lt;a href="http://www.softimage.com/products/alienbrain/"&gt;AlienBrain&lt;/a&gt; have
really nice features, but too much other stuff is missing and while it might be a
great tool for artists, it is unusable for programmers. I do not believe in having
separate version control systems, especially if you work tightly with your artists
and make 10+ check ins per day with them. 
&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
&lt;br&gt;
I also use another tool called &lt;a href="http://www.axosoft.com/"&gt;OnTime (Ship Software
OnTime)&lt;/a&gt; for a while now. It is a project management tool and we use it mainly
for bug tracking. It is about 700 times better than having you bug tracker on a stupid
website. Website bug trackers like &lt;a href="http://www.mantisbt.org/"&gt;Mantis&lt;/a&gt; or &lt;a href="http://www.bugzilla.org/"&gt;BugZilla&lt;/a&gt; are
not good for quickly adding tasks, entering bugs and fixing them in my opinion. They
might be useful if you have to work with remote teams or if you expect really detailed
bug reports. In our case we have mostly short tasks and quick bug reports, which are
written in a few seconds.&lt;br&gt;
But more importantly OnTime integrates directly into Visual Studio (sadly not VS Orcas,
but the Windows tool on a secondary screen is fine too). It allows you to quickly
add tasks for yourself or for any team mate and to go though 20 bugs in a few minutes
(you will never be that fast with a website system). But the best feature IMO is the
email management, OnTime allows you to send emails to a specific email address, which
get picked up and added to the bug list. Then the programmer sees the issue, fixes
it and the email sender gets a reply that the bug has been fixed. This system worked
out great in our company.&lt;br&gt;
&lt;a href="http://www.axosoft.com/"&gt;&lt;img src="http://www.axosoft.com/images/Boxes/OT2007/07BoxReflected140x181.gif" border="0"&gt;&lt;/a&gt; 
&lt;br&gt;
&lt;br&gt;
For some strange reason I can't make screenshots with PrintScreen in Windows anymore.
I guess some VNC tool messes up my clipboard or Windows just does not want to handle
screenshots as big as my monitor resolution is. I searched for a good screenshot capture
tool because I was getting annoyed with the PrintScreen+Paste in Paint or similar+Save
somewhere on disk approach anyway. I used a tool a few years back that automatically
made screenshot of the desktop every minute or so, which was funny, but I can't remember
the name anymore. After testing a couple of crappy freeware and shareware programs
I finally found &lt;a href="http://www.donationcoder.com/Software/Mouser/screenshotcaptor/index.html"&gt;Screenshot
Captor&lt;/a&gt;, which is freeware and a really good tool with a lot of cool features.
Most importantly, it allows you to capture your screen, window, or all screens with
PrintScreen, Alt+PrintScreen or Ctrl+PrintScreen and it even safes the screenshot
in the format you want into a directory you want. This was exactly what I needed :) 
&lt;br&gt;
&lt;br&gt;
And finally to finish this big monster post: Blizzard announced today that &lt;a href="http://starcraft2.com"&gt;StarCraft
II&lt;/a&gt; is in the making and I was totally blown away by this. Many sites like &lt;a href="http://sc.gosugamers.net"&gt;GosuGamers.Net&lt;/a&gt; reported
all week and were guessing StarCraft II or Diablo III, but there were so many rumors
about StarCraft II, not many people were very sure of it anymore.&lt;br&gt;
&lt;br&gt;
&lt;a href="http://starcraft2.com"&gt;&lt;img src="http://us.media.blizzard.com/starcraft2/images/wallpapers/wall3/wall3-800x600.jpg" border="0" height="300" width="400"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
There are already some screenshots and game infos available, you can also find a few
game play videos on youtube and 2 trailers by blizzard are on the official StarCraft
II website, which is painfully slow by the way ^^ The game looks pretty good, but
it still has many similarities with WarCraft III and there was already a lot of critics
by pro-gamers and people in the StarCraft communities fearing that this game would
be slower and less balanced than the original. I suspect the same, but StarCraft II
will still be the best RTS that comes out in the next couple of years and every RTS
fan will buy it anyway.&lt;br&gt;
&lt;br&gt;
If it can surpass StarCraft - BroodWar is not for sure yet and we have to wait and
see. It will probably attract more people to the StarCraft universe, but the old StarCraft
community will not die that fast. It probably will take another 1-2 years until the
game is done anyway. But this was very amazing news for me, I was suspecting Diablo
III or some MMORPG from Blizzard, but not a PC-only old-school singleplayer+multiplayer
game, that really goes back to the roots and just adds 3D graphics and physics to
it. Nice job Blizzard!&lt;br&gt;
&lt;br&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=8f10f43b-2863-4503-b6c4-3f0aa14539d0" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,8f10f43b-2863-4503-b6c4-3f0aa14539d0.aspx</comments>
      <category>All;BroodWar;Development;Game Development;Programming;Reviews</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=5580d6e4-f031-429e-95dd-a9bee7c1769f</trackback:ping>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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        <p>
        </p>
        <img src="http://exdream.no-ip.info/blog/content/binary/wired.jpg" border="0" />
        <br />
        <br />
Today I got the Wired Magazine in my mail and on site 80 there is a nice article about
the development process of the XNA Challenge game Dungeon Quest from the GDC 2007.
It was written by <a href="http://blog.wired.com/games/">Mary Jane Irwin from the
Wired Games Blog</a>, thanks :). There is also a <a href="http://www.wired.com/gaming/gamingreviews/multimedia/2007/04/pl_games?slide=1&amp;slideView=4">nice
picture gallery with 21 images</a> from the 4 days, which nicely shows the advancements
we made each day. Enjoy!<br /><br />
PS: There is probably more information on this and other XNA projects on the huge
Wired.com website, but every time I search for XNA or my name, I just find too many
articles. Test for yourself.<br /><a href="http://www.wired.com/gaming/gamingreviews/multimedia/2007/04/pl_games?slide=1&amp;slideView=4"><br /><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestPics.jpg" border="0" /></a><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=5580d6e4-f031-429e-95dd-a9bee7c1769f" /></body>
      <title>Article in Wired about Dungeon Quest from the GDC 2007</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,5580d6e4-f031-429e-95dd-a9bee7c1769f.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/05/09/ArticleInWiredAboutDungeonQuestFromTheGDC2007.aspx</link>
      <pubDate>Wed, 09 May 2007 03:45:04 GMT</pubDate>
      <description>&lt;p&gt;
&lt;/p&gt;
&lt;img src="http://exdream.no-ip.info/blog/content/binary/wired.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
Today I got the Wired Magazine in my mail and on site 80 there is a nice article about
the development process of the XNA Challenge game Dungeon Quest from the GDC 2007.
It was written by &lt;a href="http://blog.wired.com/games/"&gt;Mary Jane Irwin from the
Wired Games Blog&lt;/a&gt;, thanks :). There is also a &lt;a href="http://www.wired.com/gaming/gamingreviews/multimedia/2007/04/pl_games?slide=1&amp;amp;slideView=4"&gt;nice
picture gallery with 21 images&lt;/a&gt; from the 4 days, which nicely shows the advancements
we made each day. Enjoy!&lt;br&gt;
&lt;br&gt;
PS: There is probably more information on this and other XNA projects on the huge
Wired.com website, but every time I search for XNA or my name, I just find too many
articles. Test for yourself.&lt;br&gt;
&lt;a href="http://www.wired.com/gaming/gamingreviews/multimedia/2007/04/pl_games?slide=1&amp;amp;slideView=4"&gt;
&lt;br&gt;
&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestPics.jpg" border="0"&gt;&lt;/a&gt;&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=5580d6e4-f031-429e-95dd-a9bee7c1769f" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,5580d6e4-f031-429e-95dd-a9bee7c1769f.aspx</comments>
      <category>All;Development;Game Development;Other;Programming;Reviews;XNA</category>
    </item>
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      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=96983850-cc43-4572-a54a-453ced39db25</trackback:ping>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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      <body xmlns="http://www.w3.org/1999/xhtml">
        <a href="http://www.microsoft.com/silverlight/">
          <img src="http://www.microsoft.com/silverlight/images/logo_main_sl.gif" border="0" />
        </a>
        <br />
I heard about all the <a href="http://www.microsoft.com/silverlight/">Silverlight </a>fuss
from the MIX2007 conference last week, but I did not have time to check it out with
all the stress and projects I'm currently involved in. I already use VS Orcas for
a while (see post from last month) and I played around with WPF in the past (formerly
Avalon, now <a href="http://www.microsoft.com/silverlight/">Silverlight</a>, which
is still in beta, but will be released this summer finally), but I did not find anything
compelling for a game programmer since we use DirectX or XNA anyway. But with the
ability to build websites with Silverlight and still allowing the .NET framework to
exist in that environment while simplifying the development process and getting away
from building static html like pages with some dynamic features (ajax or not, it is
still somewhat static and hard to do), Silverlight gets much sexier than just WPF
on a windows app by itself.<br /><br />
Why is Silverlight cool? It is .NET, it runs on Firefox, IE, Safari, Mac, etc. it
is just 2 MB download, it is amazingly fast, it has many cool new features, it allows
many windows-only apps to be developed for the browser in a more natural way, it will
be pushed like crazy and a lot of people will have it till the end of this year, there
are already some cool tools out there including the Expression toolkit and Visual
Studio Orcas, and probably <a href="http://www.microsoft.com/silverlight/why-compelling.aspx">a
lot of other reasons you can checkout yourself</a>!<br /><br />
Maybe it is even possible to interop with some DirectX or XNA stuff somehow. I have
no idea if this is possible at all or if there are security issues or this kind of
functionality is not possible at all, but instead of waiting for another week until
I find a few minutes to test this out, why not announce it here first that this would
be cool and maybe someone else can test it for me :)<br /><br />
Even for just doing websites, Silverlight will definitely become a BIG competitor
to Flash based websites, developing in .NET will be a lot easier than working with
Flash/Actionscript/whatever and I would bet that there are more VB/C# developers that
can now do some great websites without having to learn much while creating Flash sites
or even doing ASP.NET (with or without Ajax) development is much harder and less compelling
for certain kinds of applications. Great examples are the <a href="http://go.microsoft.com/fwlink/?linkid=89068&amp;clcid=0x409">FOX
Movies site</a> and some <a href="http://go.microsoft.com/fwlink/?linkid=89367&amp;clcid=0x409">widgets
on MSDN</a> or <a href="http://www.telerik.com/products/silverlight/overview.aspx">some
early test controls from Telerik</a>.<br /><br />
BTW: <a href="http://games.archor.com/">Archor </a>wrote me an email about his <a href="http://xbox360.archor.com/">Cyber
Car XNA</a> game he wanted to submit to the XnaProjects.Net site I made last week.
This is actually a Racing Game Mod, I first guessed he used the simple racing game
version, but this one is based on the full racing game from the XNA creators website.
Pretty cool style in my opinion. Thanks Archor!<br /><br /><a href="http://xbox360.archor.com/">http://xbox360.archor.com/</a><br /><br /><a href="http://xbox360.archor.com/"><img src="http://www.archorwright.com/games/xbox360/cybercar1s.jpg" border="0" /></a><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=96983850-cc43-4572-a54a-453ced39db25" /></body>
      <title>Silverlight and I spotted A Racing Game Mod: Cyber Car</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,96983850-cc43-4572-a54a-453ced39db25.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/05/08/SilverlightAndISpottedARacingGameModCyberCar.aspx</link>
      <pubDate>Tue, 08 May 2007 03:55:20 GMT</pubDate>
      <description>&lt;a href="http://www.microsoft.com/silverlight/"&gt;&lt;img src="http://www.microsoft.com/silverlight/images/logo_main_sl.gif" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
I heard about all the &lt;a href="http://www.microsoft.com/silverlight/"&gt;Silverlight &lt;/a&gt;fuss
from the MIX2007 conference last week, but I did not have time to check it out with
all the stress and projects I'm currently involved in. I already use VS Orcas for
a while (see post from last month) and I played around with WPF in the past (formerly
Avalon, now &lt;a href="http://www.microsoft.com/silverlight/"&gt;Silverlight&lt;/a&gt;, which
is still in beta, but will be released this summer finally), but I did not find anything
compelling for a game programmer since we use DirectX or XNA anyway. But with the
ability to build websites with Silverlight and still allowing the .NET framework to
exist in that environment while simplifying the development process and getting away
from building static html like pages with some dynamic features (ajax or not, it is
still somewhat static and hard to do), Silverlight gets much sexier than just WPF
on a windows app by itself.&lt;br&gt;
&lt;br&gt;
Why is Silverlight cool? It is .NET, it runs on Firefox, IE, Safari, Mac, etc. it
is just 2 MB download, it is amazingly fast, it has many cool new features, it allows
many windows-only apps to be developed for the browser in a more natural way, it will
be pushed like crazy and a lot of people will have it till the end of this year, there
are already some cool tools out there including the Expression toolkit and Visual
Studio Orcas, and probably &lt;a href="http://www.microsoft.com/silverlight/why-compelling.aspx"&gt;a
lot of other reasons you can checkout yourself&lt;/a&gt;!&lt;br&gt;
&lt;br&gt;
Maybe it is even possible to interop with some DirectX or XNA stuff somehow. I have
no idea if this is possible at all or if there are security issues or this kind of
functionality is not possible at all, but instead of waiting for another week until
I find a few minutes to test this out, why not announce it here first that this would
be cool and maybe someone else can test it for me :)&lt;br&gt;
&lt;br&gt;
Even for just doing websites, Silverlight will definitely become a BIG competitor
to Flash based websites, developing in .NET will be a lot easier than working with
Flash/Actionscript/whatever and I would bet that there are more VB/C# developers that
can now do some great websites without having to learn much while creating Flash sites
or even doing ASP.NET (with or without Ajax) development is much harder and less compelling
for certain kinds of applications. Great examples are the &lt;a href="http://go.microsoft.com/fwlink/?linkid=89068&amp;amp;clcid=0x409"&gt;FOX
Movies site&lt;/a&gt; and some &lt;a href="http://go.microsoft.com/fwlink/?linkid=89367&amp;amp;clcid=0x409"&gt;widgets
on MSDN&lt;/a&gt; or &lt;a href="http://www.telerik.com/products/silverlight/overview.aspx"&gt;some
early test controls from Telerik&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
BTW: &lt;a href="http://games.archor.com/"&gt;Archor &lt;/a&gt;wrote me an email about his &lt;a href="http://xbox360.archor.com/"&gt;Cyber
Car XNA&lt;/a&gt; game he wanted to submit to the XnaProjects.Net site I made last week.
This is actually a Racing Game Mod, I first guessed he used the simple racing game
version, but this one is based on the full racing game from the XNA creators website.
Pretty cool style in my opinion. Thanks Archor!&lt;br&gt;
&lt;br&gt;
&lt;a href="http://xbox360.archor.com/"&gt;http://xbox360.archor.com/&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
&lt;a href="http://xbox360.archor.com/"&gt;&lt;img src="http://www.archorwright.com/games/xbox360/cybercar1s.jpg" border="0"&gt;&lt;/a&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=96983850-cc43-4572-a54a-453ced39db25" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,96983850-cc43-4572-a54a-453ced39db25.aspx</comments>
      <category>Ajax;All;Development;Game Development;Other;Programming;Racing Game;Reviews;XNA</category>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,3d592154-492b-4b20-891a-da296f00e61b.aspx</wfw:comment>
      <wfw:commentRss>http://exdream.no-ip.info/blog/SyndicationService.asmx/GetEntryCommentsRss?guid=3d592154-492b-4b20-891a-da296f00e61b</wfw:commentRss>
      <slash:comments>10</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Yes. <a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779">My
XNA book</a> is finally out and some people even got an early version last week. There
is also some discussion going on in the XNA Forums and on the <a href="http://p2p.wrox.com/forum.asp?FORUM_ID=322">official
Wrox forum for the book</a>. 
<p></p>
The coolest thing yesterday that my book was on Rank #16 for Computer/Technical books
on Amazon.com and on Rank 500 something for all books. Quite impressive if you ask
me, hopefully it will continue to stay high and make me filthy rich .. just kidding. 
<p><a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779"><img src="http://exdream.no-ip.info/blog/images/XnaBookSmall.jpg" border="0" /></a></p><p>
Yesterday I wanted to put all the samples from the book on my blog, but it is already
way to overloaded here with screenshots and games, adding another 10 games will not
make anything better. Instead I had a crazy idea to create a XNA Community site in
one day. It is called <a href="http://XnaProjects.net/">XnaProjects.Net</a>. The idea
is for everyone to submit their games and links. News are grabbed with <a href="http://blogsearch.google.com/">Google
Blog Search</a> and more features will come in July 2007 when I got more than 5 minutes
time in a row. 
</p><p>
Anyway, check out this great new website, submit your games and links and check out
whats already submitted by me (10 Games so far, yes, thats a lot of XNA games I did
in the past few months): 
</p><ul><li>
XNA Pong 
</li><li>
XNA Breakout 
</li><li>
XNA Tetris 
</li><li>
Rocket Commander XNA 
</li><li>
XNA Shooter 
</li><li>
XNA Racing Game 
</li><li>
SimpleRacingGame 
</li><li>
SpeedyRacer 
</li><li>
Dungeon Quest 
</li><li>
Skinning with Collada Models in XNA 
</li></ul>
You can find source code and game installers for all of these games, including some
nice screenshots and a YouTube video for each of them on the <a href="http://XnaProjects.net/">XnaProjects.Net</a> website.
Check it out:<br /><a href="http://XnaProjects.net/"><img src="http://exdream.no-ip.info/blog/content/binary/XnaProjectsNet.PNG" border="0" /></a><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=3d592154-492b-4b20-891a-da296f00e61b" /></body>
      <title>My XNA book is out and XnaProjects.Net launches</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,3d592154-492b-4b20-891a-da296f00e61b.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/05/04/MyXNABookIsOutAndXnaProjectsNetLaunches.aspx</link>
      <pubDate>Fri, 04 May 2007 13:29:43 GMT</pubDate>
      <description>Yes. &lt;a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779"&gt;My XNA
book&lt;/a&gt; is finally out and some people even got an early version last week. There
is also some discussion going on in the XNA Forums and on the &lt;a href="http://p2p.wrox.com/forum.asp?FORUM_ID=322"&gt;official
Wrox forum for the book&lt;/a&gt;. 
&lt;p&gt;
&lt;/p&gt;
The coolest thing yesterday that my book was on Rank #16 for Computer/Technical books
on Amazon.com and on Rank 500 something for all books. Quite impressive if you ask
me, hopefully it will continue to stay high and make me filthy rich .. just kidding. 
&lt;p&gt;
&lt;a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779"&gt;&lt;img src="http://exdream.no-ip.info/blog/images/XnaBookSmall.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
Yesterday I wanted to put all the samples from the book on my blog, but it is already
way to overloaded here with screenshots and games, adding another 10 games will not
make anything better. Instead I had a crazy idea to create a XNA Community site in
one day. It is called &lt;a href="http://XnaProjects.net/"&gt;XnaProjects.Net&lt;/a&gt;. The idea
is for everyone to submit their games and links. News are grabbed with &lt;a href="http://blogsearch.google.com/"&gt;Google
Blog Search&lt;/a&gt; and more features will come in July 2007 when I got more than 5 minutes
time in a row. 
&lt;/p&gt;
&lt;p&gt;
Anyway, check out this great new website, submit your games and links and check out
whats already submitted by me (10 Games so far, yes, thats a lot of XNA games I did
in the past few months): 
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
XNA Pong 
&lt;/li&gt;
&lt;li&gt;
XNA Breakout 
&lt;/li&gt;
&lt;li&gt;
XNA Tetris 
&lt;/li&gt;
&lt;li&gt;
Rocket Commander XNA 
&lt;/li&gt;
&lt;li&gt;
XNA Shooter 
&lt;/li&gt;
&lt;li&gt;
XNA Racing Game 
&lt;/li&gt;
&lt;li&gt;
SimpleRacingGame 
&lt;/li&gt;
&lt;li&gt;
SpeedyRacer 
&lt;/li&gt;
&lt;li&gt;
Dungeon Quest 
&lt;/li&gt;
&lt;li&gt;
Skinning with Collada Models in XNA 
&lt;/li&gt;
&lt;/ul&gt;
You can find source code and game installers for all of these games, including some
nice screenshots and a YouTube video for each of them on the &lt;a href="http://XnaProjects.net/"&gt;XnaProjects.Net&lt;/a&gt; website.
Check it out:&lt;br&gt;
&lt;a href="http://XnaProjects.net/"&gt; &lt;img src="http://exdream.no-ip.info/blog/content/binary/XnaProjectsNet.PNG" border="0"&gt; &lt;/a&gt;&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=3d592154-492b-4b20-891a-da296f00e61b" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,3d592154-492b-4b20-891a-da296f00e61b.aspx</comments>
      <category>All;Development;Game Development;Other;Programming;Racing Game;Reviews;Rocket Commander;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=e77763fe-625d-4cb3-9d1e-e91c7e9c7f36</trackback:ping>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,e77763fe-625d-4cb3-9d1e-e91c7e9c7f36.aspx</wfw:comment>
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      <slash:comments>14</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <p>
        </p>
I have put together a little website for the XNA Racing Game Starter Kit released
yesterday on<br /><a href="http://creators.xna.com/Education/StarterKits.aspx">http://creators.xna.com/Education/StarterKits.aspx</a><br /><br />
Here you go: <a href="http://www.XnaRacingGame.com">http://www.XnaRacingGame.com</a><br /><br /><a href="http://www.XnaRacingGame.com"><img src="http://exdream.no-ip.info/blog/content/binary/XnaRacingGameWebsite.png" border="0" /></a><br /><br /><br />
A little rant about the XNA Racing Game Starter Kit download: The download file is
130 MB in size and will eat up almost 290 MB of your hard disk space extracted. It
is also only available in the .vsi format and can't be used in anything but XNA Game
Studio Express or Visual C# Express. The main reason for this incredible size is the
Textures directory, with uses mainly uncompressed .TGA files. The original Racing
Game version had only about 50-70 MB in total with DDS textures and the Simple Racing
Game version from my book is even smaller (30 MB I think, but a lot of content is
not in there, its a also a much smaller and simplified project).<br /><br />
Microsoft has also removed all credits of me, all readmes, all unit tests, most comments,
some screens like the credit screens. It's a little bit sad for me because all references
to me or my website were removed and I'm not even mentioned on the starter kit download
page :( I think the starter kit is now much harder to understand because there are
no unit tests in the code to test anything out. Anyway, I just hope the XNA Racing
Game Starter Kit is useful for you guys, it helps XNA and everyone wins :-)<br /><br /><b>Update 2007-05-01: I'm now mentioned on <a href="http://creators.xna.com/Education/StarterKits.aspx">http://creators.xna.com</a> and
happy :)</b><br /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=e77763fe-625d-4cb3-9d1e-e91c7e9c7f36" /></body>
      <title>XnaRacingGame.com goes online</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,e77763fe-625d-4cb3-9d1e-e91c7e9c7f36.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/04/27/XnaRacingGamecomGoesOnline.aspx</link>
      <pubDate>Fri, 27 Apr 2007 19:24:34 GMT</pubDate>
      <description>&lt;p&gt;
&lt;/p&gt;
I have put together a little website for the XNA Racing Game Starter Kit released
yesterday on&lt;br&gt;
&lt;a href="http://creators.xna.com/Education/StarterKits.aspx"&gt;http://creators.xna.com/Education/StarterKits.aspx&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Here you go: &lt;a href="http://www.XnaRacingGame.com"&gt;http://www.XnaRacingGame.com&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
&lt;a href="http://www.XnaRacingGame.com"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/XnaRacingGameWebsite.png" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
A little rant about the XNA Racing Game Starter Kit download: The download file is
130 MB in size and will eat up almost 290 MB of your hard disk space extracted. It
is also only available in the .vsi format and can't be used in anything but XNA Game
Studio Express or Visual C# Express. The main reason for this incredible size is the
Textures directory, with uses mainly uncompressed .TGA files. The original Racing
Game version had only about 50-70 MB in total with DDS textures and the Simple Racing
Game version from my book is even smaller (30 MB I think, but a lot of content is
not in there, its a also a much smaller and simplified project).&lt;br&gt;
&lt;br&gt;
Microsoft has also removed all credits of me, all readmes, all unit tests, most comments,
some screens like the credit screens. It's a little bit sad for me because all references
to me or my website were removed and I'm not even mentioned on the starter kit download
page :( I think the starter kit is now much harder to understand because there are
no unit tests in the code to test anything out. Anyway, I just hope the XNA Racing
Game Starter Kit is useful for you guys, it helps XNA and everyone wins :-)&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Update 2007-05-01: I'm now mentioned on &lt;a href="http://creators.xna.com/Education/StarterKits.aspx"&gt;http://creators.xna.com&lt;/a&gt; and
happy :)&lt;/b&gt;
&lt;br&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=e77763fe-625d-4cb3-9d1e-e91c7e9c7f36" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,e77763fe-625d-4cb3-9d1e-e91c7e9c7f36.aspx</comments>
      <category>All;Development;Game Development;Programming;Racing Game;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=fbff73eb-6107-4163-8f29-3d6694780687</trackback:ping>
      <pingback:server>http://exdream.no-ip.info/blog/pingback.aspx</pingback:server>
      <pingback:target>http://exdream.no-ip.info/blog/PermaLink,guid,fbff73eb-6107-4163-8f29-3d6694780687.aspx</pingback:target>
      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,fbff73eb-6107-4163-8f29-3d6694780687.aspx</wfw:comment>
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      <slash:comments>5</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <a href="http://creators.xna.com/Education/StarterKits.aspx">
          <img src="http://creators.xna.com/themes/default/images/common/skits_racer_template.png" border="0" />
        </a>
        <br />
Nice one. The Racing Game Starter kit for XNA Game Studio Express I made last year
is now available on<br /><a href="http://creators.xna.com/Education/StarterKits.aspx">http://creators.xna.com/Education/StarterKits.aspx</a><br /><br />
More information will be available shortly on the in-official website for the Racing
Game (link to the xna creators club, screenshots, mod support and forums later):<br /><a href="http://www.XnaRacingGame.com">http://www.XnaRacingGame.com</a><br /><br />
Enjoy the Racing Game ;-)<br /><br />
My book <b>Professional XNA Game Programming</b> for the Xbox 360 and Windows seems
to be out too. I have not received a copy myself yet, but I received some emails about
other guys already holding it in their hands ^^ If you try to download the source
code for the book from the Wrox website and encounter problems, please be aware that
the download link is currently pointing to an older version, which still has some
issues. I will try to sort that out as soon as possible. The official release date
was 11 May, 2007, but <a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779">Amazon
says it is already available</a>, while their own release date is stated as 30 April,
2007. Confusing, isn't it?<br /><br />
If you find any issues with the starter kit or the book download please write me a
message so I can fix it as soon as possible. Many thanks to <a href="http://thezbuffer.com">ZMan
(Andy Dunn) </a>for an early bug report.<br /><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=fbff73eb-6107-4163-8f29-3d6694780687" /></body>
      <title>XNA Racing Game downloads now available on creators.xna.com</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,fbff73eb-6107-4163-8f29-3d6694780687.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/04/27/XNARacingGameDownloadsNowAvailableOnCreatorsxnacom.aspx</link>
      <pubDate>Fri, 27 Apr 2007 09:28:15 GMT</pubDate>
      <description>&lt;a href="http://creators.xna.com/Education/StarterKits.aspx"&gt;&lt;img src="http://creators.xna.com/themes/default/images/common/skits_racer_template.png" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Nice one. The Racing Game Starter kit for XNA Game Studio Express I made last year
is now available on&lt;br&gt;
&lt;a href="http://creators.xna.com/Education/StarterKits.aspx"&gt;http://creators.xna.com/Education/StarterKits.aspx&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
More information will be available shortly on the in-official website for the Racing
Game (link to the xna creators club, screenshots, mod support and forums later):&lt;br&gt;
&lt;a href="http://www.XnaRacingGame.com"&gt;http://www.XnaRacingGame.com&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Enjoy the Racing Game ;-)&lt;br&gt;
&lt;br&gt;
My book &lt;b&gt;Professional XNA Game Programming&lt;/b&gt; for the Xbox 360 and Windows seems
to be out too. I have not received a copy myself yet, but I received some emails about
other guys already holding it in their hands ^^ If you try to download the source
code for the book from the Wrox website and encounter problems, please be aware that
the download link is currently pointing to an older version, which still has some
issues. I will try to sort that out as soon as possible. The official release date
was 11 May, 2007, but &lt;a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779"&gt;Amazon
says it is already available&lt;/a&gt;, while their own release date is stated as 30 April,
2007. Confusing, isn't it?&lt;br&gt;
&lt;br&gt;
If you find any issues with the starter kit or the book download please write me a
message so I can fix it as soon as possible. Many thanks to &lt;a href="http://thezbuffer.com"&gt;ZMan
(Andy Dunn) &lt;/a&gt;for an early bug report.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=fbff73eb-6107-4163-8f29-3d6694780687" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,fbff73eb-6107-4163-8f29-3d6694780687.aspx</comments>
      <category>Development;Game Development;Other;Programming;XNA;Racing Game</category>
    </item>
    <item>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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      <slash:comments>2</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <a href="http://searchdotnet.com">
          <img src="http://searchdotnet.com/images/searchnet.jpg" border="0" />
        </a>
        <br />
        <br />
I just heard this on the <a href="http://www.dotnetrocks.com">DotNetRocks</a> podcast,
where <a href="http://www.danappleman.com/">Dan Appleman</a> talks about Discoverability
with <a href="http://www.intellectualhedonism.com/">Carl</a> and <a href="http://www.campbellassociates.ca/blog/default.aspx">Richard</a>.
He uses <a href="http://google.com/coop/cse/">Google Custom Search</a> to create <a href="http://SearchDotNet.com">SearchDotNet.com</a> (which
was created in one day) and the idea is really cool.<br /><br />
You as a .NET developer will only get useful handpicked urls as search results and
not any spam or meaningless sites. Dan seems to check every site himself and currently
most MSDN blogs and sites are linked in there (as well as MVPs as he tells us on the
show, but I could not find direct links to my blog yet).<br /><br />
Anyway, great idea, hopefully it will not die in a few weeks. Google Custom Search
looks kinda cool too, have to check that out some time in the future.<br /><p></p><img src="http://unifaces.de/blog/cptrk.ashx?id=2109373c-bf2d-419c-8683-789a8f6a6207" height="0" width="0" /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=f4bb14be-433c-417d-a902-9d6fe56548f7" /></body>
      <title>SearchDotNet, a new search site just for .NET Developers</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,f4bb14be-433c-417d-a902-9d6fe56548f7.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/04/04/SearchDotNetANewSearchSiteJustForNETDevelopers.aspx</link>
      <pubDate>Wed, 04 Apr 2007 04:48:03 GMT</pubDate>
      <description>&lt;a href="http://searchdotnet.com"&gt;&lt;img src="http://searchdotnet.com/images/searchnet.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
I just heard this on the &lt;a href="http://www.dotnetrocks.com"&gt;DotNetRocks&lt;/a&gt; podcast,
where &lt;a href="http://www.danappleman.com/"&gt;Dan Appleman&lt;/a&gt; talks about Discoverability
with &lt;a href="http://www.intellectualhedonism.com/"&gt;Carl&lt;/a&gt; and &lt;a href="http://www.campbellassociates.ca/blog/default.aspx"&gt;Richard&lt;/a&gt;.
He uses &lt;a href="http://google.com/coop/cse/"&gt;Google Custom Search&lt;/a&gt; to create &lt;a href="http://SearchDotNet.com"&gt;SearchDotNet.com&lt;/a&gt; (which
was created in one day) and the idea is really cool.&lt;br&gt;
&lt;br&gt;
You as a .NET developer will only get useful handpicked urls as search results and
not any spam or meaningless sites. Dan seems to check every site himself and currently
most MSDN blogs and sites are linked in there (as well as MVPs as he tells us on the
show, but I could not find direct links to my blog yet).&lt;br&gt;
&lt;br&gt;
Anyway, great idea, hopefully it will not die in a few weeks. Google Custom Search
looks kinda cool too, have to check that out some time in the future.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img src="http://unifaces.de/blog/cptrk.ashx?id=2109373c-bf2d-419c-8683-789a8f6a6207" height="0" width="0"&gt;&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=f4bb14be-433c-417d-a902-9d6fe56548f7" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,f4bb14be-433c-417d-a902-9d6fe56548f7.aspx</comments>
      <category>All;Game Development;Other;Programming</category>
    </item>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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      <slash:comments>2</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <img src="http://www.publicvoid.dk/content/binary/VisualStudioLogo.gif" />
        <br />
        <br />
Today I found some time to install <a href="http://www.microsoft.com/downloads/details.aspx?familyid=CF76FCBA-07AF-47AC-8822-4AD346210670&amp;displaylang=en#filelist">Visual
Studio Codename Orcas CTP March 2007</a> (see below for all the download links), which
came out last month. I have worked a lot with ASP.NET Atlas (now ASP.NET Ajax) and
LINQ (C# 3.0) before, but they are now beautifully integrated in the latest CTP and
intellisense works so much better than in the early days of LINQ, so getting this
up and running for future projects would be a good thing since I'm an early adopter
anyway.<br /><br />
Initially VS Orcas would not even install at all and I thought maybe my Visual Studio
2005 is messed up because I had some problems with ASP.NET Ajax before and had to
repair VS 2005 a couple of times this year already. After completely uninstalling
VS 2005 and trying again the same fatal error message was still coming up in the Installer:<br /><br /><span id="_ctl0_MainContent_PostFlatView"><span>Microsoft Web Designer Tools failed
.. </span></span><span id="_ctl0_MainContent_PostFlatView"><span>EventType : visualstudio8setup
and then a lot of crazy numbers, which do not help (<a href="http://www.google.com">google</a>ing
did not return anything).<br /><br />
As usual clicking on the '</span></span><span id="_ctl0_MainContent_PostFlatView"><span>view
error log' gets you a site not found page, while the installer creates a couple of
log files in c:\something or c:\program files\microsoft visual studio 9\logs\ like
"dd_vserror80.txt". Those files look interessting, but they only tell me the exact
same crazy numbers and that this component failed. After googleing some more and only
finding similar problems like <a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=1363516&amp;SiteID=1">this
one</a> I uninstalled everything that could even remotely being used by .NET. After
restarting and trying again the exact same freaking error message appeared. Grrr ...<br /><br />
To make a long story a little bit shorter: I finally found out that Office 2007 was
the root of all the problems, after uninstalling that one (what the hell does this
have to do with web designer tools?) the Orcas installer was working and I could launch
the new version:</span></span><br /><p></p><img src="http://unifaces.de/blog/content/binary/VisualStudioOrcas.png" border="0" /><br /><br />
As you can see it looks the same way as Visual Studio 2005, some colors were just
enhanced. As you can also see I'm back to Windows XP just because so many games do
not work correctly in Vista and many drivers (hello Nvidia) are still shitty and slow.<br /><br /><a href="http://TestDriven.NET">TestDriven.NET</a> works beautifully in VS Orcas and
the developer Jamie Cansdale really does a great job updating the product so often.
He even added VS Express support again recently, which might be cool for XNA Express
developers. I also like the relatively new 'Go to Reflector' feature and especially
the 'Rerun test' I use all the time.<br /><br />
Other plugins I use like CodeRush, VisualSVN, Explorer, LineCounter and whatever do
not show up however. And reinstalling them does not help because the developers of
those just did not update the installers yet. I can live without most plugins, but
not without CodeRush and my CR_Commenter plugin, so I had to get this working. I thought
this would be a long day ahead with all the problems even installing VS Orcas, but
it turned out to be quite easy to add your existing VS 2005 addins to VS Orcas.<br /><br />
If you install VS Orcas after VS 2005 and have all your addins already installed it
will migrate most of them over to VS Orcas, but if you install VS Orcas first (like
I did because I killed VS 2005 before, see above) or install new addins, then you
will need the following tricks to make them work in VS Orcas. Some addins like CodeRush
will not be added by the VS Orcas installation because it misses the "Addins" (CodeRush
1.x) or "PreloadAddinStateManaged" (CodeRush 2.x) registry keys, but you can easily
copy them over from VS 2005 (vs 8.0) to VS Orcas (vs 9.0) the following way:<br /><ul><li>
Open up regedit</li><li>
Navigate to HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\8.0\AddIns</li><li>
Search for the CodeRush key and export it</li><li>
If you can't find a CodeRush key here try (probably CodeRush 2.x specific): [HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\8.0\PreloadAddinStateManaged]</li><li>
If you can't find it there either try the reg installers below!</li><li>
Now edit the exported .reg file and just change the \8.0\ to \9.0\ and save.</li><li>
Finally doubleclick the file to merge it with your registry (at your own risk btw
^^)</li><li>
Start VS Orcas and enjoy the DevExpress menu and the CodeRush functionality :)<br /></li></ul><br />
If you had not installed CodeRush before installing VS Orcas most important registry
keys will be missing and you will probably get some "package could not be loaded error"
like I did. This will also happen if you install other plugins to VS 2005, which are
not installed to VS Orcas like TestDriven.NET does it. Then you have to apply the
following process:<br /><br /><ul><li>
Open up regedit again (you have to repeat this probably a few more times if you miss
any important reg key)</li><li>
Search for your Addin name or navigate to HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\8.0\InstalledProducts</li><li>
Find your product, it might not be just the name of the product, but something similar
(like DXCore for CodeRush).</li><li>
You need to open up the key and copy the internal package GUID (the long ugly id)
like {BD359A86-BF88-4c4e-A7D2-6CDDA36C3B79} for DXCore</li><li>
Now search the whole HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\8.0\ namespace
for this key and export everything to external files.</li><li>
Merge those exported .reg files and replace \8.0\ with \9.0\ like above.</li><li>
Save, import again and start Orcas to test. Repeat until it works ^^<br /></li></ul>
It would probably be better to write some tool for this, especially since there is
almost no addin that will install itself correctly to VS Orcas, but I'm too lazy right
now and have no time for that anyway. But here are a couple of .reg files I used to
restore the 2 most important addins for me:<br /><br /><ul><li>
Install CodeRush 2.1.2 to VS Orcas, uses the default paths (english), change if you
have installed it somewhere else</li><ul><li><a href="http://unifaces.de/blog/content/binary/install_coderush2_vs9.reg">install_coderush2_vs9.reg
(3.08 KB)</a><a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9_german_paths.reg"></a></li></ul><li>
Same with german paths (the documents and program files are different in german),
change this to other languages if your windows is not english or german:</li><ul><li><a href="http://unifaces.de/blog/content/binary/install_coderush2_vs9_german_paths.reg">install_coderush2_vs9_german_paths.reg
(3.08 KB)</a><a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9_german_paths.reg"></a></li></ul><li>
Same for VisualSVN 1.2.1:</li><ul><li><a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9.reg">install_visualsvn_vs9.reg
(1.23 KB)</a><a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9_german_paths.reg"></a></li></ul><ul><li><a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9_german_paths.reg">install_visualsvn_vs9_german_paths.reg
(1.22 KB)</a></li></ul></ul>
This will probably only work with the same versions of these addins, but the process
is the same if you need other addins to work. I also tested it on vista and it worked
there too. Again, if you just installed VS Orcas over your existing VS 2005 installation
most addins will be copied and work out of the box. And even addins like CodeRush
can easily be fixed with the tricks above. You probably won't need the .reg files
here, but they may still be useful for someone and if you need additional addins to
work.<br /><br />
I hope this helps if you want to work with VS Orcas too. It did not crash at my computer
yet and I did some nasty things to the registry ^^ It only crashed once at my colleagues
computer so far (and we both set the AutoRecover to 2 minutes just in case, we were
early adopters for VS 2005 too and learned our lessons).<br /><br /><br />
Links:<br /><ul><li><a href="http://www.codeproject.com/useritems/OrcasPreview.asp">A Sneaky Peek At Orcas,
short article showing you how to create a new project with lots of screenshots</a></li></ul><ul><li><a href="http://www.codeproject.com/vista/LINQ_1.asp">LINQ Introduction, very long
article, good information, especially if you need a good introduction and overview
about all features.</a></li></ul><ul><li><a href="http://msdn2.microsoft.com/en-us/vcsharp/aa336746.aspx">101 LINQ Samples:
Very useful resource to get started and see some useful examples of the new language
features.</a></li></ul><ul><li><a href="http://blogs.msdn.com/charlie/archive/2007/03/04/samples-update.aspx">LINQ
Samples Update for VS Orcas March CTP</a></li></ul><ul><li><a href="http://www.microsoft.com/downloads/details.aspx?familyid=CF76FCBA-07AF-47AC-8822-4AD346210670&amp;displaylang=en#filelist">Download
VS Orcas March CTP (self-extracting install) 4.5 GB</a></li></ul><ul><li><a href="http://www.microsoft.com/downloads/details.aspx?familyid=B533619A-0008-4DD6-9ED1-47D482683C78&amp;displaylang=en#filelist">Download
VS Orcas March CTP (Virtual Image for Virtual PC or Virtual Server in case you are
a pussy) 6.1 GB</a></li></ul><ul><li><a href="http://www.microsoft.com/downloads/details.aspx?familyid=C17C9FB8-2A4A-426D-B08B-6AE614D16A0D&amp;displaylang=en#filelist">Download
VS Orcas March CTP (Team Foundation Server) 860 MB</a></li></ul><a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9_german_paths.reg"></a><img src="http://unifaces.de/blog/cptrk.ashx?id=8693c085-5b5b-4eea-bc2b-2a14d357da4c" height="0" width="0" /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=9c026a06-6d24-4ee2-9485-7db1f89ed573" /></body>
      <title>Installing Visual Studio Orcas March CTP and getting Addins like CodeRush to work with it</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,9c026a06-6d24-4ee2-9485-7db1f89ed573.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/04/04/InstallingVisualStudioOrcasMarchCTPAndGettingAddinsLikeCodeRushToWorkWithIt.aspx</link>
      <pubDate>Wed, 04 Apr 2007 02:28:26 GMT</pubDate>
      <description>&lt;img src="http://www.publicvoid.dk/content/binary/VisualStudioLogo.gif"&gt;
&lt;br&gt;
&lt;br&gt;
Today I found some time to install &lt;a href="http://www.microsoft.com/downloads/details.aspx?familyid=CF76FCBA-07AF-47AC-8822-4AD346210670&amp;amp;displaylang=en#filelist"&gt;Visual
Studio Codename Orcas CTP March 2007&lt;/a&gt; (see below for all the download links), which
came out last month. I have worked a lot with ASP.NET Atlas (now ASP.NET Ajax) and
LINQ (C# 3.0) before, but they are now beautifully integrated in the latest CTP and
intellisense works so much better than in the early days of LINQ, so getting this
up and running for future projects would be a good thing since I'm an early adopter
anyway.&lt;br&gt;
&lt;br&gt;
Initially VS Orcas would not even install at all and I thought maybe my Visual Studio
2005 is messed up because I had some problems with ASP.NET Ajax before and had to
repair VS 2005 a couple of times this year already. After completely uninstalling
VS 2005 and trying again the same fatal error message was still coming up in the Installer:&lt;br&gt;
&lt;br&gt;
&lt;span id="_ctl0_MainContent_PostFlatView"&gt;&lt;span&gt;Microsoft Web Designer Tools failed
.. &lt;/span&gt;&lt;/span&gt;&lt;span id="_ctl0_MainContent_PostFlatView"&gt;&lt;span&gt;EventType : visualstudio8setup
and then a lot of crazy numbers, which do not help (&lt;a href="http://www.google.com"&gt;google&lt;/a&gt;ing
did not return anything).&lt;br&gt;
&lt;br&gt;
As usual clicking on the '&lt;/span&gt;&lt;/span&gt;&lt;span id="_ctl0_MainContent_PostFlatView"&gt;&lt;span&gt;view
error log' gets you a site not found page, while the installer creates a couple of
log files in c:\something or c:\program files\microsoft visual studio 9\logs\ like
"dd_vserror80.txt". Those files look interessting, but they only tell me the exact
same crazy numbers and that this component failed. After googleing some more and only
finding similar problems like &lt;a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=1363516&amp;amp;SiteID=1"&gt;this
one&lt;/a&gt; I uninstalled everything that could even remotely being used by .NET. After
restarting and trying again the exact same freaking error message appeared. Grrr ...&lt;br&gt;
&lt;br&gt;
To make a long story a little bit shorter: I finally found out that Office 2007 was
the root of all the problems, after uninstalling that one (what the hell does this
have to do with web designer tools?) the Orcas installer was working and I could launch
the new version:&lt;/span&gt;&lt;/span&gt;
&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img src="http://unifaces.de/blog/content/binary/VisualStudioOrcas.png" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
As you can see it looks the same way as Visual Studio 2005, some colors were just
enhanced. As you can also see I'm back to Windows XP just because so many games do
not work correctly in Vista and many drivers (hello Nvidia) are still shitty and slow.&lt;br&gt;
&lt;br&gt;
&lt;a href="http://TestDriven.NET"&gt;TestDriven.NET&lt;/a&gt; works beautifully in VS Orcas and
the developer Jamie Cansdale really does a great job updating the product so often.
He even added VS Express support again recently, which might be cool for XNA Express
developers. I also like the relatively new 'Go to Reflector' feature and especially
the 'Rerun test' I use all the time.&lt;br&gt;
&lt;br&gt;
Other plugins I use like CodeRush, VisualSVN, Explorer, LineCounter and whatever do
not show up however. And reinstalling them does not help because the developers of
those just did not update the installers yet. I can live without most plugins, but
not without CodeRush and my CR_Commenter plugin, so I had to get this working. I thought
this would be a long day ahead with all the problems even installing VS Orcas, but
it turned out to be quite easy to add your existing VS 2005 addins to VS Orcas.&lt;br&gt;
&lt;br&gt;
If you install VS Orcas after VS 2005 and have all your addins already installed it
will migrate most of them over to VS Orcas, but if you install VS Orcas first (like
I did because I killed VS 2005 before, see above) or install new addins, then you
will need the following tricks to make them work in VS Orcas. Some addins like CodeRush
will not be added by the VS Orcas installation because it misses the "Addins" (CodeRush
1.x) or "PreloadAddinStateManaged" (CodeRush 2.x) registry keys, but you can easily
copy them over from VS 2005 (vs 8.0) to VS Orcas (vs 9.0) the following way:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Open up regedit&lt;/li&gt;
&lt;li&gt;
Navigate to HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\8.0\AddIns&lt;/li&gt;
&lt;li&gt;
Search for the CodeRush key and export it&lt;/li&gt;
&lt;li&gt;
If you can't find a CodeRush key here try (probably CodeRush 2.x specific): [HKEY_CURRENT_USER\Software\Microsoft\VisualStudio\8.0\PreloadAddinStateManaged]&lt;/li&gt;
&lt;li&gt;
If you can't find it there either try the reg installers below!&lt;/li&gt;
&lt;li&gt;
Now edit the exported .reg file and just change the \8.0\ to \9.0\ and save.&lt;/li&gt;
&lt;li&gt;
Finally doubleclick the file to merge it with your registry (at your own risk btw
^^)&lt;/li&gt;
&lt;li&gt;
Start VS Orcas and enjoy the DevExpress menu and the CodeRush functionality :)&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
If you had not installed CodeRush before installing VS Orcas most important registry
keys will be missing and you will probably get some "package could not be loaded error"
like I did. This will also happen if you install other plugins to VS 2005, which are
not installed to VS Orcas like TestDriven.NET does it. Then you have to apply the
following process:&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Open up regedit again (you have to repeat this probably a few more times if you miss
any important reg key)&lt;/li&gt;
&lt;li&gt;
Search for your Addin name or navigate to HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\8.0\InstalledProducts&lt;/li&gt;
&lt;li&gt;
Find your product, it might not be just the name of the product, but something similar
(like DXCore for CodeRush).&lt;/li&gt;
&lt;li&gt;
You need to open up the key and copy the internal package GUID (the long ugly id)
like {BD359A86-BF88-4c4e-A7D2-6CDDA36C3B79} for DXCore&lt;/li&gt;
&lt;li&gt;
Now search the whole HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\VisualStudio\8.0\ namespace
for this key and export everything to external files.&lt;/li&gt;
&lt;li&gt;
Merge those exported .reg files and replace \8.0\ with \9.0\ like above.&lt;/li&gt;
&lt;li&gt;
Save, import again and start Orcas to test. Repeat until it works ^^&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
It would probably be better to write some tool for this, especially since there is
almost no addin that will install itself correctly to VS Orcas, but I'm too lazy right
now and have no time for that anyway. But here are a couple of .reg files I used to
restore the 2 most important addins for me:&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Install CodeRush 2.1.2 to VS Orcas, uses the default paths (english), change if you
have installed it somewhere else&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://unifaces.de/blog/content/binary/install_coderush2_vs9.reg"&gt;install_coderush2_vs9.reg
(3.08 KB)&lt;/a&gt;&lt;a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9_german_paths.reg"&gt;&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;
Same with german paths (the documents and program files are different in german),
change this to other languages if your windows is not english or german:&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://unifaces.de/blog/content/binary/install_coderush2_vs9_german_paths.reg"&gt;install_coderush2_vs9_german_paths.reg
(3.08 KB)&lt;/a&gt;&lt;a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9_german_paths.reg"&gt;&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;li&gt;
Same for VisualSVN 1.2.1:&lt;/li&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9.reg"&gt;install_visualsvn_vs9.reg
(1.23 KB)&lt;/a&gt;&lt;a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9_german_paths.reg"&gt;&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9_german_paths.reg"&gt;install_visualsvn_vs9_german_paths.reg
(1.22 KB)&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/ul&gt;
This will probably only work with the same versions of these addins, but the process
is the same if you need other addins to work. I also tested it on vista and it worked
there too. Again, if you just installed VS Orcas over your existing VS 2005 installation
most addins will be copied and work out of the box. And even addins like CodeRush
can easily be fixed with the tricks above. You probably won't need the .reg files
here, but they may still be useful for someone and if you need additional addins to
work.&lt;br&gt;
&lt;br&gt;
I hope this helps if you want to work with VS Orcas too. It did not crash at my computer
yet and I did some nasty things to the registry ^^ It only crashed once at my colleagues
computer so far (and we both set the AutoRecover to 2 minutes just in case, we were
early adopters for VS 2005 too and learned our lessons).&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Links:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.codeproject.com/useritems/OrcasPreview.asp"&gt;A Sneaky Peek At Orcas,
short article showing you how to create a new project with lots of screenshots&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.codeproject.com/vista/LINQ_1.asp"&gt;LINQ Introduction, very long
article, good information, especially if you need a good introduction and overview
about all features.&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://msdn2.microsoft.com/en-us/vcsharp/aa336746.aspx"&gt;101 LINQ Samples:
Very useful resource to get started and see some useful examples of the new language
features.&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://blogs.msdn.com/charlie/archive/2007/03/04/samples-update.aspx"&gt;LINQ
Samples Update for VS Orcas March CTP&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.microsoft.com/downloads/details.aspx?familyid=CF76FCBA-07AF-47AC-8822-4AD346210670&amp;amp;displaylang=en#filelist"&gt;Download
VS Orcas March CTP (self-extracting install) 4.5 GB&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.microsoft.com/downloads/details.aspx?familyid=B533619A-0008-4DD6-9ED1-47D482683C78&amp;amp;displaylang=en#filelist"&gt;Download
VS Orcas March CTP (Virtual Image for Virtual PC or Virtual Server in case you are
a pussy) 6.1 GB&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.microsoft.com/downloads/details.aspx?familyid=C17C9FB8-2A4A-426D-B08B-6AE614D16A0D&amp;amp;displaylang=en#filelist"&gt;Download
VS Orcas March CTP (Team Foundation Server) 860 MB&lt;/a&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;a href="http://unifaces.de/blog/content/binary/install_visualsvn_vs9_german_paths.reg"&gt;&lt;/a&gt;&lt;img src="http://unifaces.de/blog/cptrk.ashx?id=8693c085-5b5b-4eea-bc2b-2a14d357da4c" height="0" width="0"&gt;&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=9c026a06-6d24-4ee2-9485-7db1f89ed573" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,9c026a06-6d24-4ee2-9485-7db1f89ed573.aspx</comments>
      <category>All;Game Development;Other;Programming;Ajax</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=e63534cb-55ac-4a08-b050-f620f60e032e</trackback:ping>
      <pingback:server>http://exdream.no-ip.info/blog/pingback.aspx</pingback:server>
      <pingback:target>http://exdream.no-ip.info/blog/PermaLink,guid,e63534cb-55ac-4a08-b050-f620f60e032e.aspx</pingback:target>
      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,e63534cb-55ac-4a08-b050-f620f60e032e.aspx</wfw:comment>
      <wfw:commentRss>http://exdream.no-ip.info/blog/SyndicationService.asmx/GetEntryCommentsRss?guid=e63534cb-55ac-4a08-b050-f620f60e032e</wfw:commentRss>
      <slash:comments>3</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">This year we had no booth on the CeBIT
and there were no important meetings for us there, so I just ran across the CeBIT
yesterday with a couple of friends and I took a lot of photos. Here are my impressions
from the CeBIT 2007, I hope you enjoy it. 
<p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_01.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_01small.jpg" border="0" /></a><br />
Let's get started. This is the train ride to the west entrance. It will not be that
empty on the way back. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_02.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_02small.jpg" border="0" /></a><br />
The CeBIT fair ground (photo was taken a little bit later). There were about 25 filled
halls with a lot of exhibitors and over 200 000 expected visitors. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_03.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_03small.jpg" border="0" /></a><br />
The first booth we saw. Not really spectacular, but we started with some boring halls
in the beginning and left the entertainment halls for the end. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_04.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_04small.jpg" border="0" /></a><br />
RFID chips are used to track packages here. The sensors in the front are used to check
if a package has left or entered a storage facility. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_05.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_05small.jpg" border="0" /></a><br /><a href="http://heise.de">Heise.de</a> had a booth too and we saw a couple of Linux
penguins in that hall too. The usual get 2 CT editions for free abo could be ordered
here too. They also had a Sony Play station 3 running Linux on the other side. The
funniest thing was some other booth in that hall where some woman announced that you
can win a "Sony Play 3 Station ". We laughed our asses off. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_06.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_06small.jpg" border="0" /></a><br />
Some Chebaba dude or chick was handing out candy. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_07.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_07small.jpg" border="0" /></a><br />
The big companies SAP and Microsoft almost filled the whole hall 5 together. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_08.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_08small.jpg" border="0" /></a><br />
Microsoft did not have anything new to show because most of its products have been
released in the past months. It will take another 2-3 years for the next cycle. There
were only some smaller handheld devices with Windows XP (like the Origami from last
year) that looked interesting and a lot about boring business and security. I would
have liked to see some info about Longhorn Server. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_09.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_09small.jpg" border="0" /></a><br />
An Asian woman wanted to take this Audio sport car with her. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_10.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_10small.jpg" border="0" /></a><br />
This is the data storage server for the whole Microsoft booth. There are 2 rack servers
in here and about 24 disk drives. Some guy from Microsoft came over and explained
to us that the server got 4 TB data storage and runs several services, all Windows
based. But we smiled a little thinking of our little server at home, which is just
a normal PC running Windows 2003 x64 (you will need that for any drive bigger than
2 TB), but got 4 TB on a single RAID 5 already, with some other backup and boot drives
too. And it is not as noisy as the servers we saw here at the CeBIT. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_11.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_11small.jpg" border="0" /></a><br />
Some cool relaxing chairs near the AMD business booth. There were a lot of water fountains
in hall 1 and 2. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_12.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_12small.jpg" border="0" /></a><br />
Another server with about 64 disk drives running a Windows Cluster service and there
were showing virtualization here and explained how cool it is to have multiple virtual
servers, which can balance each other. I did not wanted to spoil them by telling them
that using virtual servers will just throw away almost 50% of your performance away.
Using it for performance critical applications did not make much sense to me. Again,
just 6.1 TB on this data server, not much if you ask me. In a few years everyone will
have more memory on their home computers ^^ 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_13.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_13small.jpg" border="0" /></a><br />
A blue haired girl at the ASUS booth. I was not sure if she is really from ASUS as
she was handing out something to win some Intel stuff. Later I found out all the blue
haired girls were from Intel and they were at 8 different booths, which you had to
visit to win something boring. I would guess the total number of people how did that
was zero. BTW: Did I mentioned that my mainboard that stopped working last week when
I came back from the GDC was from ASUS? :-( 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_14.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_14small.jpg" border="0" /></a><br />
A Porsche! There was a PC inside, but for some reason the car was more exciting (and
expensive). You could even get a price if you ask, but you know, when you have to
ask, you can't afford it anyways. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_15.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_15small.jpg" border="0" /></a><br />
Racing games all over the place. Why does everyone going to a fair want to play racing
games? And why does everyone just show racing games? Man, this is boring! Ups, I did
a racing game too, maybe I should be more exciting about this ... 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_16.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_16small.jpg" border="0" /></a><br />
The Samsung booth in hall 1. Samsung is a cool company anyways with all their support
for e-sports and their range of cool affordable products, but everyone at this booth
was extremely friendly. Most other booth in hall 1 were just focused on business and
did not even want to be asked about anything. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_17.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_17small.jpg" border="0" /></a><br />
A new laptop, which got the new Nvidia GeForce 8000 Go card in it. Coming out in 1-2
months. Pretty exicting. Makes my new laptop with a GeForce 5900 GS look much less
impressive. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_18.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_18small.jpg" border="0" /></a><br />
Here are the specs. If even such a small laptop can have a GeForce 8000 and do DirectX
10 stuff, bigger laptops will have some cool graphic boards too in the future. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_19.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_19small.jpg" border="0" /></a><br />
The new 30 inch screen from Samsung. It has a better image than the 30 inch Dell,
but it is still very expensive and the Dell monitors are much more affordable (especially
the 24 inch). The resolution on a 30 inch is great: 2560x1600 ^^ 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_20.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_20small.jpg" border="0" /></a><br />
Some guy was zooming in on girls with this new camera, but I was watching the watcher. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_21.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_21small.jpg" border="0" /></a><br />
Two girls from Intel (again and again, they were all over the place) checking out
each other. Not really hot, but getting to it .. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_22.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_22small.jpg" border="0" /></a><br />
A sphere of monitors at the very unfriendly IBM booth. They had some business people
explain the marketing ideas of IBM in Second Live, but they had no idea about the
application and their "sims" were empty like no ones else. But who cares, as long
as people keep pumping money into "3D worlds and presentations" they will keep going.
IMO the Second Life technology is not really perfect for virtual presentations. There
is no easy way to login and most of the required technology is not even implemented
yet (Second Live does not even have voice support). 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_23.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_23small.jpg" border="0" /></a><br />
This is how the sphere monitors are controlled by the way. Each one has a laptop on
its back. I'm not sure this is the best way to do it, but we are still on the IBM
booth, no reason to be clever here. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_24.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_24small.jpg" border="0" /></a><br />
A little later we saw Commodore. Every year someone new buys the name and brings out
a couple of shitty products, when will it ever stop? For example they got some "new"
4GB mp3 players with some simple display, which costs 250 bucks. By the way, other
companies like Samsung and Creative had similar shitty mp3 players and marketed them
as "new" too. The walkman was something new, but everything after that is pretty much
the same. I just do not get the point when people start speaking about "taking your
music anywhere with you". Are you freaking kidding me? 
</p><p>
For that you get a Zune or iPod with 30GB and much better technology. I got a Zune
from the GDC by the way and it does not work here in Germany yet. First of all you
are not allowed to download or pay for anything when you are not in the US or Canada
(the only countries where the Zune is released yet), and then you can't even install
the Zune software on a German operating system. There are some hacks to get around
some issues and having direct access to the Zune drive (very useful), but they only
work on a English windows version or XP. <a href="http://www.makezine.com/blog/archive/2006/11/zune_hacks_insi.html">Here
is the link</a> if you are in the same trouble.
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_25.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_25small.jpg" border="0" /></a><br />
Did you notice that no booth chicks will look at me when I'm trying to take a picture?
I will keep trying till the end of the day ^^ Please also note that we entered the
entertainment halls and everything will look more like the Games Convention now. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_26.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_26small.jpg" border="0" /></a><br />
An Asian RPG game, which has a really cool kill counter in the lower right. The game
looked very manga like, but still had realistic graphics. I have to check back what
this game was about later. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_27.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_27small.jpg" border="0" /></a><br />
R2D2 was there too. Actually it was a pretty cool robot that is already available
in Japan and it has cameras, can move around and it can blink and beep like the "real"
one from the movies. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_28.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_28small.jpg" border="0" /></a><br />
Hmm, this might look like a completely empty booth, but actually the very exciting
dude there was showing invisible devices. Amazing, isn't it? 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_29.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_29small.jpg" border="0" /></a><br />
More cases and a lot of different displays on them. They all cost around 40 bucks,
which is not much for computer cases anymore and the quality gets better and better. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_30.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_30small.jpg" border="0" /></a><br />
The World Cyber Games 2007 Euro Championship was in hall 23 of the CeBIT. But it only
was played from the 15. to the 18. March and it was all over when we were going into
the hall. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_31.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_31small.jpg" border="0" /></a><br />
Holy macaroni. This girl from Razer was throwing something at me while I was taking
this picture. We could maybe count that as a girl looking at me while I'm taking a
picture, but she was out to get me. This does not count, let's go on. And no, I did
not catch the bandage. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_32.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_32small.jpg" border="0" /></a><br />
AMD and ATI (also AMD) were in hall 23 too. Try to find the laptop facing in the wrong
direction on this picture! 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_33.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_33small.jpg" border="0" /></a><br />
A cool Formula One racing car, which reminds me of the Speedy Racer Mod of the Racing
Game. Ups, I already said too much ... 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_34.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_34small.jpg" border="0" /></a><br />
The ATI chick "Ruby" looks good as always. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_35.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_35small.jpg" border="0" /></a><br />
And some cool water cooled gear with AMD stuff in it. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_36.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_36small.jpg" border="0" /></a><br />
And finally some mainboards with AMD chipsets on a wall. Not sure if I would agree
with AMD's new slogan "Smarter Choice" as they are currently very much behind the
Intel Core 2 Duo CPUs and the Nvidia 8800 GPUs are also much faster than their ATI
counterparts! 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_37.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_37small.jpg" border="0" /></a><br />
At the XFX booth the famous Quake world champion "Fatality" was playing against random
people. Those two police girls where protecting the gamer area. Some people even wanted
be be arrested .. strange people these gamers. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_38.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_38small.jpg" border="0" /></a><br />
And another picture of those two nice girls. They had to be alert all the time, so
I'm ok with them not noticing me taking pictures. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_39.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_39small.jpg" border="0" /></a><br />
And this is Fatality playing against some random guy. They were playing Quake 4. The
announcer had a pretty boring job:<br />
00:00: The match begins ..<br />
00:06: 1 to 0 for Fatality already<br />
00:10: 2 to 0 for Fatality<br />
..<br />
00:36: 8 to -1 for Fatality ..<br />
etc.<br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_40.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_40small.jpg" border="0" /></a><br />
Oh no, we are at the Games Convention, aren't we? Just for a t-shirt everyone is going
crazy again! 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_41.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_41small.jpg" border="0" /></a><br />
Now that is a pretty cool mouse. Mine can not do anything like that, I'm happy when
it even works at all. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_42.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_42small.jpg" border="0" /></a><br />
More cases, much more cases! 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_43.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_43small.jpg" border="0" /></a><br />
Power supplies and cases, almost like in a computer shop, just the prices are missing. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_44.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_44small.jpg" border="0" /></a><br />
In hall 24 we saw a lot of hardware vendors, mainly for mainboards, graphic cards,
power supplies and coolers. Zalman has really grown big. They got so many new products. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_45.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_45small.jpg" border="0" /></a><br />
They do not only have coolers, power supplies and water cooling systems, but also
cases like this one: The Z-Machine! 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_46.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_46small.jpg" border="0" /></a><br />
G.Skill memory. DDR3 and faster memory with 900Mhz, 1000+ MHz and more coming soon. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_47.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_47small.jpg" border="0" /></a><br />
A pretty cool looking server mainboard for 2 CPUs and 16 memory slots, uffa! 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_48.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_48small.jpg" border="0" /></a><br />
Something is missing here? A nicely build PC with corsair ram and LEDs on them is
there. A keyboard is there too and even speakers, but where the hell does the gamer
look at? At a white wall? 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_49.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_49small.jpg" border="0" /></a><br />
DDR3 memory is coming. No, it is nothing really new, graphic cards have that already,
but now the big memory sticks for the mainboards are going to be faster too. Also
notice the cool looking cooler and the 8800 GTX build in here. I guess it is a Core
2 Duo system too, probably the X6800, which is still very expensive. The prices will
drop in April however. Exciting times to come. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_50.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_50small.jpg" border="0" /></a><br />
More stuff from Gigabyte. The hall was filled with hardware vendors, but we were tired
and had not much power left walking through every single booth. For a more complete
view about the halls 23-25 check out <a href="http://www.guru3d.com/article/article/422/">Guru3D's
review of the CeBIT 2007</a>. They have a lot of cool pictures too and more technical
details. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_51.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_51small.jpg" border="0" /></a><br />
HAH! Another Intel chick and this time I got her just as she was quickly moving forwad.
Not only did I get her sharply while the world around her blurs away, she is also
looking at me and smiling. Mission accomplished for today. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_52.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_52small.jpg" border="0" /></a><br />
Professor Intel explains why everyone needs a X6800 quad core CPU for games today,
when over 95% of all games do not even care if you have two cores. But still, even
a single core from a Intel Core 2 system is much faster than anyone else can give
you. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_53.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_53small.jpg" border="0" /></a><br />
More cases .. Wasn't Apogee the software publisher behind Commander Keen and older
jump and run games? That logo does look quite different. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_54.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_54small.jpg" border="0" /></a><br />
Some big piece of cooling equipment. Not sure if that even fits in a normal desktop.
But it is all passive and while mainboards are cooled passively too and the power
supplies are very silent the only noisy part in your PC will probably be the hard
discs. Haven't seen silent ones of those in a long time. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_55.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_55small.jpg" border="0" /></a><br />
More cases .. and what the heck. Another girl is looking? The day can end now. It
was not all that bad, but most pictures I took where blurry and when I gone through
the photos I have selected for this post, I saw that all the girls from the first
half were looking away ^^ 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_56.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_56small.jpg" border="0" /></a><br />
Oh no, this poor guy just wanted to take a closer look at these half naked chicks
and now he is in real trouble. I better keep going. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_57.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_57small.jpg" border="0" /></a><br />
And there is the reason to buy a 1000W power supply (e.g. the Galaxy one from Enermax).
Ok, you need about 24 hard discs, 4 CPUs and 2 8800 GTX graphic cards to even get
to 933W, but does not everyone have such a PC at home? The raid controller here is
looking cool, just 6 ports which 4 sata cables coming out of it. I did not know the
vendor (BMC or something), but other RAID controller suppliers like Highpoint had
similar cards too. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_58.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_58small.jpg" border="0" /></a><br />
That's it for me. Time to get some rest. Next big fair will be the Games Convention
in Leipzig in August, but there are a few smaller conferences till then and I will
keep shooting photos :-)
</p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=e63534cb-55ac-4a08-b050-f620f60e032e" /></body>
      <title>Impressions from the CeBIT 2007</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,e63534cb-55ac-4a08-b050-f620f60e032e.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/03/20/ImpressionsFromTheCeBIT2007.aspx</link>
      <pubDate>Tue, 20 Mar 2007 05:56:57 GMT</pubDate>
      <description>This year we had no booth on the CeBIT and there were no important meetings for us there, so I just ran across the CeBIT yesterday with a couple of friends and I took a lot of photos. Here are my impressions from the CeBIT 2007, I hope you enjoy it.
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_01.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_01small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Let's get started. This is the train ride to the west entrance. It will not be that
empty on the way back. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_02.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_02small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
The CeBIT fair ground (photo was taken a little bit later). There were about 25 filled
halls with a lot of exhibitors and over 200 000 expected visitors. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_03.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_03small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
The first booth we saw. Not really spectacular, but we started with some boring halls
in the beginning and left the entertainment halls for the end. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_04.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_04small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
RFID chips are used to track packages here. The sensors in the front are used to check
if a package has left or entered a storage facility. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_05.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_05small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://heise.de"&gt;Heise.de&lt;/a&gt; had a booth too and we saw a couple of Linux
penguins in that hall too. The usual get 2 CT editions for free abo could be ordered
here too. They also had a Sony Play station 3 running Linux on the other side. The
funniest thing was some other booth in that hall where some woman announced that you
can win a "Sony Play 3 Station ". We laughed our asses off. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_06.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_06small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Some Chebaba dude or chick was handing out candy. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_07.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_07small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
The big companies SAP and Microsoft almost filled the whole hall 5 together. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_08.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_08small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Microsoft did not have anything new to show because most of its products have been
released in the past months. It will take another 2-3 years for the next cycle. There
were only some smaller handheld devices with Windows XP (like the Origami from last
year) that looked interesting and a lot about boring business and security. I would
have liked to see some info about Longhorn Server. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_09.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_09small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
An Asian woman wanted to take this Audio sport car with her. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_10.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_10small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
This is the data storage server for the whole Microsoft booth. There are 2 rack servers
in here and about 24 disk drives. Some guy from Microsoft came over and explained
to us that the server got 4 TB data storage and runs several services, all Windows
based. But we smiled a little thinking of our little server at home, which is just
a normal PC running Windows 2003 x64 (you will need that for any drive bigger than
2 TB), but got 4 TB on a single RAID 5 already, with some other backup and boot drives
too. And it is not as noisy as the servers we saw here at the CeBIT. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_11.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_11small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Some cool relaxing chairs near the AMD business booth. There were a lot of water fountains
in hall 1 and 2. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_12.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_12small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Another server with about 64 disk drives running a Windows Cluster service and there
were showing virtualization here and explained how cool it is to have multiple virtual
servers, which can balance each other. I did not wanted to spoil them by telling them
that using virtual servers will just throw away almost 50% of your performance away.
Using it for performance critical applications did not make much sense to me. Again,
just 6.1 TB on this data server, not much if you ask me. In a few years everyone will
have more memory on their home computers ^^ 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_13.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_13small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
A blue haired girl at the ASUS booth. I was not sure if she is really from ASUS as
she was handing out something to win some Intel stuff. Later I found out all the blue
haired girls were from Intel and they were at 8 different booths, which you had to
visit to win something boring. I would guess the total number of people how did that
was zero. BTW: Did I mentioned that my mainboard that stopped working last week when
I came back from the GDC was from ASUS? :-( 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_14.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_14small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
A Porsche! There was a PC inside, but for some reason the car was more exciting (and
expensive). You could even get a price if you ask, but you know, when you have to
ask, you can't afford it anyways. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_15.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_15small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Racing games all over the place. Why does everyone going to a fair want to play racing
games? And why does everyone just show racing games? Man, this is boring! Ups, I did
a racing game too, maybe I should be more exciting about this ... 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_16.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_16small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
The Samsung booth in hall 1. Samsung is a cool company anyways with all their support
for e-sports and their range of cool affordable products, but everyone at this booth
was extremely friendly. Most other booth in hall 1 were just focused on business and
did not even want to be asked about anything. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_17.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_17small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
A new laptop, which got the new Nvidia GeForce 8000 Go card in it. Coming out in 1-2
months. Pretty exicting. Makes my new laptop with a GeForce 5900 GS look much less
impressive. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_18.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_18small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Here are the specs. If even such a small laptop can have a GeForce 8000 and do DirectX
10 stuff, bigger laptops will have some cool graphic boards too in the future. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_19.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_19small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
The new 30 inch screen from Samsung. It has a better image than the 30 inch Dell,
but it is still very expensive and the Dell monitors are much more affordable (especially
the 24 inch). The resolution on a 30 inch is great: 2560x1600 ^^ 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_20.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_20small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Some guy was zooming in on girls with this new camera, but I was watching the watcher. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_21.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_21small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Two girls from Intel (again and again, they were all over the place) checking out
each other. Not really hot, but getting to it .. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_22.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_22small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
A sphere of monitors at the very unfriendly IBM booth. They had some business people
explain the marketing ideas of IBM in Second Live, but they had no idea about the
application and their "sims" were empty like no ones else. But who cares, as long
as people keep pumping money into "3D worlds and presentations" they will keep going.
IMO the Second Life technology is not really perfect for virtual presentations. There
is no easy way to login and most of the required technology is not even implemented
yet (Second Live does not even have voice support). 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_23.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_23small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
This is how the sphere monitors are controlled by the way. Each one has a laptop on
its back. I'm not sure this is the best way to do it, but we are still on the IBM
booth, no reason to be clever here. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_24.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_24small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
A little later we saw Commodore. Every year someone new buys the name and brings out
a couple of shitty products, when will it ever stop? For example they got some "new"
4GB mp3 players with some simple display, which costs 250 bucks. By the way, other
companies like Samsung and Creative had similar shitty mp3 players and marketed them
as "new" too. The walkman was something new, but everything after that is pretty much
the same. I just do not get the point when people start speaking about "taking your
music anywhere with you". Are you freaking kidding me? 
&lt;/p&gt;
&lt;p&gt;
For that you get a Zune or iPod with 30GB and much better technology. I got a Zune
from the GDC by the way and it does not work here in Germany yet. First of all you
are not allowed to download or pay for anything when you are not in the US or Canada
(the only countries where the Zune is released yet), and then you can't even install
the Zune software on a German operating system. There are some hacks to get around
some issues and having direct access to the Zune drive (very useful), but they only
work on a English windows version or XP. &lt;a href="http://www.makezine.com/blog/archive/2006/11/zune_hacks_insi.html"&gt;Here
is the link&lt;/a&gt; if you are in the same trouble.
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_25.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_25small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Did you notice that no booth chicks will look at me when I'm trying to take a picture?
I will keep trying till the end of the day ^^ Please also note that we entered the
entertainment halls and everything will look more like the Games Convention now. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_26.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_26small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
An Asian RPG game, which has a really cool kill counter in the lower right. The game
looked very manga like, but still had realistic graphics. I have to check back what
this game was about later. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_27.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_27small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
R2D2 was there too. Actually it was a pretty cool robot that is already available
in Japan and it has cameras, can move around and it can blink and beep like the "real"
one from the movies. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_28.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_28small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Hmm, this might look like a completely empty booth, but actually the very exciting
dude there was showing invisible devices. Amazing, isn't it? 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_29.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_29small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
More cases and a lot of different displays on them. They all cost around 40 bucks,
which is not much for computer cases anymore and the quality gets better and better. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_30.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_30small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
The World Cyber Games 2007 Euro Championship was in hall 23 of the CeBIT. But it only
was played from the 15. to the 18. March and it was all over when we were going into
the hall. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_31.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_31small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Holy macaroni. This girl from Razer was throwing something at me while I was taking
this picture. We could maybe count that as a girl looking at me while I'm taking a
picture, but she was out to get me. This does not count, let's go on. And no, I did
not catch the bandage. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_32.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_32small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
AMD and ATI (also AMD) were in hall 23 too. Try to find the laptop facing in the wrong
direction on this picture! 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_33.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_33small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
A cool Formula One racing car, which reminds me of the Speedy Racer Mod of the Racing
Game. Ups, I already said too much ... 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_34.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_34small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
The ATI chick "Ruby" looks good as always. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_35.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_35small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
And some cool water cooled gear with AMD stuff in it. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_36.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_36small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
And finally some mainboards with AMD chipsets on a wall. Not sure if I would agree
with AMD's new slogan "Smarter Choice" as they are currently very much behind the
Intel Core 2 Duo CPUs and the Nvidia 8800 GPUs are also much faster than their ATI
counterparts! 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_37.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_37small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
At the XFX booth the famous Quake world champion "Fatality" was playing against random
people. Those two police girls where protecting the gamer area. Some people even wanted
be be arrested .. strange people these gamers. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_38.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_38small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
And another picture of those two nice girls. They had to be alert all the time, so
I'm ok with them not noticing me taking pictures. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_39.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_39small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
And this is Fatality playing against some random guy. They were playing Quake 4. The
announcer had a pretty boring job:&lt;br&gt;
00:00: The match begins ..&lt;br&gt;
00:06: 1 to 0 for Fatality already&lt;br&gt;
00:10: 2 to 0 for Fatality&lt;br&gt;
..&lt;br&gt;
00:36: 8 to -1 for Fatality ..&lt;br&gt;
etc.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_40.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_40small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Oh no, we are at the Games Convention, aren't we? Just for a t-shirt everyone is going
crazy again! 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_41.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_41small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Now that is a pretty cool mouse. Mine can not do anything like that, I'm happy when
it even works at all. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_42.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_42small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
More cases, much more cases! 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_43.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_43small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Power supplies and cases, almost like in a computer shop, just the prices are missing. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_44.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_44small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
In hall 24 we saw a lot of hardware vendors, mainly for mainboards, graphic cards,
power supplies and coolers. Zalman has really grown big. They got so many new products. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_45.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_45small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
They do not only have coolers, power supplies and water cooling systems, but also
cases like this one: The Z-Machine! 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_46.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_46small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
G.Skill memory. DDR3 and faster memory with 900Mhz, 1000+ MHz and more coming soon. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_47.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_47small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
A pretty cool looking server mainboard for 2 CPUs and 16 memory slots, uffa! 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_48.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_48small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Something is missing here? A nicely build PC with corsair ram and LEDs on them is
there. A keyboard is there too and even speakers, but where the hell does the gamer
look at? At a white wall? 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_49.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_49small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
DDR3 memory is coming. No, it is nothing really new, graphic cards have that already,
but now the big memory sticks for the mainboards are going to be faster too. Also
notice the cool looking cooler and the 8800 GTX build in here. I guess it is a Core
2 Duo system too, probably the X6800, which is still very expensive. The prices will
drop in April however. Exciting times to come. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_50.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_50small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
More stuff from Gigabyte. The hall was filled with hardware vendors, but we were tired
and had not much power left walking through every single booth. For a more complete
view about the halls 23-25 check out &lt;a href="http://www.guru3d.com/article/article/422/"&gt;Guru3D's
review of the CeBIT 2007&lt;/a&gt;. They have a lot of cool pictures too and more technical
details. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_51.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_51small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
HAH! Another Intel chick and this time I got her just as she was quickly moving forwad.
Not only did I get her sharply while the world around her blurs away, she is also
looking at me and smiling. Mission accomplished for today. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_52.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_52small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Professor Intel explains why everyone needs a X6800 quad core CPU for games today,
when over 95% of all games do not even care if you have two cores. But still, even
a single core from a Intel Core 2 system is much faster than anyone else can give
you. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_53.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_53small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
More cases .. Wasn't Apogee the software publisher behind Commander Keen and older
jump and run games? That logo does look quite different. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_54.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_54small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Some big piece of cooling equipment. Not sure if that even fits in a normal desktop.
But it is all passive and while mainboards are cooled passively too and the power
supplies are very silent the only noisy part in your PC will probably be the hard
discs. Haven't seen silent ones of those in a long time. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_55.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_55small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
More cases .. and what the heck. Another girl is looking? The day can end now. It
was not all that bad, but most pictures I took where blurry and when I gone through
the photos I have selected for this post, I saw that all the girls from the first
half were looking away ^^ 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_56.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_56small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Oh no, this poor guy just wanted to take a closer look at these half naked chicks
and now he is in real trouble. I better keep going. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_57.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_57small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
And there is the reason to buy a 1000W power supply (e.g. the Galaxy one from Enermax).
Ok, you need about 24 hard discs, 4 CPUs and 2 8800 GTX graphic cards to even get
to 933W, but does not everyone have such a PC at home? The raid controller here is
looking cool, just 6 ports which 4 sata cables coming out of it. I did not know the
vendor (BMC or something), but other RAID controller suppliers like Highpoint had
similar cards too. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/cebit2007_58.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/cebit2007_58small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
That's it for me. Time to get some rest. Next big fair will be the Games Convention
in Leipzig in August, but there are a few smaller conferences till then and I will
keep shooting photos :-)
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=e63534cb-55ac-4a08-b050-f620f60e032e" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,e63534cb-55ac-4a08-b050-f620f60e032e.aspx</comments>
      <category>All;Game Development;Other;Reviews</category>
    </item>
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      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b</trackback:ping>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,ff31f4b8-bea4-456b-8e87-68ba7cb2b07b.aspx</wfw:comment>
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      <slash:comments>10</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">I originally wanted to finish this at Monday
or Tuesday, but I had not enough time this week to improve much on the Dungeon Quest
game. Many of the cool features of the game were already implemented in some unit
tests at the GDC like splitscreen support and shadow mapping, but we had not time
to test and finetune all that. There were also a lot of bugs and smaller issues in
the beta version. Below is a long list of all changes and some new screenshots. When
the XNA Update is available that allows deploying to the Xbox 360 with just binaries
I will provide an updated version that runs on the Xbox 360 too and supports splitscreen
multiplayer gaming. 
<p>
Download the game installer here (40 MB): <a href="http://www.unifaces.de/DungeonQuest/DungeonQuestSetup.zip">DungeonQuestSetup.zip</a><br />
Alternative download (slow! from this site): <a href="http://exdream.no-ip.info/blog/DungeonQuestSetup.zip">DungeonQuestSetup.zip</a><br /><br />
Note: This game requires a Shader Model 3.0 GPU as it was build for the Xbox 360 and
optimized that way. For lower end PCs it pushes way too many polygons each frame anyway
so that it will be too slow. If you have a low end SM 3.0 GPU (like the Nvidia GeForce
6600), make sure you run in a lower resolution (see below for details). 
</p><p>
Here is a little video from the current version of the game. Enjoy! <a style="left: 434px ! important; top: -3px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/FO1PNgIwjB4"></a><a style="left: 434px ! important; top: -3px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/FO1PNgIwjB4"></a><a style="left: 434px ! important; top: -3px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/FO1PNgIwjB4"></a><a style="left: 434px ! important; top: -3px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/FO1PNgIwjB4"></a><a style="left: 434px ! important; top: -3px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/FO1PNgIwjB4"></a><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/FO1PNgIwjB4" /><embed src="http://www.youtube.com/v/FO1PNgIwjB4" type="application/x-shockwave-flash" height="350" width="425"></embed></object></p><p><b>Screenshots:</b><br /><a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0001.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0001small.jpg" border="0" /></a><br />
Ok, let's get started. What is this guy doing there. He doesn't look very friendly,
maybe it is better to hit him in the head!<br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0004.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0004small.jpg" border="0" /></a><br />
First quest completed. This key is important to open the door to the second level.<br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0006.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0006small.jpg" border="0" /></a><br />
Nonstop fighting action. Well, at least if you don't lose your way.<br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0009.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0009small.jpg" border="0" /></a><br />
This is how it looks like after I got angry. I told those guys, don't start any fights!<br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0011.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0011small.jpg" border="0" /></a><br />
Ohh no. I did not use all my skills (see right side) and this Ogre killed me too quickly.
I guess I have to start over.<br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0012.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0012small.jpg" border="0" /></a><br />
The credit screen when the game ends. Notice my book :)<br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0016.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0016small.jpg" border="0" /></a><br />
No reason to stop, let's start over and try again. The fight is continuing. The game
is not that hard, you just have to use all skills and avoid being hit by fireballs
or big enemies when you have low hit points.<br /></p><p><b>Improvements:</b></p><ul><li>
Improved performance a lot by optimizing some internal code and using all ps3.0 shaders
now (sad thing is it only runs with ps3.0 hardware now).<br />
TIPP: If you have a low spec ps3.0 graphic card (like the GeForce 6600 or lower) use
a smaller resolution, the game will run much faster. Use the DungeonQuestSettings.xml
file and enter a smaller resolution there (e.g. 800x600). The game is heavily GPU
bound (like all my games) and it pushes several million polygons each frame (scene
alone has almost a million polygons, but it has to be rendered 3 times for all shadow
mapping and post processing effects). Runs on XBox 360 or GeForce 7x hardware very
good with 100fps and more. 
</li><li>
Fixed parallax mapping for the cave and improved the specular effects, looks much
nicer now. Also increased view distance and light affect range. 
</li><li>
Improved the music and sound effects, also added a lot more events and little sounds. 
</li><li>
Added many text messages to help the player understand the game better 
</li><li>
Check if computer can do ps 3.0, else shows big message on screen. 
</li><li>
Support for 64 bit systems (did not start before) 
</li><li>
Reduced glow in post screen (see comments of beta version) 
</li><li>
Fixed game logic and quests (did not work at all in the beta) 
</li><li>
All game actions get a nice message now in the center (killed ogre, got key, quest
complete, new weapon, etc.) 
</li><li>
Implemented several new animations for hitting and dying 
</li><li>
Fixed text size in 3:4 resolutions (did only look correct in 16:9) 
</li><li>
Improved gravity (much stronger now) and fixed several collision bugs 
</li><li>
Fixed collecting key, added it to the UI and also allowing dropping weapons now 
</li><li>
Allow switching weapons (right/left shoulder buttons or Q/E or Mouse wheel) 
</li><li>
Selected enemy ring to help you see which enemy is attacted 
</li><li>
Rumble Xbox 360 controller when hit/getting hit 
</li><li>
Added end screen and credits with book link, credits 
</li><li>
Improved weapons, damages and made the game more balanced. 
</li><li>
Show high score list when game over 
</li><li>
Mouse support for dungeon quest (shooter like, just asdw for moving) 
</li><li>
Block door when we don't got key! Also added sphere collision for monsters (they don't
intersect anymore) 
</li><li>
Fixed shadow mapping and added a lot of cool shadow effects and pseudo point light
sources. 
</li><li>
Added nice looking vista compatible icon, also tested the whole game on vista, runs
fine :) 
</li><li>
Added some grunt sounds and an ambient theme in the background! 
</li><li>
And many more .. 
</li></ul>
The source code is not yet released. I will probably work a little bit more on on
when the XNA Update comes out and then maybe release it. Sorry for now, I know many
people want to take a look right now ^^<img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b" /></body>
      <title>The Dungeon Quest Game</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,ff31f4b8-bea4-456b-8e87-68ba7cb2b07b.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/03/16/TheDungeonQuestGame.aspx</link>
      <pubDate>Fri, 16 Mar 2007 13:19:59 GMT</pubDate>
      <description>I originally wanted to finish this at Monday or Tuesday, but I had not enough time this week to improve much on the Dungeon Quest game. Many of the cool features of the game were already implemented in some unit tests at the GDC like splitscreen support and shadow mapping, but we had not time to test and finetune all that. There were also a lot of bugs and smaller issues in the beta version. Below is a long list of all changes and some new screenshots. When the XNA Update is available that allows deploying to the Xbox 360 with just binaries I will provide an updated version that runs on the Xbox 360 too and supports splitscreen multiplayer gaming.
&lt;p&gt;
Download the game installer here (40 MB): &lt;a href="http://www.unifaces.de/DungeonQuest/DungeonQuestSetup.zip"&gt;DungeonQuestSetup.zip&lt;/a&gt;
&lt;br&gt;
Alternative download (slow! from this site): &lt;a href="http://exdream.no-ip.info/blog/DungeonQuestSetup.zip"&gt;DungeonQuestSetup.zip&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Note: This game requires a Shader Model 3.0 GPU as it was build for the Xbox 360 and
optimized that way. For lower end PCs it pushes way too many polygons each frame anyway
so that it will be too slow. If you have a low end SM 3.0 GPU (like the Nvidia GeForce
6600), make sure you run in a lower resolution (see below for details). 
&lt;/p&gt;
&lt;p&gt;
Here is a little video from the current version of the game. Enjoy! &lt;a style="left: 434px ! important; top: -3px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/FO1PNgIwjB4"&gt;&lt;/a&gt;&lt;a style="left: 434px ! important; top: -3px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/FO1PNgIwjB4"&gt;&lt;/a&gt;&lt;a style="left: 434px ! important; top: -3px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/FO1PNgIwjB4"&gt;&lt;/a&gt;&lt;a style="left: 434px ! important; top: -3px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/FO1PNgIwjB4"&gt;&lt;/a&gt;&lt;a style="left: 434px ! important; top: -3px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/FO1PNgIwjB4"&gt;&lt;/a&gt;
&lt;object height="350" width="425"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/FO1PNgIwjB4"&gt;&lt;embed src="http://www.youtube.com/v/FO1PNgIwjB4" type="application/x-shockwave-flash" height="350" width="425"&gt;
&lt;/object&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Screenshots:&lt;/b&gt;
&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0001.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0001small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Ok, let's get started. What is this guy doing there. He doesn't look very friendly,
maybe it is better to hit him in the head!&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0004.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0004small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
First quest completed. This key is important to open the door to the second level.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0006.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0006small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Nonstop fighting action. Well, at least if you don't lose your way.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0009.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0009small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
This is how it looks like after I got angry. I told those guys, don't start any fights!&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0011.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0011small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Ohh no. I did not use all my skills (see right side) and this Ogre killed me too quickly.
I guess I have to start over.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0012.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0012small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
The credit screen when the game ends. Notice my book :)&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0016.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshot0016small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
No reason to stop, let's start over and try again. The fight is continuing. The game
is not that hard, you just have to use all skills and avoid being hit by fireballs
or big enemies when you have low hit points.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Improvements:&lt;/b&gt; 
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
Improved performance a lot by optimizing some internal code and using all ps3.0 shaders
now (sad thing is it only runs with ps3.0 hardware now).&lt;br&gt;
TIPP: If you have a low spec ps3.0 graphic card (like the GeForce 6600 or lower) use
a smaller resolution, the game will run much faster. Use the DungeonQuestSettings.xml
file and enter a smaller resolution there (e.g. 800x600). The game is heavily GPU
bound (like all my games) and it pushes several million polygons each frame (scene
alone has almost a million polygons, but it has to be rendered 3 times for all shadow
mapping and post processing effects). Runs on XBox 360 or GeForce 7x hardware very
good with 100fps and more. 
&lt;/li&gt;
&lt;li&gt;
Fixed parallax mapping for the cave and improved the specular effects, looks much
nicer now. Also increased view distance and light affect range. 
&lt;/li&gt;
&lt;li&gt;
Improved the music and sound effects, also added a lot more events and little sounds. 
&lt;/li&gt;
&lt;li&gt;
Added many text messages to help the player understand the game better 
&lt;/li&gt;
&lt;li&gt;
Check if computer can do ps 3.0, else shows big message on screen. 
&lt;/li&gt;
&lt;li&gt;
Support for 64 bit systems (did not start before) 
&lt;/li&gt;
&lt;li&gt;
Reduced glow in post screen (see comments of beta version) 
&lt;/li&gt;
&lt;li&gt;
Fixed game logic and quests (did not work at all in the beta) 
&lt;/li&gt;
&lt;li&gt;
All game actions get a nice message now in the center (killed ogre, got key, quest
complete, new weapon, etc.) 
&lt;/li&gt;
&lt;li&gt;
Implemented several new animations for hitting and dying 
&lt;/li&gt;
&lt;li&gt;
Fixed text size in 3:4 resolutions (did only look correct in 16:9) 
&lt;/li&gt;
&lt;li&gt;
Improved gravity (much stronger now) and fixed several collision bugs 
&lt;/li&gt;
&lt;li&gt;
Fixed collecting key, added it to the UI and also allowing dropping weapons now 
&lt;/li&gt;
&lt;li&gt;
Allow switching weapons (right/left shoulder buttons or Q/E or Mouse wheel) 
&lt;/li&gt;
&lt;li&gt;
Selected enemy ring to help you see which enemy is attacted 
&lt;/li&gt;
&lt;li&gt;
Rumble Xbox 360 controller when hit/getting hit 
&lt;/li&gt;
&lt;li&gt;
Added end screen and credits with book link, credits 
&lt;/li&gt;
&lt;li&gt;
Improved weapons, damages and made the game more balanced. 
&lt;/li&gt;
&lt;li&gt;
Show high score list when game over 
&lt;/li&gt;
&lt;li&gt;
Mouse support for dungeon quest (shooter like, just asdw for moving) 
&lt;/li&gt;
&lt;li&gt;
Block door when we don't got key! Also added sphere collision for monsters (they don't
intersect anymore) 
&lt;/li&gt;
&lt;li&gt;
Fixed shadow mapping and added a lot of cool shadow effects and pseudo point light
sources. 
&lt;/li&gt;
&lt;li&gt;
Added nice looking vista compatible icon, also tested the whole game on vista, runs
fine :) 
&lt;/li&gt;
&lt;li&gt;
Added some grunt sounds and an ambient theme in the background! 
&lt;/li&gt;
&lt;li&gt;
And many more .. 
&lt;/li&gt;
&lt;/ul&gt;
The source code is not yet released. I will probably work a little bit more on on
when the XNA Update comes out and then maybe release it. Sorry for now, I know many
people want to take a look right now ^^&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=ff31f4b8-bea4-456b-8e87-68ba7cb2b07b" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,ff31f4b8-bea4-456b-8e87-68ba7cb2b07b.aspx</comments>
      <category>All;Game Development;Other;Programming;Reviews;XNA</category>
    </item>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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      <slash:comments>1</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Here are some more pictures from the last
few days of the GDC. We did not have enough time to go through all the pictures in
the last days.<br /><br />
Chris and me are currently working on the last issues with Dungeon Quest, an updated
version will be finished soon.<br /><br /><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest01.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest01small.jpg" border="0" /></a><br />
This was at the beginning of Day 3, when we still got over 14 hours left. You can
see our sign from the XNA Challenge and a little sign for my upcoming book :)<br /><br /><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest02.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest02small.jpg" border="0" /></a></p><p>
The Lobby of the Moscone North Building, which was also the XNA Lobby and the place
we stayed all day to finish our game. The Gears of War theme music was getting annoying
after hearing it a few times, but after hearing it for 4 straight days I guess I need
a few weeks of silence before I can ever play Gears of War again ^^<br /></p><p><br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest03.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest03small.jpg" border="0" /></a></p><p>
Two of the other teams working hard on their XNA games.
</p><p><br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest04.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest04small.jpg" border="0" /></a></p><p>
Gabe Ahn from Sony introducing us at the COLLADA round table I was speaking at on
Wednesday (left to right): Shaun Leach from Zipper Interactive, Ken Normann from EA
(working on the Sims team) and me (some XNA guy from exDream in Germany? ^^)
</p><p>
The panel discussion was good IMO, hopefully more and more people get attracted to <a href="http://collada.org">COLLADA</a> and
start using it for their tools.
</p><p><br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest05.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest05small.jpg" border="0" /></a></p><p>
The outside world at day 4, it might not look very bright to you, but after 2 days
with just 2-3 hours of sleep this looked incredible bright and it was hard to open
the eyes out here. But the weather was nice all week and it was warm enough to wear
t-shirts all the time except at night.
</p><p><br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest06.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest06small.jpg" border="0" /></a></p><p>
A picture from Microsoft's XNA Party at Thursday evening. It was still early and we
prepared our presentation of the XNA game we did in 4 days: Dungeon Quest. We had
many problems in the last two days and just skipped some of our features, but we got
it done and it looks really good, especially for the short time frame we had to develop
the game.
</p><p><br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest07.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest07small.jpg" border="0" /></a></p><p>
Christoph and me standing proudly in front of our game at the XNA Party. Many people
came and played and congratulated us on the great result.
</p><p><br /></p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest08.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest08small.jpg" border="0" /></a></p><p>
One final picture from Saturday morning before we were leaving to the airport to head
back to Germany. The trip was 25 hours for me and after that I felt as tired as Friday,
I probably need to sleep for a week now .. but I got work to do ..<br /></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=a2fb8f72-4edf-4c59-9181-af324287a48c" /></body>
      <title>Rest of GDC Pics</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,a2fb8f72-4edf-4c59-9181-af324287a48c.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/03/12/RestOfGDCPics.aspx</link>
      <pubDate>Mon, 12 Mar 2007 11:07:05 GMT</pubDate>
      <description>Here are some more pictures from the last few days of the GDC. We did not have enough time to go through all the pictures in the last days.&lt;br&gt;
&lt;br&gt;
Chris and me are currently working on the last issues with Dungeon Quest, an updated
version will be finished soon.&lt;br&gt;
&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest01.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest01small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
This was at the beginning of Day 3, when we still got over 14 hours left. You can
see our sign from the XNA Challenge and a little sign for my upcoming book :)&lt;br&gt;
&lt;br&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest02.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest02small.jpg" border="0"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;p&gt;
The Lobby of the Moscone North Building, which was also the XNA Lobby and the place
we stayed all day to finish our game. The Gears of War theme music was getting annoying
after hearing it a few times, but after hearing it for 4 straight days I guess I need
a few weeks of silence before I can ever play Gears of War again ^^&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest03.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest03small.jpg" border="0"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;p&gt;
Two of the other teams working hard on their XNA games.
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest04.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest04small.jpg" border="0"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;p&gt;
Gabe Ahn from Sony introducing us at the COLLADA round table I was speaking at on
Wednesday (left to right): Shaun Leach from Zipper Interactive, Ken Normann from EA
(working on the Sims team) and me (some XNA guy from exDream in Germany? ^^)
&lt;/p&gt;
&lt;p&gt;
The panel discussion was good IMO, hopefully more and more people get attracted to &lt;a href="http://collada.org"&gt;COLLADA&lt;/a&gt; and
start using it for their tools.
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest05.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest05small.jpg" border="0"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;p&gt;
The outside world at day 4, it might not look very bright to you, but after 2 days
with just 2-3 hours of sleep this looked incredible bright and it was hard to open
the eyes out here. But the weather was nice all week and it was warm enough to wear
t-shirts all the time except at night.
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest06.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest06small.jpg" border="0"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;p&gt;
A picture from Microsoft's XNA Party at Thursday evening. It was still early and we
prepared our presentation of the XNA game we did in 4 days: Dungeon Quest. We had
many problems in the last two days and just skipped some of our features, but we got
it done and it looks really good, especially for the short time frame we had to develop
the game.
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest07.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest07small.jpg" border="0"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;p&gt;
Christoph and me standing proudly in front of our game at the XNA Party. Many people
came and played and congratulated us on the great result.
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest08.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_rest08small.jpg" border="0"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;p&gt;
One final picture from Saturday morning before we were leaving to the airport to head
back to Germany. The trip was 25 hours for me and after that I felt as tired as Friday,
I probably need to sleep for a week now .. but I got work to do ..&lt;br&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=a2fb8f72-4edf-4c59-9181-af324287a48c" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,a2fb8f72-4edf-4c59-9181-af324287a48c.aspx</comments>
      <category>All;Game Development;Other;Reviews;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=de511cd1-12ee-4450-ade2-b64c17872c26</trackback:ping>
      <pingback:server>http://exdream.no-ip.info/blog/pingback.aspx</pingback:server>
      <pingback:target>http://exdream.no-ip.info/blog/PermaLink,guid,de511cd1-12ee-4450-ade2-b64c17872c26.aspx</pingback:target>
      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,de511cd1-12ee-4450-ade2-b64c17872c26.aspx</wfw:comment>
      <wfw:commentRss>http://exdream.no-ip.info/blog/SyndicationService.asmx/GetEntryCommentsRss?guid=de511cd1-12ee-4450-ade2-b64c17872c26</wfw:commentRss>
      <slash:comments>2</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Just a couple of quick notes. I have been
awake for over 25 hours now (all that traveling) and my PC at home does not like my
anymore (it just won't go on). I probably have to repair it first thing tomorrow.<br /><br />
- This server (handling this website) was not prepared for the huge number of people
trying to log on here and especially not for all the download request. I added a faster
server below for the Dungeon Quest Beta download<br /><br />
- The Dungeon Quest game has not been tested well and we turned many features off
(multiplayer splitscreen, xbox testing, some shadow mapping, quest solving, etc.)
just to make it run at the party at Thursday. Tomorrow we are going to fix all that
issues and test a little bit more and then will release the full version, which is
hopefully more fun :)<br /><br />
- I need sleep and a computer that works, grml :(<br /><p></p><br />
- All the photos we made will be posted tomorrow too (well, not all, its like 200,
but we got some nice ones in the last few days).<br /><br /><br />
Thanks to Microsoft for the contest and opportunity and the GDC was a nice event overall
(was Chris and my first time going over there). We did not check out many sessions,
but there are many clips on GameTrailers, YouTube and probably a lot of papers from
the usual sites (gamedev, nvidia, ati, etc.).<br /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=de511cd1-12ee-4450-ade2-b64c17872c26" /></body>
      <title>After the GDC</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,de511cd1-12ee-4450-ade2-b64c17872c26.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/03/11/AfterTheGDC.aspx</link>
      <pubDate>Sun, 11 Mar 2007 17:30:14 GMT</pubDate>
      <description>Just a couple of quick notes. I have been awake for over 25 hours now (all that traveling) and my PC at home does not like my anymore (it just won't go on). I probably have to repair it first thing tomorrow.&lt;br&gt;
&lt;br&gt;
- This server (handling this website) was not prepared for the huge number of people
trying to log on here and especially not for all the download request. I added a faster
server below for the Dungeon Quest Beta download&lt;br&gt;
&lt;br&gt;
- The Dungeon Quest game has not been tested well and we turned many features off
(multiplayer splitscreen, xbox testing, some shadow mapping, quest solving, etc.)
just to make it run at the party at Thursday. Tomorrow we are going to fix all that
issues and test a little bit more and then will release the full version, which is
hopefully more fun :)&lt;br&gt;
&lt;br&gt;
- I need sleep and a computer that works, grml :(&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;br&gt;
- All the photos we made will be posted tomorrow too (well, not all, its like 200,
but we got some nice ones in the last few days).&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Thanks to Microsoft for the contest and opportunity and the GDC was a nice event overall
(was Chris and my first time going over there). We did not check out many sessions,
but there are many clips on GameTrailers, YouTube and probably a lot of papers from
the usual sites (gamedev, nvidia, ati, etc.).&lt;br&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=de511cd1-12ee-4450-ade2-b64c17872c26" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,de511cd1-12ee-4450-ade2-b64c17872c26.aspx</comments>
      <category>All;Game Development;Other;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=aacf9b5a-b152-4a21-9445-90626d8690c8</trackback:ping>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,aacf9b5a-b152-4a21-9445-90626d8690c8.aspx</wfw:comment>
      <wfw:commentRss>http://exdream.no-ip.info/blog/SyndicationService.asmx/GetEntryCommentsRss?guid=aacf9b5a-b152-4a21-9445-90626d8690c8</wfw:commentRss>
      <slash:comments>13</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Hey everyone, we finally finished the game
yesterday for the Microsoft XNA Party here at the GDC.<br /><br />
For some strange reason my main server in germany went offline today and I finally
got it up and running again (thanks to Leif, he had to run over to the office and
restart the server in the middle of the night ^^).<br /><br />
Here is a little screenshot of the final game. I will post more later and do a video
too.<br /><p></p><p><a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestDay4_0001.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestDay4_0001small.jpg" border="0" /></a><br /><br />
If you want an real early preview of the version so far, you can download it here
(with installer and everything, about 38 MB). We will fix some issues today and make
an update this weekend. There are many more features we had implemented (splitscreen,
shadowing, quest solving), but we removed all that to just make the version run because
there were still some issues. Anyway, enjoy the game so far. Thanks for all the nice
comments.<br /><br /><strong>Update: </strong>Fast Download from new Server: <a href="http://unifaces.de/DungeonQuest/DungeonQuestBetaSetup.zip">Dungeon
Quest Beta (38 MB) (Day 4 GDC version)</a><br />
Original Server (slow): <a href="http://exdream.no-ip.info/blog/DungeonQuestBetaSetup.zip">Dungeon
Quest Beta (38 MB) (Day 4 GDC version)</a> (WARNING: slow download from this
website)<br /></p><p>
Tomorrow there will be an update and all the beta issues will be fixed + more features
will come, stay tuned!
</p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=aacf9b5a-b152-4a21-9445-90626d8690c8" /></body>
      <title>GDC Day 4 - The Game is done</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,aacf9b5a-b152-4a21-9445-90626d8690c8.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/03/09/GDCDay4TheGameIsDone.aspx</link>
      <pubDate>Fri, 09 Mar 2007 23:20:35 GMT</pubDate>
      <description>Hey everyone, we finally finished the game yesterday for the Microsoft XNA Party here at the GDC.&lt;br&gt;
&lt;br&gt;
For some strange reason my main server in germany went offline today and I finally
got it up and running again (thanks to Leif, he had to run over to the office and
restart the server in the middle of the night ^^).&lt;br&gt;
&lt;br&gt;
Here is a little screenshot of the final game. I will post more later and do a video
too.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestDay4_0001.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestDay4_0001small.jpg" border=0&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
If you want an real early preview of the version so far, you can download it here
(with installer and everything, about 38 MB). We will fix some issues today and make
an update this weekend. There are many more features we had implemented (splitscreen,
shadowing, quest solving), but we removed all that to just make the version run because
there were still some issues. Anyway, enjoy the game so far. Thanks for all the nice
comments.&lt;br&gt;
&lt;br&gt;
&lt;strong&gt;Update: &lt;/strong&gt;Fast Download from new Server: &lt;a href="http://unifaces.de/DungeonQuest/DungeonQuestBetaSetup.zip"&gt;Dungeon
Quest Beta (38 MB) (Day 4 GDC version)&lt;/a&gt;
&lt;br&gt;
Original Server (slow): &lt;a href="http://exdream.no-ip.info/blog/DungeonQuestBetaSetup.zip"&gt;Dungeon
Quest Beta (38 MB) (Day 4 GDC version)&lt;/a&gt;&amp;nbsp;(WARNING: slow download from this
website)&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
Tomorrow there will be an update and all the beta issues will be fixed + more features
will come, stay tuned!
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=aacf9b5a-b152-4a21-9445-90626d8690c8" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,aacf9b5a-b152-4a21-9445-90626d8690c8.aspx</comments>
      <category>All;Game Development;Other;Programming;XNA</category>
    </item>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,b1039a57-e5dd-4b3c-8c24-14e03bbc4fac.aspx</wfw:comment>
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      <slash:comments>1</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">.. have no time .. got no sleep .. have
to finish game today ..<br /><br />
This is the screen from yesterday/this morning (day 3):<br /><br /><a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshotDay3.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshotDay3small.jpg" border="0" /></a><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=b1039a57-e5dd-4b3c-8c24-14e03bbc4fac" /></body>
      <title>GDC 2007 - Dungeon Quest - Day 3</title>
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      <link>http://exdream.no-ip.info/blog/2007/03/08/GDC2007DungeonQuestDay3.aspx</link>
      <pubDate>Thu, 08 Mar 2007 18:36:10 GMT</pubDate>
      <description>.. have no time .. got no sleep .. have to finish game today ..&lt;br&gt;
&lt;br&gt;
This is the screen from yesterday/this morning (day 3):&lt;br&gt;
&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshotDay3.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshotDay3small.jpg" border="0"&gt;&lt;/a&gt;&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=b1039a57-e5dd-4b3c-8c24-14e03bbc4fac" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,b1039a57-e5dd-4b3c-8c24-14e03bbc4fac.aspx</comments>
      <category>All;Game Development;Other;Programming;XNA</category>
    </item>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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      <slash:comments>2</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Really short post for yesterday. I had
not much time today to post and we are half a day behind. But tonight we are going
to improve our game a lot. 
<p>
Tomorrow I will post another screen for today and talk about what happened today (I
spoke at the Collada panel, that was a lot of fun and we took some new pictures). 
</p><p>
Our Dungeon Quest Game still looks pretty good and we advancing a lot, at least with
the graphics. Keep in mind that we started with nothing, no real engine, I have never
done point lights before and all the texture and 3d models were created in the last
2 days. 
</p><p>
Some parts of the game are also implemented, but we will still have a lot of work
to get all the quests, monsters and AI working properly and there are still some heavy
issues like implementing shadow maps indoor with point lights (uff) and I still have
no idea how to get the split screen stuff working efficiently. 
</p><p>
Here is the screen shot for day 2 (yesterday), it shows the player model and the cave. <a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshotDay2.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshotDay2small.jpg" border="0" /></a></p><p>
Stay tuned, more to come!<img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=4f486c75-8931-419d-8b1f-4d88c689104e" /></p></body>
      <title>Dungeon Quest - Day 2</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,4f486c75-8931-419d-8b1f-4d88c689104e.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/03/08/DungeonQuestDay2.aspx</link>
      <pubDate>Thu, 08 Mar 2007 06:38:58 GMT</pubDate>
      <description>Really short post for yesterday. I had not much time today to post and we are half a day behind. But tonight we are going to improve our game a lot.
&lt;p&gt;
Tomorrow I will post another screen for today and talk about what happened today (I
spoke at the Collada panel, that was a lot of fun and we took some new pictures). 
&lt;p&gt;
Our Dungeon Quest Game still looks pretty good and we advancing a lot, at least with
the graphics. Keep in mind that we started with nothing, no real engine, I have never
done point lights before and all the texture and 3d models were created in the last
2 days. 
&lt;p&gt;
Some parts of the game are also implemented, but we will still have a lot of work
to get all the quests, monsters and AI working properly and there are still some heavy
issues like implementing shadow maps indoor with point lights (uff) and I still have
no idea how to get the split screen stuff working efficiently. 
&lt;p&gt;
Here is the screen shot for day 2 (yesterday), it shows the player model and the cave. &lt;a href="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshotDay2.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/DungeonQuestScreenshotDay2small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
Stay tuned, more to come!&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=4f486c75-8931-419d-8b1f-4d88c689104e" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,4f486c75-8931-419d-8b1f-4d88c689104e.aspx</comments>
      <category>All;Game Development;Other;Programming;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=999a41b7-8f24-4559-875f-706f1ca38e42</trackback:ping>
      <pingback:server>http://exdream.no-ip.info/blog/pingback.aspx</pingback:server>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,999a41b7-8f24-4559-875f-706f1ca38e42.aspx</wfw:comment>
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      <slash:comments>6</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Sorry for not blogging yesterday. We were
working all day on our game here on the GDC 2007 and it was very noisy and distracting
here. If you want to watch us work: We are in the Moscone North Lobby and shouldn't
be hard to find. Anyway, I will probably just blog at the morning of the next day
for each day here. 
<p>
Our game is called <b>Dungeon Quest</b> and we are absolutely insane because we want
to create a Multiplayer Role Playing Game in just 4 days and we haven't even thought
of all the distractions here. I will try to give you a screen per day and tell you
want we have done so far. 
</p><p>
Yesterday we worked purely on the environment, the level and the general game idea
and some smaller details. As I said before we started with nothing, I just created
a new project and Christoph did just open up 3DS Max and started working, there are
no textures or models we have already done. And we both have never worked on a role
playing game before. 
</p><p>
In the morning we still had a lot of problems getting our computers up and running
(3DS Max wasn't starting, I needed lots of plugins and tools, stuff like that). It
usually takes a day or more to set up a development machine in our opinion. Probably
a week until you got all the important tools installed you forgot in the first day.
Anyway, we finally started to build the cave, create new custom collada exporter for
that and placed lights. While Christoph was working on the 3D cave I was getting the
engine up and running and noticed that there are many things that have to be done: 
</p><ul><li>
Like just rendering some text on the screen, 
</li><li>
Finding a good font for that, 
</li><li>
Creating a bitmap font, 
</li><li>
Also making other UI elements (selected monster, health, level up, etc.) 
</li><li>
Rendering shaders and playing around with point lights 
</li><li>
Working on many other smaller issues like effects, billboards, vertex formats, etc. 
</li><li>
Most unit tests require a good camera and testing the cave level itself was very hard,
so I already created the ThridPersonCamera class we going to use for this game. 
</li></ul>
I started with most classes that are required for that and I also could drop in some
Texture/Font code from Rocket Commander XNA, but most of the shader and collada import
classes had to be created from scratch. Then we spend all evening and even this morning
tweaking the shaders, getting all the lights working, adding fog, figuring out how
to do 6 complex light passes in one shader, and so on. 
<p>
Today we will focus on building the main character, getting some collision detection
working and some basic game logic (keys, doors, monster state machines, player behaviour
and animations). Hopefully I can provide you with a nicer screenshot tomorrow, just
an empty level is pretty boring. 
<br /><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_Game_Progress_Day1.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_Game_Progress_Day1small.jpg" border="0" /></a></p><p>
And here are some pictures from yesterday for your enjoyment.<br /><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_01.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_01small.jpg" border="0" /></a><br />
This is the lobby of the Moscone North building at the GDC. The GDC Expo hall is below
us and on Monday the Serious Games Summit was here, but we hadn't had any time to
even check out who is speaking at the actual GDC. At wednesday I will be at some Collada
round table speaking about Collada and issues we had with it so far ^^ 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_02.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_02small.jpg" border="0" /></a><br />
There are many art galleries here in San Francisco and the Asian population is also
huge. It was not hard to find an Asian Art Gallery. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_03.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_03small.jpg" border="0" /></a><br />
Here you can see an ad for Microsoft's Vista Operating System directly in front of
the big Mac building here (seems a lot of people got one here). There is nothing interesting
about a Mac for a game developer IMO. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_04.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_04small.jpg" border="0" /></a><br />
Alcatraz at day time. I already showed you a picture at night earlier. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_05.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_05small.jpg" border="0" /></a><br />
A view from my desk at the Hotel over San Francisco. Its still impressive every day
you wake up ^^ 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_06.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_06small.jpg" border="0" /></a><br />
And some picture of a place I don't know the name of. Usually I would look it up,
but I have to go back to work. Cya tomorrow!<img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=999a41b7-8f24-4559-875f-706f1ca38e42" /></p></body>
      <title>GDC 2007 - Dungeon Quest - Day 1</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,999a41b7-8f24-4559-875f-706f1ca38e42.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/03/06/GDC2007DungeonQuestDay1.aspx</link>
      <pubDate>Tue, 06 Mar 2007 23:14:02 GMT</pubDate>
      <description>Sorry for not blogging yesterday. We were working all day on our game here on the GDC 2007 and it was very noisy and distracting here. If you want to watch us work: We are in the Moscone North Lobby and shouldn't be hard to find. Anyway, I will probably just blog at the morning of the next day for each day here.
&lt;p&gt;
Our game is called &lt;b&gt;Dungeon Quest&lt;/b&gt; and we are absolutely insane because we want
to create a Multiplayer Role Playing Game in just 4 days and we haven't even thought
of all the distractions here. I will try to give you a screen per day and tell you
want we have done so far. 
&lt;p&gt;
Yesterday we worked purely on the environment, the level and the general game idea
and some smaller details. As I said before we started with nothing, I just created
a new project and Christoph did just open up 3DS Max and started working, there are
no textures or models we have already done. And we both have never worked on a role
playing game before. 
&lt;p&gt;
In the morning we still had a lot of problems getting our computers up and running
(3DS Max wasn't starting, I needed lots of plugins and tools, stuff like that). It
usually takes a day or more to set up a development machine in our opinion. Probably
a week until you got all the important tools installed you forgot in the first day.
Anyway, we finally started to build the cave, create new custom collada exporter for
that and placed lights. While Christoph was working on the 3D cave I was getting the
engine up and running and noticed that there are many things that have to be done: 
&lt;ul&gt;
&lt;li&gt;
Like just rendering some text on the screen, 
&lt;li&gt;
Finding a good font for that, 
&lt;li&gt;
Creating a bitmap font, 
&lt;li&gt;
Also making other UI elements (selected monster, health, level up, etc.) 
&lt;li&gt;
Rendering shaders and playing around with point lights 
&lt;li&gt;
Working on many other smaller issues like effects, billboards, vertex formats, etc. 
&lt;li&gt;
Most unit tests require a good camera and testing the cave level itself was very hard,
so I already created the ThridPersonCamera class we going to use for this game. 
&lt;/ul&gt;
I started with most classes that are required for that and I also could drop in some
Texture/Font code from Rocket Commander XNA, but most of the shader and collada import
classes had to be created from scratch. Then we spend all evening and even this morning
tweaking the shaders, getting all the lights working, adding fog, figuring out how
to do 6 complex light passes in one shader, and so on. 
&lt;p&gt;
Today we will focus on building the main character, getting some collision detection
working and some basic game logic (keys, doors, monster state machines, player behaviour
and animations). Hopefully I can provide you with a nicer screenshot tomorrow, just
an empty level is pretty boring. 
&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_Game_Progress_Day1.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_Game_Progress_Day1small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
And here are some pictures from yesterday for your enjoyment.&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_01.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_01small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
This is the lobby of the Moscone North building at the GDC. The GDC Expo hall is below
us and on Monday the Serious Games Summit was here, but we hadn't had any time to
even check out who is speaking at the actual GDC. At wednesday I will be at some Collada
round table speaking about Collada and issues we had with it so far ^^ 
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_02.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_02small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
There are many art galleries here in San Francisco and the Asian population is also
huge. It was not hard to find an Asian Art Gallery. 
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_03.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_03small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Here you can see an ad for Microsoft's Vista Operating System directly in front of
the big Mac building here (seems a lot of people got one here). There is nothing interesting
about a Mac for a game developer IMO. 
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_04.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_04small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Alcatraz at day time. I already showed you a picture at night earlier. 
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_05.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_05small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
A view from my desk at the Hotel over San Francisco. Its still impressive every day
you wake up ^^ 
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_06.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/GDC2007_day1_06small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
And some picture of a place I don't know the name of. Usually I would look it up,
but I have to go back to work. Cya tomorrow!&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=999a41b7-8f24-4559-875f-706f1ca38e42" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,999a41b7-8f24-4559-875f-706f1ca38e42.aspx</comments>
      <category>All;Game Development;Other;Programming;Reviews;Rocket Commander;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=8a6b8e64-8c4a-472f-9453-2a8531268614</trackback:ping>
      <pingback:server>http://exdream.no-ip.info/blog/pingback.aspx</pingback:server>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,8a6b8e64-8c4a-472f-9453-2a8531268614.aspx</wfw:comment>
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      <slash:comments>1</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">I was quiet busy this week with our current
project Arena Wars Reloaded. We got a playable version now, but there are still some
issues. It runs fast and uses glsl now (instead of CgFX, which sucks, I will talk
about that in a future blog post), there are also some new post processing shaders,
but there is still some finetuning to be done. 
<p>
Here are some screenshots from the version. More to come till the end of march, when
we will be done with the game and all new effects, etc. 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/screenshot0005.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/screenshot0005small.jpg" border="0" /></a><br />
New snow texture pack and heavy glow, may need a little weaker post screen effect
^^ 
</p><p><a href="http://exdream.no-ip.info/blog/content/binary/screenshot0021.jpg"><img src="http://exdream.no-ip.info/blog/content/binary/screenshot0021small.jpg" border="0" /></a><br />
Fight in Mission 1, water looks cooler now and some new effects, but I was to lazy
to play more and go into a later level.<img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=8a6b8e64-8c4a-472f-9453-2a8531268614" /></p></body>
      <title>Some new Arena Wars Reloaded pics</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,8a6b8e64-8c4a-472f-9453-2a8531268614.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/03/04/SomeNewArenaWarsReloadedPics.aspx</link>
      <pubDate>Sun, 04 Mar 2007 21:04:54 GMT</pubDate>
      <description>I was quiet busy this week with our current project Arena Wars Reloaded. We got a playable version now, but there are still some issues. It runs fast and uses glsl now (instead of CgFX, which sucks, I will talk about that in a future blog post), there are also some new post processing shaders, but there is still some finetuning to be done.
&lt;p&gt;
Here are some screenshots from the version. More to come till the end of march, when
we will be done with the game and all new effects, etc. 
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/screenshot0005.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/screenshot0005small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
New snow texture pack and heavy glow, may need a little weaker post screen effect
^^ 
&lt;p&gt;
&lt;a href="http://exdream.no-ip.info/blog/content/binary/screenshot0021.jpg"&gt;&lt;img src="http://exdream.no-ip.info/blog/content/binary/screenshot0021small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
Fight in Mission 1, water looks cooler now and some new effects, but I was to lazy
to play more and go into a later level.&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=8a6b8e64-8c4a-472f-9453-2a8531268614" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,8a6b8e64-8c4a-472f-9453-2a8531268614.aspx</comments>
      <category>All;Arena Wars;Game Development;Other;Programming</category>
    </item>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,7e7c8387-bb44-459e-ad4e-ce315836229a.aspx</wfw:comment>
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      <slash:comments>6</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <img src="http://www.gdconf.com/images/logo_gdconf.gif" />                   <img src="http://www.gdconf.com/images/datelocation.gif" /><br /><br />
Every year in march the GDC is San Francisco or San Joe and we all are reading the
announcements, papers and articles coming from there. It was always interesting to
read about the stuff going on there (<a href="http://gamedev.net">gamedev.net</a> has
a good coverage each year), but I could never attend. The cost of flying over there
and staying there for a week plus the incredible high attendee fees kept me out of
this conference in the past. As you can read on <a href="http://www.exDream.com">www.exDream.com</a> we
usually attend the CeBIT here in Hannover instead and go to all the other conferences
and fairs here in Germany ^^<br /><br />
Anyway, a few weeks ago Microsoft asked me to come to the GDC and be part of one of
their XNA "Dream Team"s. The idea for these teams is to build a game while we are
on the conference in 3-4 days (from Monday to Thursday) and that sounds crazy enough
for me (who the hell wants to make a game in 3-4 days? and how?).<br /><br />
There will be a big party Thursday night and all the XNA games will be presented there.
Some information about that can be found on the <a href="http://blogs.msdn.com/xna/">XNA
Team Blog</a>.<br /><br />
My idea was to create one of the most complex game types there is: A multiplayer roleplaying
game. And yes in just 3 days and starting from scratch ^^<br />
It will probably be a little like Zelda, but we are focusing our efforts on creating
one cool looking level and with some enemies and maybe a few quests. Everyone I told
this idea said the same thing you are thinking right now: Impossible. Yeah, I know,
but it is fun anyway to try. Hopefully we will come up with something good looking
till Thursday then.<br /><br />
I will blog every day with screenshots and the daily development process directly
from the GDC and you can see how far we get. My friend Christoph Rienaecker (WAII)
is also coming with me and helping me out modeling the player and enemies as well
as the level so I can focus on programming :-)<br /><br />
If you are also attending the GDC and want to meet with me, drop me an email or write
in the comments. See ya there, or not ^^ but as usual I will make pictures and document
my experiences for all of you who won't attend.<br /><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=7e7c8387-bb44-459e-ad4e-ce315836229a" /></body>
      <title>The GDC (Game Developers Conference) 2007 in San Francisco</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,7e7c8387-bb44-459e-ad4e-ce315836229a.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/02/27/TheGDCGameDevelopersConference2007InSanFrancisco.aspx</link>
      <pubDate>Tue, 27 Feb 2007 16:52:44 GMT</pubDate>
      <description>&lt;img src="http://www.gdconf.com/images/logo_gdconf.gif"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;img src="http://www.gdconf.com/images/datelocation.gif"&gt;
&lt;br&gt;
&lt;br&gt;
Every year in march the GDC is San Francisco or San Joe and we all are reading the
announcements, papers and articles coming from there. It was always interesting to
read about the stuff going on there (&lt;a href="http://gamedev.net"&gt;gamedev.net&lt;/a&gt; has
a good coverage each year), but I could never attend. The cost of flying over there
and staying there for a week plus the incredible high attendee fees kept me out of
this conference in the past. As you can read on &lt;a href="http://www.exDream.com"&gt;www.exDream.com&lt;/a&gt; we
usually attend the CeBIT here in Hannover instead and go to all the other conferences
and fairs here in Germany ^^&lt;br&gt;
&lt;br&gt;
Anyway, a few weeks ago Microsoft asked me to come to the GDC and be part of one of
their XNA "Dream Team"s. The idea for these teams is to build a game while we are
on the conference in 3-4 days (from Monday to Thursday) and that sounds crazy enough
for me (who the hell wants to make a game in 3-4 days? and how?).&lt;br&gt;
&lt;br&gt;
There will be a big party Thursday night and all the XNA games will be presented there.
Some information about that can be found on the &lt;a href="http://blogs.msdn.com/xna/"&gt;XNA
Team Blog&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
My idea was to create one of the most complex game types there is: A multiplayer roleplaying
game. And yes in just 3 days and starting from scratch ^^&lt;br&gt;
It will probably be a little like Zelda, but we are focusing our efforts on creating
one cool looking level and with some enemies and maybe a few quests. Everyone I told
this idea said the same thing you are thinking right now: Impossible. Yeah, I know,
but it is fun anyway to try. Hopefully we will come up with something good looking
till Thursday then.&lt;br&gt;
&lt;br&gt;
I will blog every day with screenshots and the daily development process directly
from the GDC and you can see how far we get. My friend Christoph Rienaecker (WAII)
is also coming with me and helping me out modeling the player and enemies as well
as the level so I can focus on programming :-)&lt;br&gt;
&lt;br&gt;
If you are also attending the GDC and want to meet with me, drop me an email or write
in the comments. See ya there, or not ^^ but as usual I will make pictures and document
my experiences for all of you who won't attend.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=7e7c8387-bb44-459e-ad4e-ce315836229a" /&gt;</description>
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      <category>All;Game Development;Other;Programming;Reviews;XNA</category>
    </item>
    <item>
      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=2b9f62ce-fc9c-4696-8f7f-701903f8285b</trackback:ping>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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      <slash:comments>6</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Don't ask me how I managed to not post
anything this week. My plan was certainly different, but I didn't want to post my
problem with this little project too early. To make up with the lack of blog posts
this year until now this is going to be a very long and hopefully very useful article
:-) 
<p></p><h2>Content
</h2><ul><li><a href="#Downloads">Video, Screenshot and Downloads</a></li><li><a href="#Introduction">Introduction and why Collada?</a></li><li><a href="#ClassOverview">Class Overview</a></li><li><a href="#LoadingCollada">Loading collada files</a></li><li><a href="#AnimationData">Problems with the animation data</a></li><li><a href="#Optimizations1">Optimizing vertices</a></li><li><a href="#Optimizations2">Optimizing the Optimization</a></li><li><a href="#Shaders1">Adjusting the shaders for skinned meshes</a></li><li><a href="#Shaders2">Post screen shaders for the final result</a></li><li><a href="#References">References and Links</a></li></ul><p><br /><a name="Downloads"><h2>Video, Screenshot and Downloads
</h2></a>First of all, here is a video for the project I'm talking about here:<br /><a style="left: 0px ! important; top: 0px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/Oyd18KokT_o"></a><a style="left: 0px ! important; top: 0px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/Oyd18KokT_o"></a><a style="left: 0px ! important; top: 0px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/Oyd18KokT_o"></a><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/Oyd18KokT_o" /><embed src="http://www.youtube.com/v/Oyd18KokT_o" type="application/x-shockwave-flash" height="350" width="425"></embed></object></p><p>
Screenshot of the same scene (better quality since youtube videos just suck quality
wise):<br /><a href="images/TestGobilnColladaSceneScreenshot0009.jpg"><img src="images/TestGobilnColladaSceneScreenshot0009small.jpg" border="0" /></a></p><p>
Before you start reading this article I suggest you download the executable and source
code first in case you want to try it out directly while reading. The whole project
is based on the RocketCommanderXNA engine and just adds the ColladaModel.cs class,
which does all the amazing stuff you see in the video ;-) The video above shows shadowing
from the XNA Shooter engine, which is not yet released and their fore not included
in the downloads. The rest of the code is the same, just the shadow map rendering
was removed. More details about shadow mapping in XNA can also be found in my book
(plug plug plug ^^).<br /></p><ul><li>
The source code is about 2.6 MB and contains projects for XNA Game Studio Windows
and the Xbox platform, as well as a project for Visual Studio 2005. It was tested
on Windows XP and Vista 32 and 64 bit as well as on the Xbox 360.<br /><a href="SkinningWithColladaModelsInXnaSourceCode.zip">SkinningWithColladaModelsInXnaSourceCode.zip
(2.6 MB)</a></li><li>
The executable contains the output (32 bit Windows, but runs on 64 bit and Vista too)
from the project in case you just want to try it out or do not have <b>XNA Game Studio
Express</b> installed yet. You still need the <b>XNA Framework</b> for this program, <a href="http://www.microsoft.com/downloads/details.aspx?familyid=2E136A1F-F187-478C-9DA5-AAEB0904782B&amp;displaylang=en">download
it here</a>, if you do not have it installed yet! You also need a <b>Shader Model
2.0</b> capable graphic card.<br /><a href="SkinningWithColladaModelsInXnaExecuteable.zip">SkinningWithColladaModelsInXnaExecuteable.zip
(2.5 MB)<br /><br /></a>Update <b>2007-02-26</b>: Fixed time steps, in release mode with more than 200-300
fps the animation was getting too slow. Now works flawless :)<br /></li></ul>
Please note that the 3D Goblin Model was created by my friend Christoph Rienaecker
(WAII) and if you want to use it, please credit him (see Readme.txt). The source code
and collada loading class can be used freely too, but I want some credits too (at
least in the source code ^^). 
<p><br /><a name="Introduction"><h2>Introduction and why Collada?
</h2></a>OK, let's get started. I talked a lot about the XNA Content Pipeline and its problems
on my blog, and in several recent interviews and also in my upcoming XNA book. For
projects like Rocket Commander or even the Racing Game it was sometimes a little bit
annoying, but I could do everything I needed by loading X files and adding some features
to it to fix the tangents, load the correct shader techniques, etc.<br />
However XNA does not support loading animation data or gives you a way to display
them. You have to do all that work by yourself. This includes static mesh animations
(like it was used in Rocket Commander, I just left it out in Rocket Commander XNA),
but also skeletal animation with bones and skinned meshes. 
</p><p>
There is a nice project on CodePlex called <a href="http://www.codeplex.com/animationcomponents">XNA
Animation Component Library</a>, but it only support FBX and ASCII X files (and recently
BVH, ASF and AMC formats) and I could not get any of my test models to work with this
library. The main thing missing here is good shader support and it also has a lot
of problems with complex animated models. Other than that exporting 3D Models as X
files is really a pain in the ass, no matter which exporter you use (<a href="http://www.andytather.co.uk/Panda/directxmax.aspx">Panda
Exporter for 3dsMax</a> was good a year ago, I still use it, now <a href="http://www.mindcontrol.org/%7Ehplus/graphics/kwxport.html">kiloWatt
X file Exporter for 3dsMax</a> is better, and the Microsoft X File Exporter for Max
always sucked). Simple models might work, but the more complex 3D models get and the
more meshes and animation data is stored in a scene, the more problems you will have.
Sometimes it is not possible to reconstruct everything correctly on your importer
side. 
</p><p>
Anyway, at the very beginning of the Racing Game development there was no content
pipeline in XNA (it was Beta 1) and I implemented loading 3D Models with help of the
collada file format, which is basically just XML and very easy to read. For that reason
it was relatively simple to get some 3D data loaded and displayed in the early XNA
versions with help of vertex buffers. There were some problems with shader settings
and I had to try many different exporters and ended up with the one from <a href="http://www.feelingsoftware.com/content/view/16/30/">Feeling
Software</a>. Back then it had still some problems loading shaders and using the correct
techniques, but the recent version (3.0.2) is much better and works like a charm. 
</p><p>
After Microsoft had implemented the content pipeline and made it possible to load
X and FBX files indirectly by going over the content pipeline I had to remove most
of my collada code and re implement the model loading with the new framework. Loading
and displaying 3D models was much simpler this way and especially some early unit
tests were really simple, but as soon I tried shaders and loading tangents there were
a bunch of problems. I reported many bugs back then and it has gotten a lot better,
but I still had to fix several issues in the Racing Game and Rocket Commander XNA
myself like finding out the correct shader technique and fixing tangent data with
help of a custom model processor. 
</p><p>
Some things like the level loading in the Racing Game just do not work with X or FBX
files because they use splines, which are not exported at all in these formats. Collada
came as the rescue again because it is really no big problem for this format. Later
versions of the Racing Game removed the collada level loading and introduced a binary
format for the levels, but the importer still accepts collada files. 
</p><p>
Recently I wanted to test a couple of animated models and use skinning since it can
often be more useful than static animations and it usually looks much better, especially
for organic 3D models. As I said above I could not get anything working with the <a href="http://www.codeplex.com/animationcomponents">XNA
Animation Component Library</a> and I especially do not like the way they still use
the content pipeline and the project is too complicated for me anyway (I just do not
need 6 different file formats, I just want one and it should work perfectly with all
the features I need). 
</p><p>
After some searching I saw some guy called remi from the <a href="https://collada.org/public_forum/">collada
forum</a> was working on importing collada models too and I posted some thoughts there
too (maybe this was a mistake, I got many emails asking me about tips ^^). <a href="https://collada.org/public_forum/viewtopic.php?p=2373&amp;highlight=&amp;sid=f5b56a89076e08d6c4175db5490db4da#2373">Here
is the thread about that in the collada forum</a>. He has provided a test project
with some models and it works nice for static meshes without shader information, but
that was not really what I was searching for. 
</p><p>
This was a month ago and I had not much time working on any of these issues, but after
restarting my blog earlier this week I thought this would be a nice topic to talk
about. I'm still pretty busy with <a href="http://www.ArenaWars.net">Arena Wars Reloaded</a>,
but I worked a couple of hours every day on this little test program for the past
few days. The rest of this article explains the project and into which problems I
ran. 
<br /><a name="ClassOverview"><h2>Class Overview
</h2></a>Before we go into the details here is a little class overview of the project.
As I said before the Rocket Commander XNA engine was used to get up and running with
the project without having to re implement the basics. Most of the classes were already
in place and had not to be changed. ColladaModel and SkinnedTangentVertex are the
2 new classes and to help us out with the XML loading of the collada files the XmlHelper
class was also brought into the project. 
</p><p><a href="images/SkinningInColladaClassOverview.png"><img src="images/SkinningInColladaClassOverviewSmall.png" border="0" /></a></p><p>
I wrote the ColladaModel file from scratch, but I could reuse some of the static mesh
loading code I had done last year. All of the bone and animation loading code was
just try and error and I only used the <a href="http://www.khronos.org/files/collada_spec_1_4">collada
specifications</a> as a source of help, but most stuff had to be tested with the unit
tests at the end of the class many many times. 
</p><p>
The main program just calls the unit tests TestGoblinColladaModelScene or TestShowBones,
there is no real game here, its just a test program. The unit test then calls several
Standard Engine classes for doing all the post screen processing, rendering the ground
plane, etc. More importantly the ColladaModel class itself basically just provides
a constructor and a Render method, everything else is private and will be handled
automatically for you. Most people might ignore this, but this is always the most
important thing about my classes, the use should be as simple as possible and when
I look at the projects mentioned above I really ask myself why people sometimes think
so complicated. 
</p><p>
The internal Bone class inside ColladaModel is used to store all the bones in a flat
list, but each entry has a parent and a list old children bones. This way the list
can be used both in a simple for loop, but you can also go through it recursively
(which is obviously slower and often more complicated). We will talk about the loading
process in a minute. 
</p><p>
All the mesh data is stored in vertices, which is just a list of SkinnedTangentVertex
structs. The SkinnedTangentVertex struct is very much like the standard TangentVertex
struct used in Rocket Commander XNA, but it has 2 new members: blendIndices and blendWeights.
Both are in the form of Vector3 and their fore can hold 3 values allowing us to interpolate
up to 3 bone influences for each vertex in the shader. More is often not required
and we have to re normalize all bone weights anyway, so skipping the least important
bone weights is not a big deal. My test models use mostly max. 2-3 influences. Please
also note that the vertex shader has now a lot more work to do with all that skinning
and you should really optimize it as much as possible. Both the number of vertices
we have to process is important (we will talk about optimizing that in the optimizing
part of this article) and also the number of instructions the vertex shader has, both
numbers should be as low as possible. The GPU is really fast processing this data,
but if you do not have animated geometry with bones, there is no reason to let it
process all that data (which can make the vertex shader 2-3 times longer and slower).
The ground of our test scene does not use a skinning shader as an example. 
</p><p>
And finally there are some additions to the ShaderEffect class. First of all we got
a new shader called "SkinnedNormalMapping", which does the same thing as the normal
mapping (or parallax mapping) shader, but it has an array of 80 bone matrices we can
use for skinning. These matrices are set with help of the SetBoneMatrices method in
the Set Parameter region of ShaderEffect.cs. 
</p><p><br /><a name="LoadingCollada"><h2>Loading collada files
</h2></a></p><p>
Before we go into the details of the loading process, lets make sure we read the summary
of the class first because it clearly states what we can do and can't do with this
class. This is just a test project and I wanted to make things as simple as possible
for both you as the reader and for my requirements. 
</p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">   ///
&lt;summary&gt;</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">   ///
Collada model. Supports bones and animation for collada (.dae) exported</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">   ///
3D Models from 3D Studio Max (8 or 9).</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">   ///
This class is just for testing and it will only display one single mesh</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">   ///
with bone and skinning support, the mesh also can only have one single</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">   ///
material. Bones can be either in matrix mode or stored with transform</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">   ///
and rotation values. SkinnedTangentVertex is used to store the vertices.</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">   ///
&lt;/summary&gt;</span><br /><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">   class</span> ColladaModel
: IDisposable</span></p><p>
OK, with that said let's go directly into the loading code, which is located in the
constructor of this class. All variables used in these class are just for internal
use, all you need to know are the vertices and bone lists, which I have already mentioned,
and the vertex and index buffers, which are used for rendering. All the rest of the
variables are just there to help us loading the collada file (don't worry, there are
not many variables anyway and most methods are short too). 
</p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;">    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#region</span> Constructor<br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;summary&gt;</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
Create a model from a collada file</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;/summary&gt;</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;param name="setName"&gt;Set name&lt;/param&gt;</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">public</span> ColladaModel(<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">string</span> setName)<br />
    {<br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Set name to identify this model and build the filename</span><br />
        name <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> setName;<br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">string</span> filename <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> Path.Combine(ColladaDirectory,<br />
            StringHelper.ExtractFilename(name, <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">true</span>) <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">+</span><span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"."</span><span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">+</span><br />
            ColladaExtension);<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Load file</span><br />
        Stream file <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> File.OpenRead(filename);<br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">string</span> colladaXml <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> StreamReader(file).ReadToEnd();<br />
        XmlNode colladaFile <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> XmlHelper.LoadXmlFromText(colladaXml);<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Load material (we only support one)</span><br />
        LoadMaterial(colladaFile);<br />
        <br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Load bones</span><br />
        LoadBones(colladaFile);<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Load mesh (vertices data, combine with bone weights)</span><br />
        LoadMesh(colladaFile);<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
And finally load bone animation data</span><br />
        LoadAnimation(colladaFile);<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Close file, we are done.</span><br />
        file.Close();<br />
    } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
ColladaModel(setFilename)</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#endregion</span></span><p><font face="Verdana" size="2">As you can see first of all the filename is constructed
and we just load the file as a text file and throw it to the XmlHelper.LoadXmlFromText
helper method (which just uses the existing XmlDocument functionality to load xml
from a string). We now get the main collada node, which contains all the children
nodes we need for loading the materials, bones, meshes, etc.</font></p><p><font face="Verdana" size="2">Next all the materials are loaded, but we are only going
to use the first one we find because we only support one single mesh anyway. The LoadMaterial
method goes through all used textures and shader effects from the collada file and
constructs the material at the end of the method with help of a new constructor in
the Material class itself. While this is cool and a lot easier than loading material
data from x files, it is not very exciting code, so let's move along.</font></p><p><font face="Verdana" size="2">Even through the bones are located at the end of the
collada file, we have to load them first because all our other loading methods, specifically
LoadMesh and LoadAnimation need the bone tree structure and the overall bone list
to work. All bones are loaded in sequential order because we want to make sure that
we can use the animation matrices later in an easy way without having to check the
parent order all the time. Only this way we can be sure that going through our flat
bones list we still respect the internal tree structure and always initialize the
parents first because the children bones matrices are always multiplied with the parent
bones.</font></p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;">    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">foreach</span> (XmlNode
boneNode <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">in</span> boneNodes)<br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (boneNode.Name
== <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"node"</span> &amp;&amp;<br />
            (XmlHelper.GetXmlAttribute(boneNode, <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"id"</span>).Contains(<span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"Bone"</span>)
||<br />
            XmlHelper.GetXmlAttribute(boneNode, <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"type"</span>).Contains(<span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"JOINT"</span>)))<br />
        {<br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
[...] get matrix</span><br />
            matrix <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> LoadColladaMatrix(...);<br /><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Create this node, use the current number of bones as number.</span><br />
            Bone newBone <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> Bone(matrix,
parentBone, bones.Count,<br />
                XmlHelper.GetXmlAttribute(boneNode, <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"sid"</span>));<br /><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Add to our global bones list</span><br />
            bones.Add(newBone);<br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
And to our parent, this way we have a tree and a flat list in</span><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
the bones list :)</span><br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (parentBone
!<span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">null</span>)<br />
                parentBone.children.Add(newBone);<br /><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Create all children (will do nothing if there are no sub bones)</span><br />
            FillBoneNodes(newBone,
boneNode);<br />
        } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
foreach if (boneNode.Name)</span></span></p><p></p></span><a name="AnimationData">As you can see the code uses the XmlHelper class extensively
because otherwise the code would look much uglier and complex. Next we have to load
the mesh itself, this is probably the longest method and not easy to figure out if
you work with collada for the first time. Good thing I had already done that in the
past and I only had to add the code for getting the blend weights and indices.</a> The
following code does load all the weights, which we will use later to fill the blendWeights
and blendIndices members of the SkinnedTangentVertex struct vertices list. The code
for that is actually a little bit more complicated because we have to find out which
weights are the top 3 weights for each vertex in case more than 3 are given.
</p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"><p><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#region</span> Load
weights<br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">float</span>[]
weights <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">null</span>;<br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">foreach</span> (XmlNode
sourceNode <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">in</span> skinNode)<br />
    {<br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Get all inv bone skin matrices</span><br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (sourceNode.Name
== <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"source"</span> &amp;&amp;<br />
            XmlHelper.GetXmlAttribute(sourceNode, <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"id"</span>).Contains(<span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"bind_poses"</span>))<br />
        {<br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Get inner float array</span><br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">float</span>[]
mat <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> StringHelper.ConvertStringToFloatArray(<br />
                XmlHelper.GetChildNode(sourceNode, <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"float_array"</span>).InnerText);<br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">for</span> (<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> boneNum <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> 0;
boneNum &lt; bones.Count; boneNum++)<br />
                <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (mat.Length <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">/</span> 16
&gt; boneNum)<br />
                {<br />
                    bones[boneArrayOrder[boneNum]].invBoneSkinMatrix <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><br />
                        LoadColladaMatrix(mat,
boneNum <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> 16);<br />
                } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
for if</span><br />
        } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
if</span><br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Get all weights</span><br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (sourceNode.Name
== <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"source"</span> &amp;&amp;<br />
            XmlHelper.GetXmlAttribute(sourceNode, <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"id"</span>).Contains(<span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"skin-weights"</span>))<br />
        {<br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Get inner float array</span><br />
            weights <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> StringHelper.ConvertStringToFloatArray(<br />
                XmlHelper.GetChildNode(sourceNode, <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"float_array"</span>).InnerText);<br />
        } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
if</span><br />
    } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
foreach</span><br /><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (weights
== <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">null</span>)<br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">throw</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> InvalidOperationException(<br />
            <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"No
weights were found in our skin, unable to continue!"</span>);<br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#endregion</span></p><p><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"><font color="#000000"><font face="Verdana" size="2">For
more information about the mesh loading please check out the last region in the LoadMesh
method, it should explain all the important steps in case you want to add something
there or just look how it works.</font></font></span></p></span><p></p><h2>Problems with the animation data
</h2><p>
Getting the animation data was not so easy. First of all I never had done this before
because my collada files for the Racing Game were all just static meshes and I really
did not need any animation there. Everything that is actually animated in the Racing
Game was done directly in XNA, not in 3D Studio.
</p><p>
The first problem is the many formats that animation data can be in. You can have
rotations around any axis or translations and even scalings, but most of your bones
will only use one or two of these if they are animated at all. Alternatively all the
animation data can be computed directly by the exporter plugin in 3D Studio Max and
this way you can make sure that all the animation data is in the correct format. It
makes testing certainly a lot harder and if you don't even know the format the matrices
are in or how to apply them to each other in which order, you are in a world of trouble.
</p><p>
This is exactly what happened to me, I had most of my test models with rotation animation
data only, but the Goblin above from my friend Christoph was done with another technique
and the exporter could only export the matrices, so I had to support that too. After
some try and error I managed to get the basic animations for my test models working.
They are all in the project, feel free to load and test them. To test the bone
animations I used the following unit test:
</p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;">    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#region</span> Unit
Testing<br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Note: Allow calling all this even in release mode (see Program.cs)</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#region</span> TestShowBones<br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;summary&gt;</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
TestShowBones</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;/summary&gt;</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">public</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">static</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">void</span> TestShowBones()<br />
    {<br />
        ColladaModel model <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">null</span>;<br />
        PlaneRenderer groundPlane <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">null</span>;<br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Bone colors for displaying bone lines.</span><br />
        Color[] BoneColors <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> Color[]<br />
            { Color.Blue,
Color.Red, Color.Yellow, Color.White, Color.Teal,<br />
            Color.RosyBrown,
Color.Orange, Color.Olive, Color.Maroon, Color.Lime,<br />
            Color.LightBlue,
Color.LightGreen, Color.Lavender, Color.Green,<br />
            Color.Firebrick,
Color.DarkKhaki, Color.BlueViolet, Color.Beige };<br /><br />
        TestGame.Start(<span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"TestLoadColladaModel"</span>,<br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">delegate</span><br />
            {<br />
                <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Load our goblin here, you can also load one of my test models!</span><br />
                model <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> ColladaModel(<br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//"Goblin");</span><br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//"test_bones_simple_baked");</span><br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//"test_bones_advanced_baked");</span><br />
                    <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"test_man_baked"</span>);<br /><br />
                <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
And load ground plane</span><br />
                groundPlane <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> PlaneRenderer(<br />
                    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> Vector3(0,
0, -0.001f),<br />
                    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> Plane(<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> Vector3(0,
0, 1), 0),<br />
                    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> Material(<br />
                        <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"GroundStone"</span>, <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"GroundStoneNormal"</span>, <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"GroundStoneHeight"</span>),<br />
                    50);<br />
            },<br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">delegate</span><br />
            {<br />
                <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Show ground</span><br />
                groundPlane.Render(ShaderEffect.parallaxMapping, <span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);">"DiffuseSpecular20"</span>);<br /><br />
                <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Show bones without rendering the model itself</span><br />
                <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (model.bones.Count
== 0)<br />
                    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">return</span>;<br /><br />
                <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Update bone animation.</span><br />
                model.UpdateAnimation(Matrix.Identity);<br /><br />
                <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Show bones (all endpoints)</span><br />
                <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">foreach</span> (Bone
bone <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">in</span> model.bones)<br />
                {<br />
                    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">foreach</span> (Bone
childBone <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">in</span> bone.children)<br />
                        BaseGame.DrawLine(<br />
                            bone.finalMatrix.Translation,<br />
                            childBone.finalMatrix.Translation,<br />
                            BoneColors[bone.num <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">%</span> BoneColors.Length]);<br />
                } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
foreach (bone)</span><br />
            });<br />
    } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
TestShowBones()</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#endregion</span></span></p><p>
The most important call here is the call to UpdateAnimations, which goes through the
list of bones and updates the so called finalMatrix from the Bone class for each of
the bones. In earlier versions this code was horribly complicated and still had a
lot of problems, but as soon as I removed all the rotation, translation, scaling,
etc. animation support and just allow loading the correctly baked matrices from the
collada files, the code has become much simpler (the actual code does have some optimizations
in it, but it is basically the same as the posted code here):
</p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;">    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#region</span> Update
animation<br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;summary&gt;</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
Update animation.</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;/summary&gt;</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">private</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">void</span> UpdateAnimation(Matrix
renderMatrix)<br />
    {<br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> aniMatrixNum <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> (<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span>)(BaseGame.TotalTime <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> frameRate)) <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">%</span> numOfAnimations;<br /><br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">foreach</span> (Bone
bone <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">in</span> bones)<br />
        {<br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Just assign the final matrix from the animation matrices.</span><br />
            bone.finalMatrix <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> bone.animationMatrices[aniMatrixNum];<br /><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Also use parent matrix if we got one</span><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
This will always work because all the bones are in order.</span><br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (bone.parent
!<span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">null</span>)<br />
                bone.finalMatrix
*=<br />
                    bone.parent.finalMatrix;<br />
        } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
foreach</span><br />
    } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
UpdateAnimation()</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#endregion</span></span></p><p>
For the loading itself we just have to make sure that the animationMatrices are the
correct ones. Collada saves them in a absolute mode. Earlier code from me constructed
relative matrices (relative to the initial bone matrix), it was easier to
construct relative matrices from the rotation, translation, etc. animation data, but
much harder to use these matrices later for the animation. Having these absolute
matrices makes the UpdateAnimation code so much easier, so make sure you always use
them this way.
</p><p>
However, when rendering the vertices later we can't use the absolute matrices because
the vertices have to transformed first to get into a relative space to the bones,
rotations should not be around the origin, but around the bone positions. Luckily
for us (and you should have seen my face when I finally found out that these matrices
already exist in collada and I did not have to create them myself in my own over complicated
way ^^) collada stores the so called invBoneSkin matrices for each bone. By applying
these matrices we can easily get the bone matrices we need for rendering, these are
directly passed to our shader (as compressed 4x3 matrices BTW to save shader constants,
the code for that is a little bit more complex, please check out ShaderEffect.cs and
the SkinnedNormalMapping.fx shader itself for details).
</p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#region</span> GetBoneMatrices<br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;summary&gt;</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
Get bone matrices for the shader. We have to apply the invBoneSkinMatrix</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
to each final matrix, which is the recursively created matrix from</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
all the animation data (see UpdateAnimation).</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;/summary&gt;</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;returns&gt;&lt;/returns&gt;</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">private</span> Matrix[]
GetBoneMatrices(Matrix renderMatrix)<br />
    {<br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Update the animation data in case it is not up to date anymore.</span><br />
        UpdateAnimation(renderMatrix);<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
And get all bone matrices, we support max. 80 (see shader).</span><br />
        Matrix[] matrices <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> Matrix[Math.Min(80,
bones.Count)];<br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">for</span> (<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> num <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> 0;
num &lt; matrices.Length; num++)<br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
The matrices are constructed from the invBoneSkinMatrix and</span><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
the finalMatrix, which holds the recursively added animation matrices</span><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
and finally we add the render matrix too here.</span><br />
            matrices[num] <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><br />
                bones[num].invBoneSkinMatrix <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> bones[num].finalMatrix <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> renderMatrix;<br /><br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">return</span> matrices;<br />
    } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
GetBoneMatrices()</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#endregion</span><br /></span></p><p>
And this is what you finally get after executing the TestShowBones unit test. I had
not implemented mesh loading or the shader itself at this point. I just was loading
and testing the bones itself.
</p><a href="images/TestShowBones_TestMan.jpg"><img src="images/TestShowBones_TestManSmall.jpg" border="0" /></a><p>
 
</p><a name="Optimizations1"><h2>Optimizing the vertices
</h2><p>
One major problem with the loaded mesh is the high vertices count, I had two test
models with 30k and 60k vertices and as you can imagine this will slow down the vertex
shader quite a lot and it is really not necessary to process all these vertices because
many of them are exactly the same. The reason we end up with an unoptimized vertices
list anyway is because collada stores seperate lists for each component we have to
put together at the end of the LoadMesh method. By doing so we have to duplicate the
data many times and we just can't know how often each part is reused and how often
the overall vertex changes. If just the texture coordinate or normal differs, we have
a completely different vertex, which will produce different results in the vertex
shader, so just merging everything together is not that simple.
</p><p>
The rendering uses an index buffer anway, but for the data constructed in LoadMesh
it would just be sequential (0, 1, 2 form the first polygon, 3, 4, 5 the next, etc.).
Instead of having one index for each vertex, we can often reuse the same vertex 3
or 4 times and reducing the number of vertices drastically. This has also the advantage
that we can store much more vertices and complexer meshes even if we still use ushort
(16 bit) for our indices (which is half the size of ints and their fore faster). For
example if you have 150,000 vertices, but you can reduce them to 40-50,000 optimized
vertices, they all can be indexed with ushorts :-)
</p><p>
The easy solution is just to optimize all the vertices after all of them have been
loaded, if you have a binary format and do not use collada directly, this solution
is absolutely great, but it still will take a lot of time processing the collada models
if they just have many vertices because we have to check each vertex against each
other one and that can be a lot of compares if you have 60 or 70 thousand vertices
in a mesh. It actually takes up to a whole minute just to compute that and I have
no slow computer ^^ Here is the method that does all that for us:
</p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;">    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#region</span> OptimizeVertexBufferSlow<br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;summary&gt;</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
Optimize vertex buffer. Note: The vertices list array will be changed</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
and shorted quite a lot here. We are also going to create the indices</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
for the index buffer here (we don't have them yet, they are just</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
sequential from the loading process above).</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">/// </span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
Note: Slow version because we have to check each vertex against</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
each other vertex, which makes this method exponentially slower</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
the more vertices we have. Takes 10 seconds for 30k vertices,</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
and over 40 seconds for 60k vertices. It is much easier to understand,</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
but it produces the same output as the fast OptimizeVertexBuffer</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
method and you should always use that one (it only requires a couple</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
of miliseconds instead of the many seconds this method will spend).</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;/summary&gt;</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;returns&gt;ushort array for the optimized indices&lt;/returns&gt;</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">private</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span>[]
OptimizeVertexBufferSlow()<br />
    {<br />
        List&lt;SkinnedTangentVertex&gt; newVertices <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> List&lt;SkinnedTangentVertex&gt;();<br />
        List&lt;<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span>&gt;
newIndices <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> List&lt;<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span>&gt;();<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Go over all vertices (indices are currently 1:1 with the vertices)</span><br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">for</span> (<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> num <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> 0;
num &lt; vertices.Count; num++)<br />
        {<br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Try to find already existing vertex in newVertices list that</span><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
matches the vertex of the current index.</span><br />
            SkinnedTangentVertex
currentVertex <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> vertices[FlipIndexOrder(num)];<br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">bool</span> reusedExistingVertex <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">false</span>;<br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">for</span> (<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> checkNum <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> 0;
checkNum &lt; newVertices.Count; checkNum++)<br />
            {<br />
                <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (SkinnedTangentVertex.NearlyEquals(<br />
                    currentVertex,
newVertices[checkNum]))<br />
                {<br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Reuse the existing vertex, don't add it again, just</span><br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
add another index for it!</span><br />
                    newIndices.Add((<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span>)checkNum);<br />
                    reusedExistingVertex <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">true</span>;<br />
                    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">break</span>;<br />
                } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
if (TangentVertex.NearlyEquals)</span><br />
            } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
for (checkNum)</span><br /><br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (reusedExistingVertex
== <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">false</span>)<br />
            {<br />
                <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Add the currentVertex and set it as the current index</span><br />
                newIndices.Add((<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span>)newVertices.Count);<br />
                newVertices.Add(currentVertex);<br />
            } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
if (reusedExistingVertex)</span><br />
        } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
for (num)</span><br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Reassign the vertices, we might have deleted some duplicates!</span><br />
        vertices <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> newVertices;<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
And return index list for the caller</span><br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">return</span> newIndices.ToArray();<br />
    } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
OptimizeVertexBufferSlow()</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#endregion</span></span></p><p>
 
</p></a><h2>Optimizing the Optimization
</h2><p>
While this is all nice and dandy and we just optimized the rendering code by 20-30%
(I tested with 9 goblins and using 3 passes for them, 2 for shadowing and 1 for the
rendering), but the loading now takes painfully long. The main idea here is to not
compare every single vertex against every other possible vertex because it does not
make much sense, most of the vertices (&gt;99,9%) will always be different. We only
need to check the ones that share at least the same position.
</p><p>
I started with comparing neighboring vertices, but since the vertices are stored in
index order, they are totally messed up, vertex 1 and 4383 can be equal, but if we
just check -10 to +10 we are going to miss it. Instead we have to know which vertices
come from the same position data, which we know since collada saves unique positions.
All we have to do is to keep a list of all vertices that share the same position and
then we can optimize the comparsions later on. Usually only up to 4 to 6 vertices
share the same position, this way the whole comparison process just needs 60,000 *
6 comparisons, not 60,000*60,000 anymore.
</p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;">    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Initialize reuseVertexPositions and reverseReuseVertexPositions</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
to make it easier to use them below</span><br />
    reuseVertexPositions <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span>[trianglecount <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> 3];<br />
    reverseReuseVertexPositions <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> List&lt;<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span>&gt;[positions.Count <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">/</span> 3];<br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">for</span> (<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> i <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> 0;
i &lt; reverseReuseVertexPositions.Length; i++)<br />
        reverseReuseVertexPositions[i] <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> List&lt;<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span>&gt;();<br /><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
We have to use int indices here because we often have models</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
with more than 64k triangles (even if that gets optimized later).</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">for</span> (<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> i <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> 0;
i &lt; trianglecount <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> 3;
i++)<br />
    {<br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
[...] vertex construction</span></span></p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;">        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Remember pos for optimizing the vertices later more easily.</span><br />
        reuseVertexPositions[i] <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> pos <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">/</span> 3;<br />
        reverseReuseVertexPositions[pos <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">/</span> 3].Add(i);<br />
    } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
for (ushort)</span></span></p><p>
And then finally the fast vesion of OptimizeVertexBuffer, which uses that data:
</p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;">    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#region</span> OptimizeVertexBuffer<br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;summary&gt;</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
Optimize vertex buffer. Note: The vertices list array will be changed</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
and shorted quite a lot here. We are also going to create the indices</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
for the index buffer here (we don't have them yet, they are just</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
sequential from the loading process above).</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">/// </span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
Note: This method is highly optimized for speed, it performs</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
hundred of times faster than OptimizeVertexBufferSlow, see below!</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;/summary&gt;</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">///
&lt;returns&gt;ushort array for the optimized indices&lt;/returns&gt;</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">private</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span>[]
OptimizeVertexBuffer()<br />
    {<br />
        List&lt;SkinnedTangentVertex&gt; newVertices <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> List&lt;SkinnedTangentVertex&gt;();<br />
        List&lt;<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span>&gt;
newIndices <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> List&lt;<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span>&gt;();<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Helper to only search already added newVertices and for checking the</span><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
old position indices by transforming them into newVertices indices.</span><br />
        List&lt;<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span>&gt;
newVerticesPositions <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">new</span> List&lt;<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span>&gt;();<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Go over all vertices (indices are currently 1:1 with the vertices)</span><br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">for</span> (<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> num <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> 0;
num &lt; vertices.Count; num++)<br />
        {<br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Get current vertex</span><br />
            SkinnedTangentVertex
currentVertex <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> vertices[num];<br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">bool</span> reusedExistingVertex <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">false</span>;<br /><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Find out which position index was used, then we can compare</span><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
all other vertices that share this position. They will not</span><br />
            <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
all be equal, but some of them can be merged.</span><br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> sharedPos <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> reuseVertexPositions[num];<br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">foreach</span> (<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> otherVertexIndex <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">in</span> reverseReuseVertexPositions[sharedPos])<br />
            {<br />
                <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Only check the indices that have already been added!</span><br />
                <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (otherVertexIndex
!<span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> num
&amp;&amp;<br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Make sure we already are that far in our new index list</span><br />
                    otherVertexIndex
&lt; newIndices.Count &amp;&amp;<br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
And make sure this index has been added to newVertices yet!</span><br />
                    newIndices[otherVertexIndex]
&lt; newVertices.Count &amp;&amp;<br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Then finally compare vertices (this call is slow, but thanks to</span><br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
all the other optimizations we don't have to call it that often)</span><br />
                    SkinnedTangentVertex.NearlyEquals(<br />
                    currentVertex,
newVertices[newIndices[otherVertexIndex]]))<br />
                {<br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Reuse the existing vertex, don't add it again, just</span><br />
                    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
add another index for it!</span><br />
                    newIndices.Add((<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span>)newIndices[otherVertexIndex]);<br />
                    reusedExistingVertex <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">true</span>;<br />
                    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">break</span>;<br />
                } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
if (TangentVertex.NearlyEquals)</span><br />
            } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
foreach (otherVertexIndex)</span><br /><br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">if</span> (reusedExistingVertex
== <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">false</span>)<br />
            {<br />
                <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Add the currentVertex and set it as the current index</span><br />
                newIndices.Add((<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span>)newVertices.Count);<br />
                newVertices.Add(currentVertex);<br />
            } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
if (reusedExistingVertex)</span><br />
        } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
for (num)</span><br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Finally flip order of all triangles to allow us rendering</span><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
with CullCounterClockwiseFace (default for XNA) because all the data</span><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
is in CullClockwiseFace format right now!</span><br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">for</span> (<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">int</span> num <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> 0;
num &lt; newIndices.Count <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">/</span> 3;
num++)<br />
        {<br />
            <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">ushort</span> swap <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> newIndices[num <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> 3 <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">+</span> 1];<br />
            newIndices[num <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> 3 <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">+</span> 1] <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> newIndices[num <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> 3 <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">+</span> 2];<br />
            newIndices[num <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> 3 <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">+</span> 2] <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> swap;<br />
        } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
for</span><br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Reassign the vertices, we might have deleted some duplicates!</span><br />
        vertices <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> newVertices;<br /><br />
        <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
And return index list for the caller</span><br />
        <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">return</span> newIndices.ToArray();<br />
    } <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
OptimizeVertexBuffer()</span><br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">#endregion</span><br /></span></p><p>
With this optimization loading is now pretty fast and rendering performs also nicely
thanks to the quick shaders we will discuss below. When running ANTS Profiler over
the new project the slowest line of code becomes the actual text parsing, actually
the conversion of the long strings for all vertices data into the actual vertices
float data, especially the positions array. But we can't do anything about that without
loading the data binary and not parsing them ourselfs. It takes maybe half a second
for a 50k vertices model to load, not great, but ok for our little test app.<br /></p><p><a name="Shaders1"><h2>Adjusting the shaders for skinned meshes
</h2></a></p><p>
Now we got a bunch of vertices we can render, but as you know we need a shader to
do anything in XNA, there is no fixed function pipeline. There are also no animation
helper classes like in DirectX, but they won't help you anyway if you want to render
with shaders. Transforming the vertices on the CPU may sometimes be a choice if you
do not have many vertices and not many skinned models overall or if they all have
to be updated the same way. But generally it is a much better idea to transform
all the vertices on the GPU, which costs a little bit more instructions in the vertex
shader, but the rest of the rendering stays the same. Most graphic apps are pixel
shader bound anyway and I use fairly complex pixel shaders too. Additionally on Shader
Model 4.0 cards like the GeForce 8800 with up to 128 parallel unified shader
units you can do very complex vertex shaders and use simpler pixel shaders and it
will just use more units for the vertex shaders automatically :) 
</p><p>
We already have defined the bones matrix array for skinning above and we limited it
to 80 bones per mesh, which is quite a lot. Even if you would spend 3 bones per finger
and 20-30 bones for the body you would still have plenty of bones left for complex
animations. Sure modelers will now say "thats not enough sometimes" ... well, you
can always split up the mesh into several meshes with up to 80 bones each if you really
need more. My graphic artists are happy with 80 bones ^^ 
</p><p>
If we want full Shader Model 2.0 support we can only be sure that we got at least
256 shader constants. NVidia has usually more (1024), but you still want your game
to run on ATI cards too, especially older ones. Each constant can hold a float4 and
we need 4 constants for each 4x4 matrix. This means we can only have up to 64 matrices
with this limit and we still need some constants for the world, view, and projection
matrices, the light and material values and anything else we want to do in our shader.
You should reserve 10-20 constants for that and now we are down to less than 60 matrices,
which might sometimes be too little.
</p><p>
Instead of splitting the mesh or providing a different code path in case the GPU can
do more constants (I couldn't get that do work in XNA for some reason, not sure if
there is some limit or if I made a mistake, my GPU should be able to do at least 1024
constants, and even 2048 for the 8800), there is a trick to save only a 3x4 matrix.
The last colum is always 0, 0, 0, 1 if we have correctly applied the invBoneMatrix
and the animation matrix (see GetBoneMatrices in ColladaModel for details and the
order of the matrices). But saving 4 float3 values still needs 4 shader constants
per matrix so we have to save it as 4x3 matrices instead.
</p><p>
My first idea was to grab the .w values and reconstruct the translation part of the
matrix this way. This worked, but the resulting shader had 80 instructions (from abount
20 without skinning), which is not good for the resulting performance when rendering
many skinned 3D models.<br /></p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;">float4x4
RebuildSkinMatrix(<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">float</span> index)<br />
{<br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">return</span> float4x4(<br />
        float4(skinnedMatricesVS20[index*3+0].xyz,
0),<br />
        float4(skinnedMatricesVS20[index*3+1].xyz,
0),<br />
        float4(skinnedMatricesVS20[index*3+2].xyz,
0),<br />
        float4(<br />
            skinnedMatricesVS20[index*3+0].w,<br />
            skinnedMatricesVS20[index*3+1].w,<br />
            skinnedMatricesVS20[index*3+2].w,
1));<br />
} <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
RebuildSkinMatrix(.)</span></span></p><p>
A better idea is to use the 4x3 matrix as a 3x4 matrix by just reversing the
order we call mul. This involves some changes to the vertex shader code and looks
a little bit confusing sometimes, but if you make sure you transform the world matrix
the same way and use it in this reversed mul order too, everything works just fine.
Another thing that can be optimized is to pre-multiply the indices of blendIndices
for each vertex at the loading time. These indices never change and they don't really
care if they are 0, 1, 2 or 0, 3, 6, etc. We save one instruction per matrix
we are going to reconstruct (the rest is optimized out by the compiler). This is the
much easier version of RebuildSkinMatrix, for more details take a look at the SkinnedNormalMapping.fx
file:
</p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Note: This returns a transposed matrix, use it in reversed order.</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
First tests used a 3x3 matrix +3 w values for the transpose values, but</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
reconstructing this in the shader costs 20+ extra instructions and after</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
some testing I found out this is finally the best way to use 4x3 matrices</span><br /><span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
for skinning :)</span><br />
float4x4 RebuildSkinMatrix(<span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">float</span> index)<br />
{<br />
    <span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;">return</span> float4x4(<br />
        skinnedMatricesVS20[index+0],<br />
        skinnedMatricesVS20[index+1],<br />
        skinnedMatricesVS20[index+2],<br />
        float4(0, 0, 0, 1));<br />
} <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
RebuildSkinMatrix(.)</span><br /></span></p><p><font color="#000000">This results in a vertex shader that has almost half as many
instructions as before and their fore is twice as fast :) Good work. Performance tests
showed that I could increase the framerate from 220 fps to 270 fps just by doing that
(test scene with 9 goblins). The following code is actually more or less the only
part you have to replace in an existing shader if you want to make it skinnable (plus
providing the helper method and the skinned matrices too of course).</font></p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
First transform position with bones that affect this vertex</span><br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Use the 3 indices and blend weights we have precalculated.</span><br />
    float4x4 skinMatrix <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span><br />
        RebuildSkinMatrix(In.blendIndices.x) <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> In.blendWeights.x <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">+</span><br />
        RebuildSkinMatrix(In.blendIndices.y) <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> In.blendWeights.y <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">+</span><br />
        RebuildSkinMatrix(In.blendIndices.z) <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">*</span> In.blendWeights.z;<br />
    <br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Calculate local world matrix with help of the skinning matrix</span><br />
    float4x4 localWorld <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> mul(world,
skinMatrix);<br />
    <br />
    <span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;">//
Now calculate final screen position with world and viewProj matrices.</span><br />
    float4 worldPos <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> mul(localWorld,
float4(In.pos, 1));<br />
    Out.pos <span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;">=</span> mul(worldPos,
viewProj);</span></p><p><font color="#000000"></font> 
</p><a name="Shaders2"><h2>Post screen shaders for the final result
</h2></a><p>
All the skinning code and bone transformations are nice once you get them done, but
without a cool model and some post screen shaders to make the scene look more cool,
it is only half the fun. Good think I got the Goblin 3D Model, thanks to Christoph
(WAII) again. I also had a couple of other test models and another more complex 3D
Model (big evil monster ^^) which was good for some stress testing, but the material
just did not look that cool. 
</p><p>
As you can see on the following image 6 render targets are used to accomplish the
final image. Most shader passes do several things at once and the list of operations
(see right side of the image) is longer than the list of used passes. Most of
this was just trying to get the best looking values together quickly. If you
are an experienced artist you can probably do much better than me, I'm just playing
around with the shader parameters until I get bored and then I leave it the way it
is. The sceneMap (render target nummero three) shows the unmodified scene without
applying the post screen shaders. It does not look half as cool as the final result.
</p><a href="images/TestGoblinScenePostScreenPasses.jpg"><img src="images/TestGoblinScenePostScreenPassesSmall.jpg" border="0" /></a><p></p><p><a name="References">I hope you enjoyed this article and that you are not as tired
as I am writing this all at once (uff). It was a fun project, I have already another
one in mind for next week ;-) Take care.</a> If you have problems, post a comment.
Please note that not all collada models will work, you have to follow the rules of
ColladaModel or improve the class a bit for other use
</p><p>
 
</p><h2>References and Links
</h2><ul><li><a href="SkinningWithColladaModelsInXnaSourceCode.zip">SkinningWithColladaModelsInXnaSourceCode.zip
(2.6 MB) from this article</a></li><li><a href="SkinningWithColladaModelsInXnaExecuteable.zip">SkinningWithColladaModelsInXnaExecuteable.zip
(2.5 MB) from this article</a></li><li><a href="http://www.codeplex.com/animationcomponents">XNA Animation Component Library</a></li><li><a href="http://www.andytather.co.uk/Panda/directxmax.aspx">Panda Exporter for 3dsMax</a></li><li><a href="http://www.mindcontrol.org/%7Ehplus/graphics/kwxport.html">kiloWatt X file
Exporter for 3dsMax</a></li><li><a href="http://www.khronos.org/collada/">Official Collada site from the Khronos Group</a></li><li><a href="http://www.feelingsoftware.com/content/view/16/30/">Feeling Software Collada
Plugins for 3dsMax and Maya, best exporters ever!</a></li><li><a href="https://collada.org/public_forum/">Public Forum of Collada.org</a></li><li><a href="http://en.wikipedia.org/wiki/COLLADA">Wikipedia on Collada</a></li><li><a href="https://collada.org/public_forum/viewtopic.php?p=2373&amp;highlight=&amp;sid=f5b56a89076e08d6c4175db5490db4da#2373">Collada
Forum post about remi's Collada for XNA project</a></li><li><a href="http://www.khronos.org/files/collada_spec_1_4">COLLADA 1.4.1 Specification
(PDF)</a></li></ul><p>
 
</p><p><span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"></span> 
</p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=2b9f62ce-fc9c-4696-8f7f-701903f8285b" /></body>
      <title>Skeletal Bone Animation and Skinning with Collada Models in XNA</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,2b9f62ce-fc9c-4696-8f7f-701903f8285b.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/02/25/SkeletalBoneAnimationAndSkinningWithColladaModelsInXNA.aspx</link>
      <pubDate>Sun, 25 Feb 2007 21:39:45 GMT</pubDate>
      <description>Don't ask me how I managed to not post anything this week. My plan was certainly different, but I didn't want to post my problem with this little project too early. To make up with the lack of blog posts this year until now this is going to be a very long and hopefully very useful article :-) 
&lt;p&gt;
&lt;/p&gt;
&lt;h2&gt;Content
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="#Downloads"&gt;Video, Screenshot and Downloads&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#Introduction"&gt;Introduction and why Collada?&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#ClassOverview"&gt;Class Overview&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#LoadingCollada"&gt;Loading collada files&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#AnimationData"&gt;Problems with the animation data&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#Optimizations1"&gt;Optimizing vertices&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#Optimizations2"&gt;Optimizing the Optimization&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#Shaders1"&gt;Adjusting the shaders for skinned meshes&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#Shaders2"&gt;Post screen shaders for the final result&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="#References"&gt;References and Links&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;br&gt;
&lt;a name="Downloads"&gt; 
&lt;h2&gt;Video, Screenshot and Downloads
&lt;/h2&gt;
&lt;/a&gt;First of all, here is a video for the project I'm talking about here:&lt;br&gt;
&lt;a style="left: 0px ! important; top: 0px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/Oyd18KokT_o"&gt;&lt;/a&gt;&lt;a style="left: 0px ! important; top: 0px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/Oyd18KokT_o"&gt;&lt;/a&gt;&lt;a style="left: 0px ! important; top: 0px ! important;" class="abp-objtab visible ontop" href="http://www.youtube.com/v/Oyd18KokT_o"&gt;&lt;/a&gt;
&lt;object height="350" width="425"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/Oyd18KokT_o"&gt;
&lt;embed src="http://www.youtube.com/v/Oyd18KokT_o" type="application/x-shockwave-flash" height="350" width="425"&gt;
&lt;/object&gt;
&lt;/p&gt;
&lt;p&gt;
Screenshot of the same scene (better quality since youtube videos just suck quality
wise):&lt;br&gt;
&lt;a href="images/TestGobilnColladaSceneScreenshot0009.jpg"&gt;&lt;img src="images/TestGobilnColladaSceneScreenshot0009small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
Before you start reading this article I suggest you download the executable and source
code first in case you want to try it out directly while reading. The whole project
is based on the RocketCommanderXNA engine and just adds the ColladaModel.cs class,
which does all the amazing stuff you see in the video ;-) The video above shows shadowing
from the XNA Shooter engine, which is not yet released and their fore not included
in the downloads. The rest of the code is the same, just the shadow map rendering
was removed. More details about shadow mapping in XNA can also be found in my book
(plug plug plug ^^).&lt;br&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
The source code is about 2.6 MB and contains projects for XNA Game Studio Windows
and the Xbox platform, as well as a project for Visual Studio 2005. It was tested
on Windows XP and Vista 32 and 64 bit as well as on the Xbox 360.&lt;br&gt;
&lt;a href="SkinningWithColladaModelsInXnaSourceCode.zip"&gt;SkinningWithColladaModelsInXnaSourceCode.zip
(2.6 MB)&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
The executable contains the output (32 bit Windows, but runs on 64 bit and Vista too)
from the project in case you just want to try it out or do not have &lt;b&gt;XNA Game Studio
Express&lt;/b&gt; installed yet. You still need the &lt;b&gt;XNA Framework&lt;/b&gt; for this program, &lt;a href="http://www.microsoft.com/downloads/details.aspx?familyid=2E136A1F-F187-478C-9DA5-AAEB0904782B&amp;amp;displaylang=en"&gt;download
it here&lt;/a&gt;, if you do not have it installed yet! You also need a &lt;b&gt;Shader Model
2.0&lt;/b&gt; capable graphic card.&lt;br&gt;
&lt;a href="SkinningWithColladaModelsInXnaExecuteable.zip"&gt;SkinningWithColladaModelsInXnaExecuteable.zip
(2.5 MB)&lt;br&gt;
&lt;br&gt;
&lt;/a&gt;Update &lt;b&gt;2007-02-26&lt;/b&gt;: Fixed time steps, in release mode with more than 200-300
fps the animation was getting too slow. Now works flawless :)&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
Please note that the 3D Goblin Model was created by my friend Christoph Rienaecker
(WAII) and if you want to use it, please credit him (see Readme.txt). The source code
and collada loading class can be used freely too, but I want some credits too (at
least in the source code ^^). 
&lt;p&gt;
&lt;br&gt;
&lt;a name="Introduction"&gt; 
&lt;h2&gt;Introduction and why Collada?
&lt;/h2&gt;
&lt;/a&gt;OK, let's get started. I talked a lot about the XNA Content Pipeline and its problems
on my blog, and in several recent interviews and also in my upcoming XNA book. For
projects like Rocket Commander or even the Racing Game it was sometimes a little bit
annoying, but I could do everything I needed by loading X files and adding some features
to it to fix the tangents, load the correct shader techniques, etc.&lt;br&gt;
However XNA does not support loading animation data or gives you a way to display
them. You have to do all that work by yourself. This includes static mesh animations
(like it was used in Rocket Commander, I just left it out in Rocket Commander XNA),
but also skeletal animation with bones and skinned meshes. 
&lt;/p&gt;
&lt;p&gt;
There is a nice project on CodePlex called &lt;a href="http://www.codeplex.com/animationcomponents"&gt;XNA
Animation Component Library&lt;/a&gt;, but it only support FBX and ASCII X files (and recently
BVH, ASF and AMC formats) and I could not get any of my test models to work with this
library. The main thing missing here is good shader support and it also has a lot
of problems with complex animated models. Other than that exporting 3D Models as X
files is really a pain in the ass, no matter which exporter you use (&lt;a href="http://www.andytather.co.uk/Panda/directxmax.aspx"&gt;Panda
Exporter for 3dsMax&lt;/a&gt; was good a year ago, I still use it, now &lt;a href="http://www.mindcontrol.org/%7Ehplus/graphics/kwxport.html"&gt;kiloWatt
X file Exporter for 3dsMax&lt;/a&gt; is better, and the Microsoft X File Exporter for Max
always sucked). Simple models might work, but the more complex 3D models get and the
more meshes and animation data is stored in a scene, the more problems you will have.
Sometimes it is not possible to reconstruct everything correctly on your importer
side. 
&lt;/p&gt;
&lt;p&gt;
Anyway, at the very beginning of the Racing Game development there was no content
pipeline in XNA (it was Beta 1) and I implemented loading 3D Models with help of the
collada file format, which is basically just XML and very easy to read. For that reason
it was relatively simple to get some 3D data loaded and displayed in the early XNA
versions with help of vertex buffers. There were some problems with shader settings
and I had to try many different exporters and ended up with the one from &lt;a href="http://www.feelingsoftware.com/content/view/16/30/"&gt;Feeling
Software&lt;/a&gt;. Back then it had still some problems loading shaders and using the correct
techniques, but the recent version (3.0.2) is much better and works like a charm. 
&lt;/p&gt;
&lt;p&gt;
After Microsoft had implemented the content pipeline and made it possible to load
X and FBX files indirectly by going over the content pipeline I had to remove most
of my collada code and re implement the model loading with the new framework. Loading
and displaying 3D models was much simpler this way and especially some early unit
tests were really simple, but as soon I tried shaders and loading tangents there were
a bunch of problems. I reported many bugs back then and it has gotten a lot better,
but I still had to fix several issues in the Racing Game and Rocket Commander XNA
myself like finding out the correct shader technique and fixing tangent data with
help of a custom model processor. 
&lt;/p&gt;
&lt;p&gt;
Some things like the level loading in the Racing Game just do not work with X or FBX
files because they use splines, which are not exported at all in these formats. Collada
came as the rescue again because it is really no big problem for this format. Later
versions of the Racing Game removed the collada level loading and introduced a binary
format for the levels, but the importer still accepts collada files. 
&lt;/p&gt;
&lt;p&gt;
Recently I wanted to test a couple of animated models and use skinning since it can
often be more useful than static animations and it usually looks much better, especially
for organic 3D models. As I said above I could not get anything working with the &lt;a href="http://www.codeplex.com/animationcomponents"&gt;XNA
Animation Component Library&lt;/a&gt; and I especially do not like the way they still use
the content pipeline and the project is too complicated for me anyway (I just do not
need 6 different file formats, I just want one and it should work perfectly with all
the features I need). 
&lt;/p&gt;
&lt;p&gt;
After some searching I saw some guy called remi from the &lt;a href="https://collada.org/public_forum/"&gt;collada
forum&lt;/a&gt; was working on importing collada models too and I posted some thoughts there
too (maybe this was a mistake, I got many emails asking me about tips ^^). &lt;a href="https://collada.org/public_forum/viewtopic.php?p=2373&amp;amp;highlight=&amp;amp;sid=f5b56a89076e08d6c4175db5490db4da#2373"&gt;Here
is the thread about that in the collada forum&lt;/a&gt;. He has provided a test project
with some models and it works nice for static meshes without shader information, but
that was not really what I was searching for. 
&lt;/p&gt;
&lt;p&gt;
This was a month ago and I had not much time working on any of these issues, but after
restarting my blog earlier this week I thought this would be a nice topic to talk
about. I'm still pretty busy with &lt;a href="http://www.ArenaWars.net"&gt;Arena Wars Reloaded&lt;/a&gt;,
but I worked a couple of hours every day on this little test program for the past
few days. The rest of this article explains the project and into which problems I
ran. 
&lt;br&gt;
&lt;a name="ClassOverview"&gt; 
&lt;h2&gt;Class Overview
&lt;/h2&gt;
&lt;/a&gt;Before we go into the details here is a little class overview of the project.
As I said before the Rocket Commander XNA engine was used to get up and running with
the project without having to re implement the basics. Most of the classes were already
in place and had not to be changed. ColladaModel and SkinnedTangentVertex are the
2 new classes and to help us out with the XML loading of the collada files the XmlHelper
class was also brought into the project. 
&lt;/p&gt;
&lt;p&gt;
&lt;a href="images/SkinningInColladaClassOverview.png"&gt;&lt;img src="images/SkinningInColladaClassOverviewSmall.png" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
I wrote the ColladaModel file from scratch, but I could reuse some of the static mesh
loading code I had done last year. All of the bone and animation loading code was
just try and error and I only used the &lt;a href="http://www.khronos.org/files/collada_spec_1_4"&gt;collada
specifications&lt;/a&gt; as a source of help, but most stuff had to be tested with the unit
tests at the end of the class many many times. 
&lt;/p&gt;
&lt;p&gt;
The main program just calls the unit tests TestGoblinColladaModelScene or TestShowBones,
there is no real game here, its just a test program. The unit test then calls several
Standard Engine classes for doing all the post screen processing, rendering the ground
plane, etc. More importantly the ColladaModel class itself basically just provides
a constructor and a Render method, everything else is private and will be handled
automatically for you. Most people might ignore this, but this is always the most
important thing about my classes, the use should be as simple as possible and when
I look at the projects mentioned above I really ask myself why people sometimes think
so complicated. 
&lt;/p&gt;
&lt;p&gt;
The internal Bone class inside ColladaModel is used to store all the bones in a flat
list, but each entry has a parent and a list old children bones. This way the list
can be used both in a simple for loop, but you can also go through it recursively
(which is obviously slower and often more complicated). We will talk about the loading
process in a minute. 
&lt;/p&gt;
&lt;p&gt;
All the mesh data is stored in vertices, which is just a list of SkinnedTangentVertex
structs. The SkinnedTangentVertex struct is very much like the standard TangentVertex
struct used in Rocket Commander XNA, but it has 2 new members: blendIndices and blendWeights.
Both are in the form of Vector3 and their fore can hold 3 values allowing us to interpolate
up to 3 bone influences for each vertex in the shader. More is often not required
and we have to re normalize all bone weights anyway, so skipping the least important
bone weights is not a big deal. My test models use mostly max. 2-3 influences. Please
also note that the vertex shader has now a lot more work to do with all that skinning
and you should really optimize it as much as possible. Both the number of vertices
we have to process is important (we will talk about optimizing that in the optimizing
part of this article) and also the number of instructions the vertex shader has, both
numbers should be as low as possible. The GPU is really fast processing this data,
but if you do not have animated geometry with bones, there is no reason to let it
process all that data (which can make the vertex shader 2-3 times longer and slower).
The ground of our test scene does not use a skinning shader as an example. 
&lt;/p&gt;
&lt;p&gt;
And finally there are some additions to the ShaderEffect class. First of all we got
a new shader called "SkinnedNormalMapping", which does the same thing as the normal
mapping (or parallax mapping) shader, but it has an array of 80 bone matrices we can
use for skinning. These matrices are set with help of the SetBoneMatrices method in
the Set Parameter region of ShaderEffect.cs. 
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;a name="LoadingCollada"&gt; 
&lt;h2&gt;Loading collada files
&lt;/h2&gt;
&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
Before we go into the details of the loading process, lets make sure we read the summary
of the class first because it clearly states what we can do and can't do with this
class. This is just a test project and I wanted to make things as simple as possible
for both you as the reader and for my requirements. 
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;///
&amp;lt;summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;///
Collada model. Supports bones and animation for collada (.dae) exported&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;///
3D Models from 3D Studio Max (8 or 9).&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;///
This class is just for testing and it will only display one single mesh&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;///
with bone and skinning support, the mesh also can only have one single&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;///
material. Bones can be either in matrix mode or stored with transform&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;///
and rotation values. SkinnedTangentVertex is used to store the vertices.&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;///
&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;class&lt;/span&gt; ColladaModel
: IDisposable&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
OK, with that said let's go directly into the loading code, which is located in the
constructor of this class. All variables used in these class are just for internal
use, all you need to know are the vertices and bone lists, which I have already mentioned,
and the vertex and index buffers, which are used for rendering. All the rest of the
variables are just there to help us loading the collada file (don't worry, there are
not many variables anyway and most methods are short too). 
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#region&lt;/span&gt; Constructor&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
Create a model from a collada file&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;param name="setName"&amp;gt;Set name&amp;lt;/param&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;public&lt;/span&gt; ColladaModel(&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;string&lt;/span&gt; setName)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Set name to identify this model and build the filename&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;name &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; setName;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;string&lt;/span&gt; filename &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; Path.Combine(ColladaDirectory,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;StringHelper.ExtractFilename(name, &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;true&lt;/span&gt;) &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;+&lt;/span&gt; &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"."&lt;/span&gt; &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;+&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;ColladaExtension);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Load file&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Stream file &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; File.OpenRead(filename);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;string&lt;/span&gt; colladaXml &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; StreamReader(file).ReadToEnd();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;XmlNode colladaFile &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; XmlHelper.LoadXmlFromText(colladaXml);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Load material (we only support one)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;LoadMaterial(colladaFile);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Load bones&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;LoadBones(colladaFile);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Load mesh (vertices data, combine with bone weights)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;LoadMesh(colladaFile);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
And finally load bone animation data&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;LoadAnimation(colladaFile);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Close file, we are done.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;file.Close();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
ColladaModel(setFilename)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#endregion&lt;/span&gt;&lt;/span&gt; 
&lt;p&gt;
&lt;font face="Verdana" size="2"&gt;As you can see first of all the filename is constructed
and we just load the file as a text file and throw it to the XmlHelper.LoadXmlFromText
helper method (which just uses the existing XmlDocument functionality to load xml
from a string). We now get the main collada node, which contains all the children
nodes we need for loading the materials, bones, meshes, etc.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font face="Verdana" size="2"&gt;Next all the materials are loaded, but we are only going
to use the first one we find because we only support one single mesh anyway. The LoadMaterial
method goes through all used textures and shader effects from the collada file and
constructs the material at the end of the method with help of a new constructor in
the Material class itself. While this is cool and a lot easier than loading material
data from x files, it is not very exciting code, so let's move along.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font face="Verdana" size="2"&gt;Even through the bones are located at the end of the
collada file, we have to load them first because all our other loading methods, specifically
LoadMesh and LoadAnimation need the bone tree structure and the overall bone list
to work. All bones are loaded in sequential order because we want to make sure that
we can use the animation matrices later in an easy way without having to check the
parent order all the time. Only this way we can be sure that going through our flat
bones list we still respect the internal tree structure and always initialize the
parents first because the children bones matrices are always multiplied with the parent
bones.&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;foreach&lt;/span&gt; (XmlNode
boneNode &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;in&lt;/span&gt; boneNodes)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (boneNode.Name
== &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"node"&lt;/span&gt; &amp;amp;&amp;amp;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;(XmlHelper.GetXmlAttribute(boneNode, &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"id"&lt;/span&gt;).Contains(&lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"Bone"&lt;/span&gt;)
||&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;XmlHelper.GetXmlAttribute(boneNode, &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"type"&lt;/span&gt;).Contains(&lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"JOINT"&lt;/span&gt;)))&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
[...] get matrix&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;matrix &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; LoadColladaMatrix(...);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Create this node, use the current number of bones as number.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Bone newBone &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; Bone(matrix,
parentBone, bones.Count,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;XmlHelper.GetXmlAttribute(boneNode, &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"sid"&lt;/span&gt;));&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Add to our global bones list&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;bones.Add(newBone);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
And to our parent, this way we have a tree and a flat list in&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
the bones list :)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (parentBone
!&lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;null&lt;/span&gt;)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;parentBone.children.Add(newBone);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Create all children (will do nothing if there are no sub bones)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;FillBoneNodes(newBone,
boneNode);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
foreach if (boneNode.Name)&lt;/span&gt;&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/span&gt;&lt;a name="AnimationData"&gt;As you can see the code uses the XmlHelper class extensively
because otherwise the code would look much uglier and complex. Next we have to load
the mesh itself, this is probably the longest method and not easy to figure out if
you work with collada for the first time. Good thing I had already done that in the
past and I only had to add the code for getting the blend weights and indices.&lt;/a&gt;&amp;nbsp;The
following code does load all the weights, which we will use later to fill the blendWeights
and blendIndices members of the SkinnedTangentVertex struct vertices list. The code
for that is actually a little bit more complicated because we have to find out which
weights are the top 3 weights for each vertex in case more than 3 are given.
&lt;/p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt; 
&lt;p&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#region&lt;/span&gt; Load
weights&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;float&lt;/span&gt;[]
weights &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;null&lt;/span&gt;;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;foreach&lt;/span&gt; (XmlNode
sourceNode &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;in&lt;/span&gt; skinNode)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Get all inv bone skin matrices&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (sourceNode.Name
== &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"source"&lt;/span&gt; &amp;amp;&amp;amp;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;XmlHelper.GetXmlAttribute(sourceNode, &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"id"&lt;/span&gt;).Contains(&lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"bind_poses"&lt;/span&gt;))&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Get inner float array&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;float&lt;/span&gt;[]
mat &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; StringHelper.ConvertStringToFloatArray(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;XmlHelper.GetChildNode(sourceNode, &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"float_array"&lt;/span&gt;).InnerText);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;for&lt;/span&gt; (&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; boneNum &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; 0;
boneNum &amp;lt; bones.Count; boneNum++)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (mat.Length &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;/&lt;/span&gt; 16
&amp;gt; boneNum)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;bones[boneArrayOrder[boneNum]].invBoneSkinMatrix &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;LoadColladaMatrix(mat,
boneNum &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; 16);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
for if&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
if&lt;/span&gt;
&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Get all weights&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (sourceNode.Name
== &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"source"&lt;/span&gt; &amp;amp;&amp;amp;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;XmlHelper.GetXmlAttribute(sourceNode, &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"id"&lt;/span&gt;).Contains(&lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"skin-weights"&lt;/span&gt;))&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Get inner float array&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;weights &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; StringHelper.ConvertStringToFloatArray(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;XmlHelper.GetChildNode(sourceNode, &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"float_array"&lt;/span&gt;).InnerText);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
if&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
foreach&lt;/span&gt;
&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (weights
== &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;null&lt;/span&gt;)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;throw&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; InvalidOperationException(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"No
weights were found in our skin, unable to continue!"&lt;/span&gt;);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#endregion&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;&lt;font color="#000000"&gt;&lt;font face="Verdana" size="2"&gt;For
more information about the mesh loading please check out the last region in the LoadMesh
method, it should explain all the important steps in case you want to add something
there or just look how it works.&lt;/font&gt;&lt;/font&gt;&lt;/span&gt;
&lt;/p&gt;
&lt;/span&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;h2&gt;Problems with the animation data
&lt;/h2&gt;
&lt;p&gt;
Getting the animation data was not so easy. First of all I never had done this before
because my collada files for the Racing Game were all just static meshes and I really
did not need any animation there. Everything that is actually animated in the Racing
Game was done directly in XNA,&amp;nbsp;not in 3D Studio.
&lt;/p&gt;
&lt;p&gt;
The first problem is the many formats that animation data can be in. You can have
rotations around any axis or translations and even scalings, but most of your bones
will only use one or two of these if they are animated at all. Alternatively all the
animation data can be computed directly by the exporter plugin in 3D Studio Max and
this way you can make sure that all the animation data is in the correct format. It
makes testing certainly a lot harder and if you don't even know the format the matrices
are in or how to apply them to each other in which order, you are in a world of trouble.
&lt;/p&gt;
&lt;p&gt;
This is exactly what happened to me, I had most of my test models with rotation animation
data only, but the Goblin above from my friend Christoph was done with another technique
and the exporter could only export the matrices, so I had to support that too. After
some try and error I managed to get the basic animations for my test models working.
They are all in the project, feel free to load and test&amp;nbsp;them. To test the bone
animations I used the following unit test:
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#region&lt;/span&gt; Unit
Testing&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Note: Allow calling all this even in release mode (see Program.cs)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#region&lt;/span&gt; TestShowBones&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
TestShowBones&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;public&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;static&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;void&lt;/span&gt; TestShowBones()&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;ColladaModel model &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;null&lt;/span&gt;;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;PlaneRenderer groundPlane &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;null&lt;/span&gt;;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Bone colors for displaying bone lines.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Color[] BoneColors &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; Color[]&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{ Color.Blue,
Color.Red, Color.Yellow, Color.White, Color.Teal,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Color.RosyBrown,
Color.Orange, Color.Olive, Color.Maroon, Color.Lime,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Color.LightBlue,
Color.LightGreen, Color.Lavender, Color.Green,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Color.Firebrick,
Color.DarkKhaki, Color.BlueViolet, Color.Beige };&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;TestGame.Start(&lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"TestLoadColladaModel"&lt;/span&gt;,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;delegate&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Load our goblin here, you can also load one of my test models!&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;model &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; ColladaModel(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//"Goblin");&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//"test_bones_simple_baked");&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//"test_bones_advanced_baked");&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"test_man_baked"&lt;/span&gt;);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
And load ground plane&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;groundPlane &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; PlaneRenderer(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; Vector3(0,
0, -0.001f),&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; Plane(&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; Vector3(0,
0, 1), 0),&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; Material(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"GroundStone"&lt;/span&gt;, &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"GroundStoneNormal"&lt;/span&gt;, &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"GroundStoneHeight"&lt;/span&gt;),&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;50);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;},&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;delegate&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Show ground&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;groundPlane.Render(ShaderEffect.parallaxMapping, &lt;span style="font-size: 11px; color: rgb(102, 102, 102); font-family: Courier New; background-color: rgb(228, 228, 228);"&gt;"DiffuseSpecular20"&lt;/span&gt;);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Show bones without rendering the model itself&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (model.bones.Count
== 0)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;return&lt;/span&gt;;&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Update bone animation.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;model.UpdateAnimation(Matrix.Identity);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Show bones (all endpoints)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;foreach&lt;/span&gt; (Bone
bone &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;in&lt;/span&gt; model.bones)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;foreach&lt;/span&gt; (Bone
childBone &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;in&lt;/span&gt; bone.children)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;BaseGame.DrawLine(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;bone.finalMatrix.Translation,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;childBone.finalMatrix.Translation,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;BoneColors[bone.num &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;%&lt;/span&gt; BoneColors.Length]);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
foreach (bone)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;});&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
TestShowBones()&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#endregion&lt;/span&gt;&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
The most important call here is the call to UpdateAnimations, which goes through the
list of bones and updates the so called finalMatrix from the Bone class for each of
the bones. In earlier versions this code was horribly complicated and still had a
lot of problems, but as soon as I removed all the rotation, translation, scaling,
etc. animation support and just allow loading the correctly baked matrices from the
collada files, the code has become much simpler (the actual code does have some optimizations
in it, but it is basically the same as the posted code here):
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#region&lt;/span&gt; Update
animation&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
Update animation.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;private&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;void&lt;/span&gt; UpdateAnimation(Matrix
renderMatrix)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; aniMatrixNum &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; (&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt;)(BaseGame.TotalTime &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; frameRate)) &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;%&lt;/span&gt; numOfAnimations;&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;foreach&lt;/span&gt; (Bone
bone &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;in&lt;/span&gt; bones)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Just assign the final matrix from the animation matrices.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;bone.finalMatrix &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; bone.animationMatrices[aniMatrixNum];&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Also use parent matrix if we got one&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
This will always work because all the bones are in order.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (bone.parent
!&lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;null&lt;/span&gt;)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;bone.finalMatrix
*=&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;bone.parent.finalMatrix;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
foreach&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
UpdateAnimation()&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#endregion&lt;/span&gt;&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
For the loading itself we just have to make sure that the animationMatrices are the
correct ones. Collada saves them in a absolute mode. Earlier code from me constructed
relative matrices (relative&amp;nbsp;to the initial bone matrix),&amp;nbsp;it was easier to
construct relative matrices from the rotation, translation, etc. animation data, but
much harder to use these matrices later for the animation. Having&amp;nbsp;these absolute
matrices makes the UpdateAnimation code so much easier, so make sure you always use
them this way.
&lt;/p&gt;
&lt;p&gt;
However, when rendering the vertices later we can't use the absolute matrices because
the vertices have to transformed first to get into a relative space to the bones,
rotations should not be around the origin, but around the bone positions. Luckily
for us (and you should have seen my face when I finally found out that these matrices
already exist in collada and I did not have to create them myself in my own over complicated
way ^^) collada stores the so called invBoneSkin matrices for each bone. By applying
these matrices we can easily get the bone matrices we need for rendering, these are
directly passed to our shader (as compressed 4x3 matrices BTW to save shader constants,
the code for that is a little bit more complex, please check out ShaderEffect.cs and
the SkinnedNormalMapping.fx shader itself for details).
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#region&lt;/span&gt; GetBoneMatrices&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
Get bone matrices for the shader. We have to apply the invBoneSkinMatrix&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
to each final matrix, which is the recursively created matrix from&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
all the animation data (see UpdateAnimation).&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;returns&amp;gt;&amp;lt;/returns&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;private&lt;/span&gt; Matrix[]
GetBoneMatrices(Matrix renderMatrix)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Update the animation data in case it is not up to date anymore.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;UpdateAnimation(renderMatrix);&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
And get all bone matrices, we support max. 80 (see shader).&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Matrix[] matrices &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; Matrix[Math.Min(80,
bones.Count)];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;for&lt;/span&gt; (&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; num &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; 0;
num &amp;lt; matrices.Length; num++)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
The matrices are constructed from the invBoneSkinMatrix and&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
the finalMatrix, which holds the recursively added animation matrices&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
and finally we add the render matrix too here.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;matrices[num] &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;bones[num].invBoneSkinMatrix &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; bones[num].finalMatrix &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; renderMatrix;&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;return&lt;/span&gt; matrices;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
GetBoneMatrices()&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#endregion&lt;/span&gt;
&lt;br&gt;
&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
And this is what you finally get after executing the TestShowBones unit test. I had
not implemented mesh loading or the shader itself at this point. I just was loading
and testing the bones itself.
&lt;/p&gt;
&lt;a href="images/TestShowBones_TestMan.jpg"&gt;&lt;img src="images/TestShowBones_TestManSmall.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
&amp;nbsp;
&lt;/p&gt;
&lt;a name="Optimizations1"&gt; 
&lt;h2&gt;Optimizing the vertices
&lt;/h2&gt;
&lt;p&gt;
One major problem with the loaded mesh is the high vertices count, I had two test
models with 30k and 60k vertices and as you can imagine this will slow down the vertex
shader quite a lot and it is really not necessary to process all these vertices because
many of them are exactly the same. The reason we end up with an unoptimized vertices
list anyway is because collada stores seperate lists for each component we have to
put together at the end of the LoadMesh method. By doing so we have to duplicate the
data many times and we just can't know how often each part is reused and how often
the overall vertex changes. If just the texture coordinate or normal differs, we have
a completely different vertex, which will produce different results in the vertex
shader, so just merging everything together is not that simple.
&lt;/p&gt;
&lt;p&gt;
The rendering uses an index buffer anway, but for the data constructed in LoadMesh
it would just be sequential (0, 1, 2 form the first polygon, 3, 4, 5 the next, etc.).
Instead of having one index for each vertex, we can often reuse the same vertex 3
or 4 times and reducing the number of vertices drastically. This has also the advantage
that we can store much more vertices and complexer meshes even if we still use ushort
(16 bit) for our indices (which is half the size of ints and their fore faster). For
example if you have 150,000 vertices, but you can reduce them to 40-50,000 optimized
vertices, they all can be indexed with ushorts :-)
&lt;/p&gt;
&lt;p&gt;
The easy solution is just to optimize all the vertices after all of them have been
loaded, if you have a binary format and do not use collada directly, this solution
is absolutely great, but it still will take a lot of time processing the collada models
if they just have many vertices because we have to check each vertex against each
other one and that can be a lot of compares if you have 60 or 70 thousand vertices
in a mesh. It actually takes up to a whole minute just to compute that and I have
no slow computer ^^ Here is the method that does all that for us:
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#region&lt;/span&gt; OptimizeVertexBufferSlow&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
Optimize vertex buffer. Note: The vertices list array will be changed&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
and shorted quite a lot here. We are also going to create the indices&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
for the index buffer here (we don't have them yet, they are just&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
sequential from the loading process above).&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;/// &lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
Note: Slow version because we have to check each vertex against&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
each other vertex, which makes this method exponentially slower&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
the more vertices we have. Takes 10 seconds for 30k vertices,&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
and over 40 seconds for 60k vertices. It is much easier to understand,&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
but it produces the same output as the fast OptimizeVertexBuffer&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
method and you should always use that one (it only requires a couple&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
of miliseconds instead of the many seconds this method will spend).&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;returns&amp;gt;ushort array for the optimized indices&amp;lt;/returns&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;private&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt;[]
OptimizeVertexBufferSlow()&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;List&amp;lt;SkinnedTangentVertex&amp;gt; newVertices &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; List&amp;lt;SkinnedTangentVertex&amp;gt;();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;List&amp;lt;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt;&amp;gt;
newIndices &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; List&amp;lt;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt;&amp;gt;();&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Go over all vertices (indices are currently 1:1 with the vertices)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;for&lt;/span&gt; (&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; num &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; 0;
num &amp;lt; vertices.Count; num++)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Try to find already existing vertex in newVertices list that&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
matches the vertex of the current index.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;SkinnedTangentVertex
currentVertex &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; vertices[FlipIndexOrder(num)];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;bool&lt;/span&gt; reusedExistingVertex &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;false&lt;/span&gt;;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;for&lt;/span&gt; (&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; checkNum &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; 0;
checkNum &amp;lt; newVertices.Count; checkNum++)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (SkinnedTangentVertex.NearlyEquals(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;currentVertex,
newVertices[checkNum]))&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Reuse the existing vertex, don't add it again, just&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
add another index for it!&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;newIndices.Add((&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt;)checkNum);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;reusedExistingVertex &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;true&lt;/span&gt;;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;break&lt;/span&gt;;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
if (TangentVertex.NearlyEquals)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
for (checkNum)&lt;/span&gt;
&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (reusedExistingVertex
== &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;false&lt;/span&gt;)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Add the currentVertex and set it as the current index&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;newIndices.Add((&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt;)newVertices.Count);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;newVertices.Add(currentVertex);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
if (reusedExistingVertex)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
for (num)&lt;/span&gt;
&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Reassign the vertices, we might have deleted some duplicates!&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;vertices &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; newVertices;&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
And return index list for the caller&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;return&lt;/span&gt; newIndices.ToArray();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
OptimizeVertexBufferSlow()&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#endregion&lt;/span&gt;&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
&amp;nbsp;
&lt;/p&gt;
&lt;/a&gt; 
&lt;h2&gt;Optimizing the Optimization
&lt;/h2&gt;
&lt;p&gt;
While this is all nice and dandy and we just optimized the rendering code by 20-30%
(I tested with 9 goblins and using 3 passes for them, 2 for shadowing and 1 for the
rendering), but the loading now takes painfully long. The main idea here is to not
compare every single vertex against every other possible vertex because it does not
make much sense, most of the vertices (&amp;gt;99,9%) will always be different. We only
need to check the ones that share at least the same position.
&lt;/p&gt;
&lt;p&gt;
I started with comparing neighboring vertices, but since the vertices are stored in
index order, they are totally messed up, vertex 1 and 4383 can be equal, but if we
just check -10 to +10 we are going to miss it. Instead we have to know which vertices
come from the same position data, which we know since collada saves unique positions.
All we have to do is to keep a list of all vertices that share the same position and
then we can optimize the comparsions later on. Usually only up to 4 to 6&amp;nbsp;vertices
share the same position, this way the whole comparison process just needs 60,000 *
6 comparisons, not 60,000*60,000 anymore.
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Initialize reuseVertexPositions and reverseReuseVertexPositions&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
to make it easier to use them below&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;reuseVertexPositions &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt;[trianglecount &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; 3];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;reverseReuseVertexPositions &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; List&amp;lt;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt;&amp;gt;[positions.Count &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;/&lt;/span&gt; 3];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;for&lt;/span&gt; (&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; i &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; 0;
i &amp;lt; reverseReuseVertexPositions.Length; i++)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;reverseReuseVertexPositions[i] &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; List&amp;lt;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt;&amp;gt;();&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
We have to use int indices here because we often have models&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
with more than 64k triangles (even if that gets optimized later).&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;for&lt;/span&gt; (&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; i &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; 0;
i &amp;lt; trianglecount &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; 3;
i++)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
[...] vertex construction&lt;/span&gt;&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Remember pos for optimizing the vertices later more easily.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;reuseVertexPositions[i] &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; pos &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;/&lt;/span&gt; 3;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;reverseReuseVertexPositions[pos &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;/&lt;/span&gt; 3].Add(i);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
for (ushort)&lt;/span&gt;&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
And then finally the fast vesion of OptimizeVertexBuffer, which uses that data:
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#region&lt;/span&gt; OptimizeVertexBuffer&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
Optimize vertex buffer. Note: The vertices list array will be changed&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
and shorted quite a lot here. We are also going to create the indices&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
for the index buffer here (we don't have them yet, they are just&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
sequential from the loading process above).&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;/// &lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
Note: This method is highly optimized for speed, it performs&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
hundred of times faster than OptimizeVertexBufferSlow, see below!&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;/summary&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;///
&amp;lt;returns&amp;gt;ushort array for the optimized indices&amp;lt;/returns&amp;gt;&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;private&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt;[]
OptimizeVertexBuffer()&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;List&amp;lt;SkinnedTangentVertex&amp;gt; newVertices &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; List&amp;lt;SkinnedTangentVertex&amp;gt;();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;List&amp;lt;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt;&amp;gt;
newIndices &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; List&amp;lt;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt;&amp;gt;();&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Helper to only search already added newVertices and for checking the&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
old position indices by transforming them into newVertices indices.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;List&amp;lt;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt;&amp;gt;
newVerticesPositions &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;new&lt;/span&gt; List&amp;lt;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt;&amp;gt;();&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Go over all vertices (indices are currently 1:1 with the vertices)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;for&lt;/span&gt; (&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; num &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; 0;
num &amp;lt; vertices.Count; num++)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Get current vertex&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;SkinnedTangentVertex
currentVertex &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; vertices[num];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;bool&lt;/span&gt; reusedExistingVertex &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;false&lt;/span&gt;;&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Find out which position index was used, then we can compare&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
all other vertices that share this position. They will not&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
all be equal, but some of them can be merged.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; sharedPos &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; reuseVertexPositions[num];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;foreach&lt;/span&gt; (&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; otherVertexIndex &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;in&lt;/span&gt; reverseReuseVertexPositions[sharedPos])&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Only check the indices that have already been added!&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (otherVertexIndex
!&lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; num
&amp;amp;&amp;amp;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Make sure we already are that far in our new index list&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;otherVertexIndex
&amp;lt; newIndices.Count &amp;amp;&amp;amp;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
And make sure this index has been added to newVertices yet!&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;newIndices[otherVertexIndex]
&amp;lt; newVertices.Count &amp;amp;&amp;amp;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Then finally compare vertices (this call is slow, but thanks to&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
all the other optimizations we don't have to call it that often)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;SkinnedTangentVertex.NearlyEquals(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;currentVertex,
newVertices[newIndices[otherVertexIndex]]))&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Reuse the existing vertex, don't add it again, just&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
add another index for it!&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;newIndices.Add((&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt;)newIndices[otherVertexIndex]);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;reusedExistingVertex &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;true&lt;/span&gt;;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;break&lt;/span&gt;;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
if (TangentVertex.NearlyEquals)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
foreach (otherVertexIndex)&lt;/span&gt;
&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;if&lt;/span&gt; (reusedExistingVertex
== &lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;false&lt;/span&gt;)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Add the currentVertex and set it as the current index&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;newIndices.Add((&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt;)newVertices.Count);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;newVertices.Add(currentVertex);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
if (reusedExistingVertex)&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
for (num)&lt;/span&gt;
&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Finally flip order of all triangles to allow us rendering&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
with CullCounterClockwiseFace (default for XNA) because all the data&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
is in CullClockwiseFace format right now!&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;for&lt;/span&gt; (&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;int&lt;/span&gt; num &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; 0;
num &amp;lt; newIndices.Count &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;/&lt;/span&gt; 3;
num++)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;ushort&lt;/span&gt; swap &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; newIndices[num &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; 3 &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;+&lt;/span&gt; 1];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;newIndices[num &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; 3 &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;+&lt;/span&gt; 1] &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; newIndices[num &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; 3 &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;+&lt;/span&gt; 2];&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;newIndices[num &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; 3 &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;+&lt;/span&gt; 2] &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; swap;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
for&lt;/span&gt;
&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Reassign the vertices, we might have deleted some duplicates!&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;vertices &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; newVertices;&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
And return index list for the caller&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;return&lt;/span&gt; newIndices.ToArray();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
OptimizeVertexBuffer()&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;#endregion&lt;/span&gt;
&lt;br&gt;
&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
With this optimization loading is now pretty fast and rendering performs also nicely
thanks to the quick shaders we will discuss below. When running ANTS Profiler over
the new project the slowest line of code becomes the actual text parsing, actually
the conversion of the long strings for all vertices data&amp;nbsp;into the actual vertices
float data, especially the positions array. But we can't do anything about that without
loading the data binary and not parsing them ourselfs. It takes maybe half a second
for a 50k vertices model to load, not great, but ok for our little test app.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a name="Shaders1"&gt; 
&lt;h2&gt;Adjusting the shaders for skinned meshes
&lt;/h2&gt;
&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
Now we got a bunch of vertices we can render, but as you know we need a shader to
do anything in XNA, there is no fixed function pipeline. There are also no animation
helper classes like in DirectX, but they won't help you anyway if you want to render
with shaders. Transforming the vertices on the CPU may sometimes be a choice if you
do not have many vertices and not many skinned models overall or if they all have
to be updated the same way. But generally&amp;nbsp;it is a much better idea to transform
all the vertices on the GPU, which costs a little bit more instructions in the vertex
shader, but the rest of the rendering stays the same. Most graphic apps are pixel
shader bound anyway and I use fairly complex pixel shaders too. Additionally on Shader
Model 4.0 cards like the GeForce 8800 with up to 128 parallel unified&amp;nbsp;shader
units you can do very complex vertex shaders and use simpler pixel shaders and it
will just use more units for the vertex shaders automatically :) 
&lt;/p&gt;
&lt;p&gt;
We already have defined the bones matrix array for skinning above and we limited it
to 80 bones per mesh, which is quite a lot. Even if you would spend 3 bones per finger
and 20-30 bones for the body you would still have plenty of bones left for complex
animations. Sure modelers will now say "thats not enough sometimes" ... well, you
can always split up the mesh into several meshes with up to 80 bones each if you really
need more. My graphic artists&amp;nbsp;are happy with 80 bones ^^ 
&lt;/p&gt;
&lt;p&gt;
If we want full Shader Model 2.0 support we can only be sure that we got at least
256 shader constants. NVidia has usually more (1024), but you still want your game
to run on ATI cards too, especially older ones. Each constant can hold a float4 and
we need 4 constants for each 4x4 matrix. This means we can only have up to 64 matrices
with this limit and we still need some constants for the world, view, and&amp;nbsp;projection
matrices, the light and material values and anything else we want to do in our shader.
You should reserve 10-20 constants for that and now we are down to less than 60 matrices,
which might sometimes be too little.
&lt;/p&gt;
&lt;p&gt;
Instead of splitting the mesh or providing a different code path in case the GPU can
do more constants (I couldn't get that do work in XNA for some reason, not sure if
there is some limit or if I made a mistake, my GPU should be able to do at least 1024
constants, and even 2048 for the 8800), there is a trick to save only a 3x4 matrix.
The last colum is always 0, 0, 0, 1 if we have correctly applied the invBoneMatrix
and the animation matrix (see GetBoneMatrices in ColladaModel for details and the
order of the matrices). But saving 4 float3 values still needs 4 shader constants
per matrix so we have to save it as 4x3 matrices instead.
&lt;/p&gt;
&lt;p&gt;
My first idea was to grab the .w values and reconstruct the translation part of the
matrix this way. This worked, but the resulting shader had 80 instructions (from abount
20 without skinning), which is not good for the resulting performance when rendering
many skinned 3D models.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;float4x4
RebuildSkinMatrix(&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;float&lt;/span&gt; index)&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;return&lt;/span&gt; float4x4(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4(skinnedMatricesVS20[index*3+0].xyz,
0),&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4(skinnedMatricesVS20[index*3+1].xyz,
0),&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4(skinnedMatricesVS20[index*3+2].xyz,
0),&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;skinnedMatricesVS20[index*3+0].w,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;skinnedMatricesVS20[index*3+1].w,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;skinnedMatricesVS20[index*3+2].w,
1));&lt;br&gt;
} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
RebuildSkinMatrix(.)&lt;/span&gt;&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
A better idea is to use the&amp;nbsp;4x3 matrix as a 3x4 matrix by just reversing the
order we call mul. This involves some changes to the vertex shader code and looks
a little bit confusing sometimes, but if you make sure you transform the world matrix
the same way and use it in this reversed mul order too, everything works just fine.
Another thing that can be optimized is to pre-multiply the indices of blendIndices
for each vertex at the loading time. These indices never change and they don't really
care if they are 0, 1, 2 or 0, 3, 6, etc. We save&amp;nbsp;one instruction per matrix
we are going to reconstruct (the rest is optimized out by the compiler). This is the
much easier version of RebuildSkinMatrix, for more details take a look at the SkinnedNormalMapping.fx
file:
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Note: This returns a transposed matrix, use it in reversed order.&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
First tests used a 3x3 matrix +3 w values for the transpose values, but&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
reconstructing this in the shader costs 20+ extra instructions and after&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
some testing I found out this is finally the best way to use 4x3 matrices&lt;/span&gt;
&lt;br&gt;
&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
for skinning :)&lt;/span&gt;
&lt;br&gt;
float4x4 RebuildSkinMatrix(&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;float&lt;/span&gt; index)&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: blue; font-family: Courier New; background-color: transparent;"&gt;return&lt;/span&gt; float4x4(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;skinnedMatricesVS20[index+0],&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;skinnedMatricesVS20[index+1],&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;skinnedMatricesVS20[index+2],&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4(0, 0, 0, 1));&lt;br&gt;
} &lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
RebuildSkinMatrix(.)&lt;/span&gt;
&lt;br&gt;
&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color="#000000"&gt;This results in a vertex shader that has almost half as many
instructions as before and their fore is twice as fast :) Good work. Performance tests
showed that I could increase the framerate from 220 fps to 270 fps just by doing that
(test scene with 9 goblins). The following code is actually more or less the only
part you have to replace in an existing shader if you want to make it skinnable (plus
providing the helper method and the skinned matrices too of course).&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
First transform position with bones that affect this vertex&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Use the 3 indices and blend weights we have precalculated.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4x4 skinMatrix &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;RebuildSkinMatrix(In.blendIndices.x) &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; In.blendWeights.x &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;+&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;RebuildSkinMatrix(In.blendIndices.y) &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; In.blendWeights.y &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;+&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;RebuildSkinMatrix(In.blendIndices.z) &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;*&lt;/span&gt; In.blendWeights.z;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Calculate local world matrix with help of the skinning matrix&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4x4 localWorld &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; mul(world,
skinMatrix);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&lt;span style="font-size: 11px; color: green; font-family: Courier New; background-color: transparent;"&gt;//
Now calculate final screen position with world and viewProj matrices.&lt;/span&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;float4 worldPos &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; mul(localWorld,
float4(In.pos, 1));&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;Out.pos &lt;span style="font-size: 11px; color: red; font-family: Courier New; background-color: transparent;"&gt;=&lt;/span&gt; mul(worldPos,
viewProj);&lt;/span&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;font color="#000000"&gt;&lt;/font&gt;&amp;nbsp;
&lt;/p&gt;
&lt;a name="Shaders2"&gt; 
&lt;h2&gt;Post screen shaders for the final result
&lt;/h2&gt;
&lt;/a&gt; 
&lt;p&gt;
All the skinning code and bone transformations are nice once you get them done, but
without a cool model and some post screen shaders to make the scene look more cool,
it is only half the fun. Good think I got the Goblin 3D Model, thanks to Christoph
(WAII) again. I also had a couple of other test models and another more complex 3D
Model (big evil monster ^^) which was good for some stress testing, but the material
just did not look that cool. 
&lt;/p&gt;
&lt;p&gt;
As you can see on the following image 6 render targets are used to accomplish the
final image. Most shader passes do several things at once and the list of operations
(see right side of the image)&amp;nbsp;is longer than the list of used passes. Most of
this was just trying to get the best looking values&amp;nbsp;together quickly. If you
are an experienced artist you can probably do much better than me, I'm just playing
around with the shader parameters until I get bored and then I leave it the way it
is. The sceneMap (render target nummero three) shows the unmodified scene without
applying the post screen shaders. It does not look half as cool as the final result.
&lt;/p&gt;
&lt;a href="images/TestGoblinScenePostScreenPasses.jpg"&gt;&lt;img src="images/TestGoblinScenePostScreenPassesSmall.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a name="References"&gt;I hope you enjoyed this article and that you are not as tired
as I am writing this all at once (uff). It was a fun project, I have already another
one in mind for next week ;-) Take care.&lt;/a&gt;&amp;nbsp;If you have problems, post a comment.
Please note that not all collada models will work, you have to follow the rules of
ColladaModel or improve the class a bit for other use
&lt;/p&gt;
&lt;p&gt;
&amp;nbsp;
&lt;/p&gt;
&lt;h2&gt;References and Links
&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="SkinningWithColladaModelsInXnaSourceCode.zip"&gt;SkinningWithColladaModelsInXnaSourceCode.zip
(2.6 MB) from this article&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="SkinningWithColladaModelsInXnaExecuteable.zip"&gt;SkinningWithColladaModelsInXnaExecuteable.zip
(2.5 MB) from this article&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.codeplex.com/animationcomponents"&gt;XNA Animation Component Library&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.andytather.co.uk/Panda/directxmax.aspx"&gt;Panda Exporter for 3dsMax&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.mindcontrol.org/%7Ehplus/graphics/kwxport.html"&gt;kiloWatt X file
Exporter for 3dsMax&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.khronos.org/collada/"&gt;Official Collada site from the Khronos Group&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.feelingsoftware.com/content/view/16/30/"&gt;Feeling Software Collada
Plugins for 3dsMax and Maya, best exporters ever!&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="https://collada.org/public_forum/"&gt;Public Forum of Collada.org&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://en.wikipedia.org/wiki/COLLADA"&gt;Wikipedia on Collada&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="https://collada.org/public_forum/viewtopic.php?p=2373&amp;amp;highlight=&amp;amp;sid=f5b56a89076e08d6c4175db5490db4da#2373"&gt;Collada
Forum post about remi's Collada for XNA project&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.khronos.org/files/collada_spec_1_4"&gt;COLLADA 1.4.1 Specification
(PDF)&lt;/a&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&amp;nbsp;
&lt;/p&gt;
&lt;p&gt;
&lt;span style="font-size: 11px; color: black; font-family: Courier New; background-color: transparent;"&gt;&lt;/span&gt;&amp;nbsp;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=2b9f62ce-fc9c-4696-8f7f-701903f8285b" /&gt;</description>
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      <category>All;Game Development;Other;Programming;Reviews;Rocket Commander;XNA</category>
    </item>
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      <trackback:ping>http://exdream.no-ip.info/blog/Trackback.aspx?guid=ecbb1c6c-45e7-43d0-98cb-75359fb79afd</trackback:ping>
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      <dc:creator>Benjamin Nitschke (abi)</dc:creator>
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        <p>
Well, I was posting less and less on this blog and this gonna change now. From now
on I will try to post often, maybe even daily. The blog posts will not be as long
as before, I will just talk about whats on my mind each day. Initially this blog was
started as a little diary for me and I will return to that initial idea.
</p>
        <p>
As you can see I've updated my blog, added a couple of features and changed some pictures
and styles. At the top you see a little collage of current game projects I'm working
on. Most graphics are from Arena Wars Reloaded and the XNA Racing Game. I hope you
like the overall design :-)
</p>
        <p>
I will talk more about my current projects (see right side) in the next couple of
posts and catch up with a couple of topics I have on my mind but not blogged about
yet (FxCop stuff, CgFX, using Collada in XNA, etc.).
</p>
        <img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=ecbb1c6c-45e7-43d0-98cb-75359fb79afd" />
      </body>
      <title>Welcome to my new blog</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,ecbb1c6c-45e7-43d0-98cb-75359fb79afd.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/02/20/WelcomeToMyNewBlog.aspx</link>
      <pubDate>Tue, 20 Feb 2007 08:11:10 GMT</pubDate>
      <description>&lt;p&gt;
Well, I was posting less and less on this blog and this gonna change now. From now
on I will try to post often, maybe even daily. The blog posts will not be as long
as before, I will just talk about whats on my mind each day. Initially this blog was
started as a little diary for me and I will return to that initial idea.
&lt;/p&gt;
&lt;p&gt;
As you can see I've updated my blog, added a couple of features and changed some pictures
and styles. At the top you see a little collage of current game projects I'm working
on. Most graphics are from Arena Wars Reloaded and the XNA Racing Game. I hope you
like the overall design :-)
&lt;/p&gt;
&lt;p&gt;
I will talk more about my current projects (see right side) in the next couple of
posts and catch up with a couple of topics I have on my mind but not blogged about
yet (FxCop stuff, CgFX, using Collada in XNA, etc.).
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=ecbb1c6c-45e7-43d0-98cb-75359fb79afd" /&gt;</description>
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      <category>All;Game Development;Other;Reviews;XNA</category>
    </item>
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      <dc:creator />
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      <body xmlns="http://www.w3.org/1999/xhtml">Not much going on here on my blog, but
in reality I was quite busy finishing some projects.<br />
Our whole team at exDream is also working hard on our upcoming game Arena Wars Reloaded.<br />
But it will take another month until we can release some cool looking screenshots
that will make you excited.<br /><br />
In the meantime you can check out this nice article with lots of interviews on gamecareerguide.com.<br />
On page 3 I do answer some questions and talk about current projects I'm involved
in, including the<br /><a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779">Professional
XNA Game Development book</a> I've done. The book will come out in early may this
year.<br /><br />
The article is 5 pages long and a nice read:<br /><a onclick="return top.js.OpenExtLink(window,event,this)" href="http://www.gamecareerguide.com/features/328/microsoft_xna_.php" target="_blank">http://www.gamecareerguide.com<wbr />/features/328/microsoft_xna_<wbr />.php</a><br /><br /><br /><a set="yes" href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779"><img src="http://ec1.images-amazon.com/images/P/0470126779.01._AA240_SCLZZZZZZZ_V35843563_.jpg" border="0" /></a><br /><br /><br />
While we are at it, I decided to finally post some high quality (1920x1200) Racing
Game screenshots (formerly known as XNA Racer).<br />
I don't know yet when it will be released, but it shouldn't take much longer :-)<br /><br />
Screenshot 1:<br /><a href="images/RacingGameScreenshotBig01.jpg"><img src="images/RacingGameScreenshotBig01_small.jpg" border="0" /></a><br /><br />
Screenshot 2:<br /><a href="images/RacingGameScreenshotBig02.jpg"><img src="images/RacingGameScreenshotBig02_small.jpg" border="0" /></a><br /><br />
Screenshot 3:<br /><a href="images/RacingGameScreenshotBig03.jpg"><img src="images/RacingGameScreenshotBig03_small.jpg" border="0" /></a><br /><br />
Screenshot 4:<br /><a href="images/RacingGameScreenshotBig04.jpg"><img src="images/RacingGameScreenshotBig04_small.jpg" border="0" /></a><br /><br /><br /><br />
Lately I'm also playing around with the Visual Studio "Orcas" CTP which was released
a week ago. Runs fine side by side with all my other<br />
Visual Studio versions, but some plugins do not work and most language extensions
I have installed (like LinQ or ASP.NET Ajax) are just<br />
missing, not sure yet how to fix that or if I will really develop with VS Orcas right
now, there is not really an advantage yet.<br /><br />
And finally there is a big fight coming up: Me vs FxCop. I will discuss my experiences
with FxCop in a few days after I have converted<br />
Arena Wars Reloaded and fought agains the 7000+ warnings ^^<br />
In smaller projects I had worked with FxCop before and some warnings are annoying,
but usually easy to fix. It was a little harder in<br />
the Racing Game XNA starter kit (see screenshots above) because that thing has already
over 20,000 lines of code and many warnings were<br />
just about my unit tests, which FxCop can't figure out (lots of uncalled methods).
But I will discuss all of this in a few days. Not sure<br />
if any other game development team even uses FxCop or similar tools. At least I have
never seen a game (or even a big app) pass the crazy<br />
FxCop rules.<br /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=9e224a1a-d5a7-4e4e-8ae3-6e103106dd23" /></body>
      <title>XNA News</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,9e224a1a-d5a7-4e4e-8ae3-6e103106dd23.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2007/01/18/XNANews.aspx</link>
      <pubDate>Thu, 18 Jan 2007 10:03:40 GMT</pubDate>
      <description>Not much going on here on my blog, but in reality I was quite busy finishing some projects.&lt;br&gt;
Our whole team at exDream is also working hard on our upcoming game Arena Wars Reloaded.&lt;br&gt;
But it will take another month until we can release some cool looking screenshots
that will make you excited.&lt;br&gt;
&lt;br&gt;
In the meantime you can check out this nice article with lots of interviews on gamecareerguide.com.&lt;br&gt;
On page 3 I do answer some questions and talk about current projects I'm involved
in, including the&lt;br&gt;
&lt;a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779"&gt;Professional
XNA Game Development book&lt;/a&gt; I've done. The book will come out in early may this
year.&lt;br&gt;
&lt;br&gt;
The article is 5 pages long and a nice read:&lt;br&gt;
&lt;a onclick="return top.js.OpenExtLink(window,event,this)" href="http://www.gamecareerguide.com/features/328/microsoft_xna_.php" target="_blank"&gt;http://www.gamecareerguide.com&lt;wbr&gt;/features/328/microsoft_xna_&lt;wbr&gt;.php&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;a set="yes" href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779"&gt;&lt;img src="http://ec1.images-amazon.com/images/P/0470126779.01._AA240_SCLZZZZZZZ_V35843563_.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
While we are at it, I decided to finally post some high quality (1920x1200) Racing
Game screenshots (formerly known as XNA Racer).&lt;br&gt;
I don't know yet when it will be released, but it shouldn't take much longer :-)&lt;br&gt;
&lt;br&gt;
Screenshot 1:&lt;br&gt;
&lt;a href="images/RacingGameScreenshotBig01.jpg"&gt;&lt;img src="images/RacingGameScreenshotBig01_small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Screenshot 2:&lt;br&gt;
&lt;a href="images/RacingGameScreenshotBig02.jpg"&gt;&lt;img src="images/RacingGameScreenshotBig02_small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Screenshot 3:&lt;br&gt;
&lt;a href="images/RacingGameScreenshotBig03.jpg"&gt;&lt;img src="images/RacingGameScreenshotBig03_small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Screenshot 4:&lt;br&gt;
&lt;a href="images/RacingGameScreenshotBig04.jpg"&gt;&lt;img src="images/RacingGameScreenshotBig04_small.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
&lt;br&gt;
Lately I'm also playing around with the Visual Studio "Orcas" CTP which was released
a week ago. Runs fine side by side with all my other&lt;br&gt;
Visual Studio versions, but some plugins do not work and most language extensions
I have installed (like LinQ or ASP.NET Ajax) are just&lt;br&gt;
missing, not sure yet how to fix that or if I will really develop with VS Orcas right
now, there is not really an advantage yet.&lt;br&gt;
&lt;br&gt;
And finally there is a big fight coming up: Me vs FxCop. I will discuss my experiences
with FxCop in a few days after I have converted&lt;br&gt;
Arena Wars Reloaded and fought agains the 7000+ warnings ^^&lt;br&gt;
In smaller projects I had worked with FxCop before and some warnings are annoying,
but usually easy to fix. It was a little harder in&lt;br&gt;
the Racing Game XNA starter kit (see screenshots above) because that thing has already
over 20,000 lines of code and many warnings were&lt;br&gt;
just about my unit tests, which FxCop can't figure out (lots of uncalled methods).
But I will discuss all of this in a few days. Not sure&lt;br&gt;
if any other game development team even uses FxCop or similar tools. At least I have
never seen a game (or even a big app) pass the crazy&lt;br&gt;
FxCop rules.&lt;br&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=9e224a1a-d5a7-4e4e-8ae3-6e103106dd23" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,9e224a1a-d5a7-4e4e-8ae3-6e103106dd23.aspx</comments>
      <category>All;Arena Wars;Game Development;Other;Programming;Reviews;XNA</category>
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      <dc:creator />
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      <body xmlns="http://www.w3.org/1999/xhtml">I developed a little Shoot'n'up game in
the last couple of days. It is actually quite fun to play. It is just one level and
is kind of a prototype. The game will be released together with my XNA Professional
Game Development book in a few months (it will be freely available from my website
shortly after that). My book features many other games too, it is not just about one
game, there are many arcade, action and other games in the book (about 8 games or
so) and they will be described as I explain all the important aspects of Game Programming
and the XNA Framework. 
<p>
For now I can only give you a little video about XNA Shooter. I hope you like it.<br /><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/3dlBRX6BHdU" /><embed src="http://www.youtube.com/v/3dlBRX6BHdU" type="application/x-shockwave-flash" width="425" height="350"></embed></object></p><p>
A "little" 1920x1200 screenshot:<br /><a href="images/XnaShooterScreenshot0001.jpg"><img src="images/XnaShooterScreenshot0001small.jpg" border="0" /></a></p><p>
These days there are a lot of discussions about XNA, especially in the GameDev.net
boards and of course in the official XNA forum by Microsoft.<br />
http://www.gamedev.net/community/forums/topic.asp?topic_id=430119<br />
http://forums.microsoft.com/msdn/showforum.aspx?forumid=846<br /></p><p>
I also want to mention a great article by the .NET Compact Framework team about the
.NET performance on the Xbox 360 with the XNA Framework. The main issue here is the
Garbage Collector, which is not generational and theirfore can only collect all the
objects in the GC at once and not in 3 levels like in the normal .NET Framework, which
can handle a lot more dead objects and more complicated situations. 
</p><p>
Here are the links to the .NET Compact Framework on XNA article:<br /><a href="http://blogs.msdn.com/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-the-xna-framework-1-0.aspx">http://blogs.msdn.com/netcfteam/archive/2006/12/22/<br />
managed-code-performance-on-xbox-360-for-the-xna-framework-1-0.aspx</a><br /><a href="http://blogs.msdn.com/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx">http://blogs.msdn.com/netcfteam/archive/2006/12/22/<br />
managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx</a></p><p>
From my experience there are a couple of things you have to remember when developing
XNA games on the Xbox 360. All of these issue are not a big deal on the PC, but they
can cost some extra time until you get them right. One of the main problems is that
if you develop your game on the PC only and then test it on the Xbox 360 only at the
end a lot of things may go wrong (bad performance on the .NET Compact Framework, UI
elements at the border of the screen, which are just not visible on some TVs, bad
Xbox 360 controller support, which is the main input device for Xbox 360s, etc.). 
<br /></p><ul><li>
Test test test. This is the most important tip. Write unit tests and constantly test
them on your PC AND your Xbox 360. I keep 2 projects open at the same time (both of
them use the same files, but I only develop the PC solution and use the Xbox 360 solution
for deploying and testing only). Almost all of my classes have unit tests and I constantly
test them until they are completed.</li><li>
Don't use foreach loops, especially not in tight render loops. This may sound a little
crazy since it does not matter on a PC game and todays CPUs are fast enough to handle
the creation and deletion of many thousand objects each frame, which most games don't
even need. But on the compact framework you will spam the memory even with things
like foreach loops because a new enumerator instance is created everytime you start
a foreach loop. After a while there will be a lot of dead objects, which have to be
collected. This can take some time and slow your game down immensely. The PC version
might run at over 200 frames, but your Xbox 360 version is stuck at something like
30-40 frames. Avoiding creation of new data each frame and avoiding foreach loops
(just replace them with normal for loops, it is mostly just 1 line of extra code)
can improve your performance by a factor of 100% or more.</li><li>
In Arena Wars I never created any data during the game. All objects were created at
the beginning of each mission and they were reused (which was no big deal since the
game principle did not allow an infinite number of units, it always stayed around
the same because you get your money back from dead units to build new units). In later
project I did not care so much about creating new objects and I coded just the easy
way because unit tests drive you into a direction to quickly develop solutions, which
work and are tested, but may not be the best in other situations like for the Xbox
360 .NET Compact Framework. That is ok because we can now use the unit tests to check
if other solutions work just they way we expect them to work. For XNA Shooter and
XNA Racer (and a couple of other new game projects) I now make sure that most of the
game data is created at the beginning of each level and not dynamically during the
game.</li><li>
Save-Regions on TVs can be a pain in the ass. Just google for Xbox 360 screenshots
and you will notice that the GUI (graphical user interface) looks a lot different
from most PC games. PC games have often UI at the screen border showing you tips,
little buttons and other not so important things. If you do that in your Xbox 360
game all of these UI elements may be cut of on a regular TV. For the XNA Shooter I
had to rework all the UI elements because they just did not fit on a TV screen and
it was not practical to put them in a bar (like the windows task bar) because it looks
so different on the PC and certain TV monitors. Instead I put all UI elements in floating
bars, which will be adjusted depending on the screen the user is looking at.<br />
These are some of the Save-Regions I have encountered:<br /><ul><li>
PC: 100% visible</li><li>
Xbox 360 connected through a VGA cable: 100% (or close to 100%) visible.</li><li>
Xbox 360 connected to an old style monitor with SCART: around 92% visible.</li><li>
Xbox 360 connected through Component cables to my new Dell 24" Monitor (yeah HDTV):
around 93-95% visible (depends on the resolution).</li><li>
Some old TV sets (according to the XNA docs and tips on the web) have a save region
of 80-90%, but I never saw the 80% case, that is probably the worst case scenario.</li></ul>
The important thing is to keep the important UI element in this inner 90% (or 93%
if you want to be close to the edges) rectangle. This means instead of using a full
1920x1080 pixel resolution you only use 90% of it (1728x945). Or just start rendering
UI elements at about 5% of the screen (x coordinate: 96, y coordinate: 54). This pixel
locations obviously depend on the screen resolution, just calculate them in your main
class and use them whenever you render UI. 
</li><li>
There are probably a lot more tips I can give, but I'm to lazy right now. Maybe more
in a little while :)</li></ul><p>
Btw: I currently also do a lot of OpenGL development again and I have to say I have
totally forgotten about the way you can program OpenGL. It is often a lot easier,
it only gets hard if something does not work the way you expect it to be (but thats
hard in DirectX too). Well, the most annoying part is of course that you have to wrap
all OpenGL methods through PInvoke and that just costs time. On the other hand if
you already have a robust framework (like I have with Arena Wars, hehe), it is relatively
easy to plug in new features. It also took not long to learn the differences between
glsl and hlsl. I do currently also test out the <a href="http://www.nvidia.com">FX
Composer</a> 2.0 (alpha), which has a great idea behind it, but it is too much like
Render Monkey and that is never a good thing. <a href="http://www.ati.com">Render
Monkey</a> by ATI is just overcomplicated and hard to use (and was not updated for
2 years, which shows that no one even uses it anymore). The great thing about FX Composer
1 was the fact it was so easy to use and it did only support a very limited feature
set. It is not the best tool ever, but it was certainly a lot easier to use than FX
Composer 2.0, which will hopefully be improved before NVidia release it.<br />
I have confidence that NVidia will deliver a great tool as always, but they have lost
a lot of fans in the last months because of the lack of drivers for Vista, especially
for the Geforce 8800, which does not work at all in Vista, but it is the only card
on the market that even supports Direct3D 10 (and the new cool unified shader technology
in DirectX). The only way you can currently use the new graphic card features is to
program them yourself natively with OpenGL ... but my 8800 is in repair anyway, else
I would have tried out some of the new features by now. 
</p><p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=ce42019a-ceeb-452f-86bb-f7beec1a2964" /></p></body>
      <title>XNA Shooter Game</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,ce42019a-ceeb-452f-86bb-f7beec1a2964.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/12/29/XNAShooterGame.aspx</link>
      <pubDate>Fri, 29 Dec 2006 18:30:45 GMT</pubDate>
      <description>I developed a little Shoot'n'up game in the last couple of days. It is actually quite fun to play. It is just one level and is kind of a prototype. The game will be released together with my XNA Professional Game Development book in a few months (it will be freely available from my website shortly after that). My book features many other games too, it is not just about one game, there are many arcade, action and other games in the book (about 8 games or so) and they will be described as I explain all the important aspects of Game Programming and the XNA Framework.
&lt;p&gt;
For now I can only give you a little video about XNA Shooter. I hope you like it.&lt;br&gt;
&lt;object width="425" height="350"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/3dlBRX6BHdU"&gt;&gt;&lt;embed src="http://www.youtube.com/v/3dlBRX6BHdU" type="application/x-shockwave-flash" width="425" height="350"&gt;&lt;/embed&gt;
&lt;/object&gt;
&lt;p&gt;
A "little" 1920x1200 screenshot:&lt;br&gt;
&lt;a href="images/XnaShooterScreenshot0001.jpg"&gt;&lt;img src="images/XnaShooterScreenshot0001small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
These days there are a lot of discussions about XNA, especially in the GameDev.net
boards and of course in the official XNA forum by Microsoft.&lt;br&gt;
http://www.gamedev.net/community/forums/topic.asp?topic_id=430119&lt;br&gt;
http://forums.microsoft.com/msdn/showforum.aspx?forumid=846&lt;br&gt;
&lt;p&gt;
I also want to mention a great article by the .NET Compact Framework team about the
.NET performance on the Xbox 360 with the XNA Framework. The main issue here is the
Garbage Collector, which is not generational and theirfore can only collect all the
objects in the GC at once and not in 3 levels like in the normal .NET Framework, which
can handle a lot more dead objects and more complicated situations. 
&lt;p&gt;
Here are the links to the .NET Compact Framework on XNA article:&lt;br&gt;
&lt;a href="http://blogs.msdn.com/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-the-xna-framework-1-0.aspx"&gt;http://blogs.msdn.com/netcfteam/archive/2006/12/22/&lt;br&gt;
managed-code-performance-on-xbox-360-for-the-xna-framework-1-0.aspx&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://blogs.msdn.com/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx"&gt;http://blogs.msdn.com/netcfteam/archive/2006/12/22/&lt;br&gt;
managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx&lt;/a&gt; 
&lt;p&gt;
From my experience there are a couple of things you have to remember when developing
XNA games on the Xbox 360. All of these issue are not a big deal on the PC, but they
can cost some extra time until you get them right. One of the main problems is that
if you develop your game on the PC only and then test it on the Xbox 360 only at the
end a lot of things may go wrong (bad performance on the .NET Compact Framework, UI
elements at the border of the screen, which are just not visible on some TVs, bad
Xbox 360 controller support, which is the main input device for Xbox 360s, etc.). 
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Test test test. This is the most important tip. Write unit tests and constantly test
them on your PC AND your Xbox 360. I keep 2 projects open at the same time (both of
them use the same files, but I only develop the PC solution and use the Xbox 360 solution
for deploying and testing only). Almost all of my classes have unit tests and I constantly
test them until they are completed.&lt;/li&gt;
&lt;li&gt;
Don't use foreach loops, especially not in tight render loops. This may sound a little
crazy since it does not matter on a PC game and todays CPUs are fast enough to handle
the creation and deletion of many thousand objects each frame, which most games don't
even need. But on the compact framework you will spam the memory even with things
like foreach loops because a new enumerator instance is created everytime you start
a foreach loop. After a while there will be a lot of dead objects, which have to be
collected. This can take some time and slow your game down immensely. The PC version
might run at over 200 frames, but your Xbox 360 version is stuck at something like
30-40 frames. Avoiding creation of new data each frame and avoiding foreach loops
(just replace them with normal for loops, it is mostly just 1 line of extra code)
can improve your performance by a factor of 100% or more.&lt;/li&gt;
&lt;li&gt;
In Arena Wars I never created any data during the game. All objects were created at
the beginning of each mission and they were reused (which was no big deal since the
game principle did not allow an infinite number of units, it always stayed around
the same because you get your money back from dead units to build new units). In later
project I did not care so much about creating new objects and I coded just the easy
way because unit tests drive you into a direction to quickly develop solutions, which
work and are tested, but may not be the best in other situations like for the Xbox
360 .NET Compact Framework. That is ok because we can now use the unit tests to check
if other solutions work just they way we expect them to work. For XNA Shooter and
XNA Racer (and a couple of other new game projects) I now make sure that most of the
game data is created at the beginning of each level and not dynamically during the
game.&lt;/li&gt;
&lt;li&gt;
Save-Regions on TVs can be a pain in the ass. Just google for Xbox 360 screenshots
and you will notice that the GUI (graphical user interface) looks a lot different
from most PC games. PC games have often UI at the screen border showing you tips,
little buttons and other not so important things. If you do that in your Xbox 360
game all of these UI elements may be cut of on a regular TV. For the XNA Shooter I
had to rework all the UI elements because they just did not fit on a TV screen and
it was not practical to put them in a bar (like the windows task bar) because it looks
so different on the PC and certain TV monitors. Instead I put all UI elements in floating
bars, which will be adjusted depending on the screen the user is looking at.&lt;br&gt;
These are some of the Save-Regions I have encountered:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
PC: 100% visible&lt;/li&gt;
&lt;li&gt;
Xbox 360 connected through a VGA cable: 100% (or close to 100%) visible.&lt;/li&gt;
&lt;li&gt;
Xbox 360 connected to an old style monitor with SCART: around 92% visible.&lt;/li&gt;
&lt;li&gt;
Xbox 360 connected through Component cables to my new Dell 24" Monitor (yeah HDTV):
around 93-95% visible (depends on the resolution).&lt;/li&gt;
&lt;li&gt;
Some old TV sets (according to the XNA docs and tips on the web) have a save region
of 80-90%, but I never saw the 80% case, that is probably the worst case scenario.&lt;/li&gt;
&lt;/ul&gt;
The important thing is to keep the important UI element in this inner 90% (or 93%
if you want to be close to the edges) rectangle. This means instead of using a full
1920x1080 pixel resolution you only use 90% of it (1728x945). Or just start rendering
UI elements at about 5% of the screen (x coordinate: 96, y coordinate: 54). This pixel
locations obviously depend on the screen resolution, just calculate them in your main
class and use them whenever you render UI. 
&lt;/li&gt;
&lt;li&gt;
There are probably a lot more tips I can give, but I'm to lazy right now. Maybe more
in a little while :)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
Btw: I currently also do a lot of OpenGL development again and I have to say I have
totally forgotten about the way you can program OpenGL. It is often a lot easier,
it only gets hard if something does not work the way you expect it to be (but thats
hard in DirectX too). Well, the most annoying part is of course that you have to wrap
all OpenGL methods through PInvoke and that just costs time. On the other hand if
you already have a robust framework (like I have with Arena Wars, hehe), it is relatively
easy to plug in new features. It also took not long to learn the differences between
glsl and hlsl. I do currently also test out the &lt;a href="http://www.nvidia.com"&gt;FX
Composer&lt;/a&gt; 2.0 (alpha), which has a great idea behind it, but it is too much like
Render Monkey and that is never a good thing. &lt;a href="http://www.ati.com"&gt;Render
Monkey&lt;/a&gt; by ATI is just overcomplicated and hard to use (and was not updated for
2 years, which shows that no one even uses it anymore). The great thing about FX Composer
1 was the fact it was so easy to use and it did only support a very limited feature
set. It is not the best tool ever, but it was certainly a lot easier to use than FX
Composer 2.0, which will hopefully be improved before NVidia release it.&lt;br&gt;
I have confidence that NVidia will deliver a great tool as always, but they have lost
a lot of fans in the last months because of the lack of drivers for Vista, especially
for the Geforce 8800, which does not work at all in Vista, but it is the only card
on the market that even supports Direct3D 10 (and the new cool unified shader technology
in DirectX). The only way you can currently use the new graphic card features is to
program them yourself natively with OpenGL ... but my 8800 is in repair anyway, else
I would have tried out some of the new features by now. 
&lt;p&gt;
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      <category>All;Game Development;Other;Programming;Reviews;Rocket Commander;XNA</category>
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                </a>
                <br />
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                    <b>ArenaWars Reloaded - Coming Soon</b>
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Hey now!<br /><br />
Before you read on (I guess this is going to be a long post) please also check out <a href="http://www.exdream.com">www.exDream.com</a>.
We made some pictures from our new office and we recently announced ArenaWars Reloaded
(see image on the right), a new game with a new graphic engine and many new cool features
based on the original Arena Wars idea (the game play and levels will be similar, but
look much better). 
<p>
My little Christmas present for you is the new port of Rocket Commander to the XNA
Framework. It allows you to play the popular Rocket Commander (113 000 played games
already can't be wrong) on your Xbox 360 for the first time. You just need an Xbox
360 and have XNA on there. Here are the downloads, the file sizes are are little bit
bigger than the original game (my comments are below):<br /></p><ul><li><a href="RocketCommanderXnaSetup.exe">Rocket Commander XNA on Windows (16 MB)</a>:
Includes Setup, that will automatically install DirectX Dec 2006 and the XNA Framework
if you don't have it yet!</li><li>
Rocket Commander XNA on the Xbox 360 cannot be redistributed. You currently have to
download the source code and run it in XNA Game Studio Express to even get it on your
Xbox. Once you have Rocket Commander XNA deployed with help of the XNA Launcher you
can start it anytime you want to without having your PC on or having to redeploy it.</li><li><a href="RocketCommanderXnaSourceCodeAndContent.zip">Full Rocket Commander XNA source
code (53 MB)</a>: All Content, Sound and Music files are included in this download,
this is all you need to compile and run the game on Windows and Xbox 360. The music
files are almost 50MB (5MB as mp3, which is not supported in XNA).</li><li><a href="RocketCommanderXnaSourceCodeOnly.zip">Rocket Commander XNA source code only
(213 KB)</a>. No content files (models, textures, sounds, etc.) in here, just the
.cs, .csproj, .sln and .fx files.</li></ul>
Update: 2007-01-03: Fixed some Bugs with the Input, PostScreenGlow and when device
loses focus. Works now more stable. Also cleaned up some of the source code. 
<p>
Note: Use RocketCommanderXna.sln to compile and run the game on Windows and RocketCommanderXnaXbox360.sln
to compile and deploy it to your Xbox 360. For additional details please read the
XNA documentation.<br /><br />
The game runs at a very good performance on the Xbox 360, you still got over 60 fps
in HDTV 1920x1050 (1080p) with full AA enabled. 
</p><p>
Check out some of the new screenshots. Warning, all of them are big, HDTV 1080p resolution.
Actually I could not capture any images from the Xbox 360 directly, which runs at
60fps on 1920x1050 and uses fullscreen Antialiasing and using the highest settings.
These screenshots are from my PC hooked up to my new 1920x1200 monitor, also nice
:)<br /></p><p>
The main menu. Not much happend here.<br /><a href="images/RocketCommanderXnaScreenshot0001.jpg"><img src="images/RocketCommanderXnaScreenshot0001small.jpg" border="0" /></a></p><p>
The ingame HUD and general user experience has changed a bit. There is also a new
object for the goal since creating a sphere dynamically is not that easy in XNA.<br /><a href="images/RocketCommanderXnaScreenshot0002.jpg"><img src="images/RocketCommanderXnaScreenshot0002small.jpg" border="0" /></a></p><p>
Rocket Commander is still fast and it pumps up your adrenaline even more in combination
with a big monitor :)<br /><a href="images/RocketCommanderXnaScreenshot0003.jpg"><img src="images/RocketCommanderXnaScreenshot0003small.jpg" border="0" /></a></p><p>
Another screenshot from the last level. Please note that you can see more asteroids
at the same time than in the original game. You can also look a lot farther and see
more items from great distances.<br /><a href="images/RocketCommanderXnaScreenshot0004.jpg"><img src="images/RocketCommanderXnaScreenshot0004small.jpg" border="0" /></a></p><p>
The explosion is unchanged. It still looks the same crappy way, but the AnimationTexture
class had to be reimplemented to work with XNA textures now.<br /><a href="images/RocketCommanderXnaScreenshot0005.jpg"><img src="images/RocketCommanderXnaScreenshot0005small.jpg" border="0" /></a></p><p><br />
Initially I thought "Hey, this is easy, let's port Rocket Commander to XNA.". The
initial port attempt was pretty good, it took only 3-4 days to port the 25 000+ lines
of code used in Rocket Commander. I could remove some classes and I also simplified
some classes, the total number of lines got smaller (~20 000 lines), but after adding
some new features and some new unit tests and some testing code for multithreading
it is about 22 000 lines of code, still less than the original. XNA is definately
the future, MDX was great, but it was not updated for a long time and if you start
something new, go with the fresh XNA Framework! 
</p><p>
Here are some of my experiences from the process of writing Rocket Commander XNA.
Please note that some of these comments were written while I was developing and kinda
sleep deprived. Beware of the harsh tone, in the end all worked out great :)<br /><font size="4" color="#00FF00">++</font> means this topic was great and better than
MDX.<br /><font size="4" color="#00FF00">+</font> means it was good and nice to work with.<br /><font size="4" color="#FF0000">-</font> means I did not like that feature or it was
easier in MDX.<br /><font size="4" color="#FF0000">--</font> means this was really annoying and should
be improved in the future. 
</p><p>
By the way: I did Rocket Commander XNA just for fun, but it also proves how great
XNA performs on the Xbox 360. Try to find any other game with this many polygons and
effects running in 1080p (1920x1080) with AA enabled on the Xbox 360 ^^ It does not
look as good as Gears of War or Halo 3, but it took only 1 man and a short time to
develop and it still pushes up to 80-100mio polys each second to the GPU (in some
early unit tests, the game runs fine with 20-30 mio polys per second most of the time,
check out the model class and its unit tests for more details).
</p><p>
I also use the Rocket Commander XNA engine for 2 other smaller projects because I
like the fact that I can test and play these games on the Xbox 360 too and having
a complete engine up and running is always a great plus, even if you know how to do
a game. It is just easier if you got all the basics covered. 
</p><p><table border="2"><tr><td><b>Topic</b></td><td><b>Rating</b></td><td><b>Comments</b></td></tr><tr><td>
Sound</td><td><font size="4" color="#00FF00">++</font></td><td>
Very easy to use, 1 short class instead of 2 complex ones I had in MDX. Once you get
used to XAct you learn that it is a good tool for sound effects, at least if they
don't have to be loaded dynamically. The porting process was very simple for sound
effect files, they just had to be dragged to XACT and then the project had to be saved,
that's it.</td></tr><tr><td>
Music</td><td><font size="4" color="#FF0000">--</font></td><td>
A lot of converting, different formats, hard to handle, a lot to test, bad documentation.
The music from RC was below 5 MB, now it is over 50 MB, which just blows up the source
code. Even the compressed take up 13 MB on the PC (ADPCM) and 9 MB on the Xbox 360
(XMA), both in a quality below the original. The rest of the game content (5MB compressed
textures, models, effects, sound, etc.) stayed almost the same and could be reused
for the most parts.</td></tr><tr><td>
Unit Testing</td><td><font size="4" color="#FF0000">-</font></td><td>
Harder to use on the Xbox 360, no edit and continue support in the compact .NET framework.
There are also no unit testing tools available and all you can do is to call static
unit tests from the program class, which is still useful, but harder to do. I still
prefer to test on windows. One great thing about the Xbox 360 is the fact that you
get multimonitor debugging for free if you have a TV screen and your PC screen. Debug
and step through code on your PC and see the result on the TV screen :)</td></tr><tr><td>
Window handling</td><td><font size="4" color="#00FF00">++</font></td><td>
No extra code required, I could remove several classes and even the helper classes
that are still in Rocket Commander Xna are not required for the most parts. Except
for some of the game component classes and the design that is not really useful (more
about that below) the Game class is really easy to use and simplifies the process
to create a new game in a few minutes.</td></tr><tr><td>
Shaders</td><td><font size="4" color="#00FF00">++</font></td><td>
Everything in XNA is shader based. The original Rocket Commander runs on fixed pipeline
only hardware too, but it was a lot of work to handle 2 ways to render everything.
With XNA you just have to write the shaders once and just use them. They work perfectly
on the PC (Shader Model 1.1 up to 3.0) and on the Xbox 360, all fx files compiled
without any problems.<p>
Some shaders had to be adjusted to be right-handed now instead of left-handed like
in MDX, but that did just take a few minutes to change and all the rest of the shader
code could be reused. In the last few months of XNA development I never had once a
problem with shaders in XNA, thats really great :)
</p></td></tr><tr><td>
IDE Features</td><td><font size="4" color="#FF0000">-</font></td><td>
MDX is much older and was never made popular by Microsoft. XNA is new, fresh and great,
but it is missing some serious features like Animations for Models. You can implement
it yourself, but why even bother with the content pipeline, do it all yourself. It
will be much easier and you can extend it in any way you need in the future.<p>
XNA development is currently also only avialable with XNA Game Studio Express, which
is painful if you are a pure Visual Studio 2005 Professional developer and have lots
of plugins you rely on every day (source code management, code rush, testdriven, slickedit,
explorer, and many more). This will change in the future and XNA will grow up and
dominate the whole world one day :)
</p></td></tr><tr><td>
Content</td><td><font size="4" color="#FF0000">--</font></td><td>
Sorry, I just don't like the content pipeline (and I have been using it for several
months now)! It is bad for dynamically loading textures or shaders or reloadindg them
after changes (just not possible with compile-time generated content). On the windows
platform you can still load textures and shaders the normal way, which is good, but
loading .x file models is just not possible, you have to use the content pipeline.
And the content pipeline sucks feature-wise, you have to implement all of stuff yourself.<p>
This is my main problem, why should I re-implement generating tangents, shader technique
indices, fixing other x file problems, etc. all by myself in a custom content processor,
which is not easy to write IMO (bad docu again). By the time I did all that I would
have implemented a much more flexible and vesatile custom importer like from .collada
files, which are very popular these days ...
</p></td></tr><tr><td>
Performance</td><td><font size="4" color="#00FF00">+</font></td><td>
The overall performance especially when just doing some benchmarks and performance
tests is absolutely perfect on both Windows and the Xbox 360. The GPU is pushed to
its limits and there is no reason why you should be afraid of managed code. Windows
performance is especially great, all my programs and games are completely GPU bound
even in low resolutions and even when they only have one thread. 
<p>
On the Xbox 360 the performance is much worse and you have to take many things into
consideration, which is hard because there is again not much documentation around.
For example the worst thing you can do on the Xbox 360 is to generate new data each
frame, even if you just create an enumerator by executing a foreach loop, it will
affect your performance. The good thing is that you have 3 cores (and 6 hardware threads)
at your fingertips, which allow you to optimize performance. It was possible for the
Rocket Commander game to optimize the game loop a lot because the physics and update
threads eat up almost 50% of the CPU time. On the PC it does not matter much because
my GPU is slowing everything down (see image below), but on the Xbox 360 I was able
to almost double the framerate using multiple threads, nice :) 
</p><p><a href="images/RCXnaMultithreaded.jpg"><img src="images/RCXnaMultithreadedsmall.jpg" border="0" /><br />
Click Image for to maximize it.</a></p></td></tr><tr><td>
Usability</td><td><font size="4" color="#FF0000">-</font></td><td>
It gets a little easier though all the game helper classes, but the game component
class is pretty useless, you can implement something like that in 5 minutes yourself.
There is also a DrawableGameComponent class, but you have to call Draw yourself, whats
the point here? My classes have some Draw or Render method anyway, I don't need to
derive them from GameComponent, I can implement my own interfaces and implement exactly
the features I need. Often it is easier to give the Render method a few parameters
or even call it several times with different parameters, all that is not possible
with DrawableGameComponent.<p>
Next there is the content pipeline, which is just a pain in the ass for 3d models.
This makes the usability very bad, especially if you develop on Visual Studio 2005
(not Express), which does not support the content pipeline. Also if you are a Vista-Developer
XNA Game Studio Express will also not run as expected and my intern hates now both
Vista and XNA. It should not happen that someone can get so angry about such great
pieces of software, just because they don't work together ^^
</p></td></tr><tr><td>
Porting</td><td><font size="4" color="#00FF00">+</font></td><td>
If you have written a XNA game or have some XNA code flying around (like the Rocket
Commander XNA source code) it is very easy to port existing MDX code to XNA. If you
do it from the scratch it is a lot more work and testing until everything works out
the way you expect it, but overall it is easy to port from MDX to XNA. Thats very
cool, thank <a href="http://blogs.msdn.com/tmiller/">the main MDX man Tom Miller</a> for
that, who architected parts of XNA too. Porting is easy, but getting the game to work
the way you want on the Xbox 360 is not that easy. First of all you got that annoying
content pipeline again (I keep repeating myself, maybe I'm too angry ^^), then you
have to make sure that you don't render important User Interface on the none-visible
area of a monitor that is plugged into a Xbox 360. For example Rocket Commander was
only designed for 1 resolution to look good, it had a very small font for some texts
on the screen, which is unreadable on TV monitors. Rocket Commander did also not scale
well on Widescreen monitors and it rendered a lot of UI elements at the screen borders,
which were cut off on TV monitors.<p>
The porting took maybe 3-4 days, but I spend at least 4 more days for fixing UI elments
and improving the code on the Xbox 360, optimizing asteroid rendering, physics and
multithreading. I did not expect that it would take that long and I had only some
time in the evenings to even get some XNA work done.
</p></td></tr><tr><td>
Most annoying</td><td></td><td>
Porting left-handed models, matrices and other complicated math functions over to
the right handed system that XNA uses. Maybe it would be easier to use left handed
matrices like in the original Rocket Commander for XNA too, but XNA does not provide
them and I did think getting it to work with a right handed system would be easier.
Then there is of course the problem getting the models into the content pipeline.
I used a special content processor, which is also included in the Rocket Commander
source code and it can be used for other projects too (I use it for everything I do
with XNA).<p>
Another annoying thing is the re-deploying of existing game content to the Xbox 360.
If you just have 5 files it will not matter to you, but if you got over 50 (Rocket
Commander) or even several hundert content files and sometimes due some crazy bug
all these files get re-compiled or re-deployed over and over again, it gets really
annoying. It takes 30-60 seconds and is not fun ... good think it does not happen
that often, but it is still annoying me. Maybe the main reason for regenerating the
content on my PC is the fact that I often switch between the Xbox 360 and Windows
platforms to test if everything is working the same way on both systems.
</p></td></tr><tr><td>
Missing features</td><td></td><td>
The XNA version does have all the features from the original Rocket Commander game,
including all levels, sub menus and the whole game play. It does not have animated
models however because it is not supported out of the box in XNA and I did not have
time to reimplement this feature. It does also not support polygon based collision
checking for asteroids, which can sometimes be annoying if you fly near asteroids
or if you want to fly through the donut asteroid. The problem here is that the mesh
intersection methods are missing, all you can do is render models, not much else.
Last but not least XNA does not support any network code. On the windows platform
it would be possible to still use the Webservice to upload and get highscores, but
for compatibility with the Xbox 360 the code is currently commented out. If you want
to play with online highscores, just play the original Rocket Commander game. 
<p>
There are also some smaller issues like getting the bitmap data of a texture on the
Xbox 360. There is method called GetData in the texture class, but it is not supported
on the Xbox 360. There is also no bitmap class in XNA because you would need the System.Windows.Forms
namespace, which is not included in the .NET compact framework. I ended up saving
the level data into a custom file (.level) and then loading it again with help of
standard IO methods (byte by byte, but the loading process is still fast, less than
1 second for all textures, levels, models and sounds). 
</p><p>
The Rocket Commander Mods are also not supported yet, but porting them should be easy
with the existing Rocket Commander XNA source code. 
</p></td></tr><tr><td>
Improvements</td><td></td><td>
The controls, especially for the Xbox 360 Controller have been improved. It is now
much easier to fly the rocket, the speed was increased and you can look at up to 4
times as much asteroids thanks to several optimizations and the great performance
gain of using multiple threads on the Xbox 360. There are also many smaller improvements
to the UI, the structure and some classes in the game, but the game looks still very
similar (see screenshots above).</td></tr></table><br />
Maybe I will write a little more next week. I should get some sleep now, in a few
hours it is christmas time and I have not packed any presents yet. 
</p><p>
Now have fun with Rocket Commander XNA and have a nice christmas of course ;-) 
</p><p>
PS: I know my blog has currently some problems (posting and comments do not work as
they should), I will fix that in a week or two, have currently not much time to investigate
this issue.<img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=442152d0-a014-47de-b9b1-4e8aed1d9bd3" /></p></body>
      <title>Your Christmas Present: Rocket Commander XNA</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,442152d0-a014-47de-b9b1-4e8aed1d9bd3.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/12/24/YourChristmasPresentRocketCommanderXNA.aspx</link>
      <pubDate>Sun, 24 Dec 2006 07:08:16 GMT</pubDate>
      <description>&lt;table align="right" border="0" cellspacing="10" width="310"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td width="310"&gt;
&lt;a href="http://www.exdream.com"&gt;&lt;img src="images/ArenaWarsReloadedComingSoon.jpg" border="0" width="300"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;center&gt;&lt;font size="-2"&gt;&lt;b&gt;ArenaWars Reloaded - Coming Soon&lt;/b&gt;&lt;/font&gt;
&lt;/center&gt;
&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
Hey now!&lt;br&gt;
&lt;br&gt;
Before you read on (I guess this is going to be a long post) please also check out &lt;a href="http://www.exdream.com"&gt;www.exDream.com&lt;/a&gt;.
We made some pictures from our new office and we recently announced ArenaWars Reloaded
(see image on the right), a new game with a new graphic engine and many new cool features
based on the original Arena Wars idea (the game play and levels will be similar, but
look much better). 
&lt;p&gt;
My little Christmas present for you is the new port of Rocket Commander to the XNA
Framework. It allows you to play the popular Rocket Commander (113 000 played games
already can't be wrong) on your Xbox 360 for the first time. You just need an Xbox
360 and have XNA on there. Here are the downloads, the file sizes are are little bit
bigger than the original game (my comments are below):&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="RocketCommanderXnaSetup.exe"&gt;Rocket Commander XNA on Windows (16 MB)&lt;/a&gt;:
Includes Setup, that will automatically install DirectX Dec 2006 and the XNA Framework
if you don't have it yet!&lt;/li&gt;
&lt;li&gt;
Rocket Commander XNA on the Xbox 360 cannot be redistributed. You currently have to
download the source code and run it in XNA Game Studio Express to even get it on your
Xbox. Once you have Rocket Commander XNA deployed with help of the XNA Launcher you
can start it anytime you want to without having your PC on or having to redeploy it.&lt;/li&gt;
&lt;li&gt;
&lt;a href="RocketCommanderXnaSourceCodeAndContent.zip"&gt;Full Rocket Commander XNA source
code (53 MB)&lt;/a&gt;: All Content, Sound and Music files are included in this download,
this is all you need to compile and run the game on Windows and Xbox 360. The music
files are almost 50MB (5MB as mp3, which is not supported in XNA).&lt;/li&gt;
&lt;li&gt;
&lt;a href="RocketCommanderXnaSourceCodeOnly.zip"&gt;Rocket Commander XNA source code only
(213 KB)&lt;/a&gt;. No content files (models, textures, sounds, etc.) in here, just the
.cs, .csproj, .sln and .fx files.&lt;/li&gt;
&lt;/ul&gt;
Update: 2007-01-03: Fixed some Bugs with the Input, PostScreenGlow and when device
loses focus. Works now more stable. Also cleaned up some of the source code. 
&lt;p&gt;
Note: Use RocketCommanderXna.sln to compile and run the game on Windows and RocketCommanderXnaXbox360.sln
to compile and deploy it to your Xbox 360. For additional details please read the
XNA documentation.&lt;br&gt;
&lt;br&gt;
The game runs at a very good performance on the Xbox 360, you still got over 60 fps
in HDTV 1920x1050 (1080p) with full AA enabled. 
&lt;p&gt;
Check out some of the new screenshots. Warning, all of them are big, HDTV 1080p resolution.
Actually I could not capture any images from the Xbox 360 directly, which runs at
60fps on 1920x1050 and uses fullscreen Antialiasing and using the highest settings.
These screenshots are from my PC hooked up to my new 1920x1200 monitor, also nice
:)&lt;br&gt;
&lt;p&gt;
The main menu. Not much happend here.&lt;br&gt;
&lt;a href="images/RocketCommanderXnaScreenshot0001.jpg"&gt;&lt;img src="images/RocketCommanderXnaScreenshot0001small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
The ingame HUD and general user experience has changed a bit. There is also a new
object for the goal since creating a sphere dynamically is not that easy in XNA.&lt;br&gt;
&lt;a href="images/RocketCommanderXnaScreenshot0002.jpg"&gt;&lt;img src="images/RocketCommanderXnaScreenshot0002small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
Rocket Commander is still fast and it pumps up your adrenaline even more in combination
with a big monitor :)&lt;br&gt;
&lt;a href="images/RocketCommanderXnaScreenshot0003.jpg"&gt;&lt;img src="images/RocketCommanderXnaScreenshot0003small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
Another screenshot from the last level. Please note that you can see more asteroids
at the same time than in the original game. You can also look a lot farther and see
more items from great distances.&lt;br&gt;
&lt;a href="images/RocketCommanderXnaScreenshot0004.jpg"&gt;&lt;img src="images/RocketCommanderXnaScreenshot0004small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
The explosion is unchanged. It still looks the same crappy way, but the AnimationTexture
class had to be reimplemented to work with XNA textures now.&lt;br&gt;
&lt;a href="images/RocketCommanderXnaScreenshot0005.jpg"&gt;&lt;img src="images/RocketCommanderXnaScreenshot0005small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
&lt;br&gt;
Initially I thought "Hey, this is easy, let's port Rocket Commander to XNA.". The
initial port attempt was pretty good, it took only 3-4 days to port the 25 000+ lines
of code used in Rocket Commander. I could remove some classes and I also simplified
some classes, the total number of lines got smaller (~20 000 lines), but after adding
some new features and some new unit tests and some testing code for multithreading
it is about 22 000 lines of code, still less than the original. XNA is definately
the future, MDX was great, but it was not updated for a long time and if you start
something new, go with the fresh XNA Framework! 
&lt;p&gt;
Here are some of my experiences from the process of writing Rocket Commander XNA.
Please note that some of these comments were written while I was developing and kinda
sleep deprived. Beware of the harsh tone, in the end all worked out great :)&lt;br&gt;
&lt;font size=4 color=#00FF00&gt;++&lt;/font&gt; means this topic was great and better than MDX.&lt;br&gt;
&lt;font size=4 color=#00FF00&gt;+&lt;/font&gt; means it was good and nice to work with.&lt;br&gt;
&lt;font size=4 color=#FF0000&gt;-&lt;/font&gt; means I did not like that feature or it was easier
in MDX.&lt;br&gt;
&lt;font size=4 color=#FF0000&gt;--&lt;/font&gt; means this was really annoying and should be
improved in the future. 
&lt;p&gt;
By the way: I did Rocket Commander XNA just for fun, but it also proves how great
XNA performs on the Xbox 360. Try to find any other game with this many polygons and
effects running in 1080p (1920x1080) with AA enabled on the Xbox 360 ^^ It does not
look as good as Gears of War or Halo 3, but it took only 1 man and a short time to
develop and it still pushes up to 80-100mio polys each second to the GPU (in some
early unit tests, the game runs fine with 20-30 mio polys per second most of the time,
check out the model class and its unit tests for more details).&lt;p&gt;
I also use the Rocket Commander XNA engine for 2 other smaller projects because I
like the fact that I can test and play these games on the Xbox 360 too and having
a complete engine up and running is always a great plus, even if you know how to do
a game. It is just easier if you got all the basics covered. 
&lt;p&gt;
&lt;table border=2&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;b&gt;Topic&lt;/b&gt;&lt;/td&gt;
&lt;td&gt;
&lt;b&gt;Rating&lt;/b&gt;&lt;/td&gt;
&lt;td&gt;
&lt;b&gt;Comments&lt;/b&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Sound&lt;/td&gt;
&lt;td&gt;
&lt;font size=4 color=#00FF00&gt;++&lt;/font&gt;&lt;/td&gt;
&lt;td&gt;
Very easy to use, 1 short class instead of 2 complex ones I had in MDX. Once you get
used to XAct you learn that it is a good tool for sound effects, at least if they
don't have to be loaded dynamically. The porting process was very simple for sound
effect files, they just had to be dragged to XACT and then the project had to be saved,
that's it.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Music&lt;/td&gt;
&lt;td&gt;
&lt;font size=4 color=#FF0000&gt;--&lt;/font&gt;&lt;/td&gt;
&lt;td&gt;
A lot of converting, different formats, hard to handle, a lot to test, bad documentation.
The music from RC was below 5 MB, now it is over 50 MB, which just blows up the source
code. Even the compressed take up 13 MB on the PC (ADPCM) and 9 MB on the Xbox 360
(XMA), both in a quality below the original. The rest of the game content (5MB compressed
textures, models, effects, sound, etc.) stayed almost the same and could be reused
for the most parts.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Unit Testing&lt;/td&gt;
&lt;td&gt;
&lt;font size=4 color=#FF0000&gt;-&lt;/font&gt;&lt;/td&gt;
&lt;td&gt;
Harder to use on the Xbox 360, no edit and continue support in the compact .NET framework.
There are also no unit testing tools available and all you can do is to call static
unit tests from the program class, which is still useful, but harder to do. I still
prefer to test on windows. One great thing about the Xbox 360 is the fact that you
get multimonitor debugging for free if you have a TV screen and your PC screen. Debug
and step through code on your PC and see the result on the TV screen :)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Window handling&lt;/td&gt;
&lt;td&gt;
&lt;font size=4 color=#00FF00&gt;++&lt;/font&gt;&lt;/td&gt;
&lt;td&gt;
No extra code required, I could remove several classes and even the helper classes
that are still in Rocket Commander Xna are not required for the most parts. Except
for some of the game component classes and the design that is not really useful (more
about that below) the Game class is really easy to use and simplifies the process
to create a new game in a few minutes.&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Shaders&lt;/td&gt;
&lt;td&gt;
&lt;font size=4 color=#00FF00&gt;++&lt;/font&gt;&lt;/td&gt;
&lt;td&gt;
Everything in XNA is shader based. The original Rocket Commander runs on fixed pipeline
only hardware too, but it was a lot of work to handle 2 ways to render everything.
With XNA you just have to write the shaders once and just use them. They work perfectly
on the PC (Shader Model 1.1 up to 3.0) and on the Xbox 360, all fx files compiled
without any problems.&lt;p&gt;
Some shaders had to be adjusted to be right-handed now instead of left-handed like
in MDX, but that did just take a few minutes to change and all the rest of the shader
code could be reused. In the last few months of XNA development I never had once a
problem with shaders in XNA, thats really great :)
&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
IDE Features&lt;/td&gt;
&lt;td&gt;
&lt;font size=4 color=#FF0000&gt;-&lt;/font&gt;&lt;/td&gt;
&lt;td&gt;
MDX is much older and was never made popular by Microsoft. XNA is new, fresh and great,
but it is missing some serious features like Animations for Models. You can implement
it yourself, but why even bother with the content pipeline, do it all yourself. It
will be much easier and you can extend it in any way you need in the future.&lt;p&gt;
XNA development is currently also only avialable with XNA Game Studio Express, which
is painful if you are a pure Visual Studio 2005 Professional developer and have lots
of plugins you rely on every day (source code management, code rush, testdriven, slickedit,
explorer, and many more). This will change in the future and XNA will grow up and
dominate the whole world one day :)
&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Content&lt;/td&gt;
&lt;td&gt;
&lt;font size=4 color=#FF0000&gt;--&lt;/font&gt;&lt;/td&gt;
&lt;td&gt;
Sorry, I just don't like the content pipeline (and I have been using it for several
months now)! It is bad for dynamically loading textures or shaders or reloadindg them
after changes (just not possible with compile-time generated content). On the windows
platform you can still load textures and shaders the normal way, which is good, but
loading .x file models is just not possible, you have to use the content pipeline.
And the content pipeline sucks feature-wise, you have to implement all of stuff yourself.&lt;p&gt;
This is my main problem, why should I re-implement generating tangents, shader technique
indices, fixing other x file problems, etc. all by myself in a custom content processor,
which is not easy to write IMO (bad docu again). By the time I did all that I would
have implemented a much more flexible and vesatile custom importer like from .collada
files, which are very popular these days ...
&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Performance&lt;/td&gt;
&lt;td&gt;
&lt;font size=4 color=#00FF00&gt;+&lt;/font&gt;&lt;/td&gt;
&lt;td&gt;
The overall performance especially when just doing some benchmarks and performance
tests is absolutely perfect on both Windows and the Xbox 360. The GPU is pushed to
its limits and there is no reason why you should be afraid of managed code. Windows
performance is especially great, all my programs and games are completely GPU bound
even in low resolutions and even when they only have one thread. 
&lt;p&gt;
On the Xbox 360 the performance is much worse and you have to take many things into
consideration, which is hard because there is again not much documentation around.
For example the worst thing you can do on the Xbox 360 is to generate new data each
frame, even if you just create an enumerator by executing a foreach loop, it will
affect your performance. The good thing is that you have 3 cores (and 6 hardware threads)
at your fingertips, which allow you to optimize performance. It was possible for the
Rocket Commander game to optimize the game loop a lot because the physics and update
threads eat up almost 50% of the CPU time. On the PC it does not matter much because
my GPU is slowing everything down (see image below), but on the Xbox 360 I was able
to almost double the framerate using multiple threads, nice :) 
&lt;p&gt;
&lt;a href="images/RCXnaMultithreaded.jpg"&gt;&lt;img src="images/RCXnaMultithreadedsmall.jpg" border="0"&gt;
&lt;br&gt;
Click Image for to maximize it.&lt;/a&gt; 
&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Usability&lt;/td&gt;
&lt;td&gt;
&lt;font size=4 color=#FF0000&gt;-&lt;/font&gt;&lt;/td&gt;
&lt;td&gt;
It gets a little easier though all the game helper classes, but the game component
class is pretty useless, you can implement something like that in 5 minutes yourself.
There is also a DrawableGameComponent class, but you have to call Draw yourself, whats
the point here? My classes have some Draw or Render method anyway, I don't need to
derive them from GameComponent, I can implement my own interfaces and implement exactly
the features I need. Often it is easier to give the Render method a few parameters
or even call it several times with different parameters, all that is not possible
with DrawableGameComponent.&lt;p&gt;
Next there is the content pipeline, which is just a pain in the ass for 3d models.
This makes the usability very bad, especially if you develop on Visual Studio 2005
(not Express), which does not support the content pipeline. Also if you are a Vista-Developer
XNA Game Studio Express will also not run as expected and my intern hates now both
Vista and XNA. It should not happen that someone can get so angry about such great
pieces of software, just because they don't work together ^^
&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Porting&lt;/td&gt;
&lt;td&gt;
&lt;font size=4 color=#00FF00&gt;+&lt;/font&gt;&lt;/td&gt;
&lt;td&gt;
If you have written a XNA game or have some XNA code flying around (like the Rocket
Commander XNA source code) it is very easy to port existing MDX code to XNA. If you
do it from the scratch it is a lot more work and testing until everything works out
the way you expect it, but overall it is easy to port from MDX to XNA. Thats very
cool, thank &lt;a href="http://blogs.msdn.com/tmiller/"&gt;the main MDX man Tom Miller&lt;/a&gt; for
that, who architected parts of XNA too. Porting is easy, but getting the game to work
the way you want on the Xbox 360 is not that easy. First of all you got that annoying
content pipeline again (I keep repeating myself, maybe I'm too angry ^^), then you
have to make sure that you don't render important User Interface on the none-visible
area of a monitor that is plugged into a Xbox 360. For example Rocket Commander was
only designed for 1 resolution to look good, it had a very small font for some texts
on the screen, which is unreadable on TV monitors. Rocket Commander did also not scale
well on Widescreen monitors and it rendered a lot of UI elements at the screen borders,
which were cut off on TV monitors.&lt;p&gt;
The porting took maybe 3-4 days, but I spend at least 4 more days for fixing UI elments
and improving the code on the Xbox 360, optimizing asteroid rendering, physics and
multithreading. I did not expect that it would take that long and I had only some
time in the evenings to even get some XNA work done.
&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Most annoying&lt;/td&gt;
&lt;td&gt;
&lt;/td&gt;
&lt;td&gt;
Porting left-handed models, matrices and other complicated math functions over to
the right handed system that XNA uses. Maybe it would be easier to use left handed
matrices like in the original Rocket Commander for XNA too, but XNA does not provide
them and I did think getting it to work with a right handed system would be easier.
Then there is of course the problem getting the models into the content pipeline.
I used a special content processor, which is also included in the Rocket Commander
source code and it can be used for other projects too (I use it for everything I do
with XNA).&lt;p&gt;
Another annoying thing is the re-deploying of existing game content to the Xbox 360.
If you just have 5 files it will not matter to you, but if you got over 50 (Rocket
Commander) or even several hundert content files and sometimes due some crazy bug
all these files get re-compiled or re-deployed over and over again, it gets really
annoying. It takes 30-60 seconds and is not fun ... good think it does not happen
that often, but it is still annoying me. Maybe the main reason for regenerating the
content on my PC is the fact that I often switch between the Xbox 360 and Windows
platforms to test if everything is working the same way on both systems.
&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Missing features&lt;/td&gt;
&lt;td&gt;
&lt;/td&gt;
&lt;td&gt;
The XNA version does have all the features from the original Rocket Commander game,
including all levels, sub menus and the whole game play. It does not have animated
models however because it is not supported out of the box in XNA and I did not have
time to reimplement this feature. It does also not support polygon based collision
checking for asteroids, which can sometimes be annoying if you fly near asteroids
or if you want to fly through the donut asteroid. The problem here is that the mesh
intersection methods are missing, all you can do is render models, not much else.
Last but not least XNA does not support any network code. On the windows platform
it would be possible to still use the Webservice to upload and get highscores, but
for compatibility with the Xbox 360 the code is currently commented out. If you want
to play with online highscores, just play the original Rocket Commander game. 
&lt;p&gt;
There are also some smaller issues like getting the bitmap data of a texture on the
Xbox 360. There is method called GetData in the texture class, but it is not supported
on the Xbox 360. There is also no bitmap class in XNA because you would need the System.Windows.Forms
namespace, which is not included in the .NET compact framework. I ended up saving
the level data into a custom file (.level) and then loading it again with help of
standard IO methods (byte by byte, but the loading process is still fast, less than
1 second for all textures, levels, models and sounds). 
&lt;p&gt;
The Rocket Commander Mods are also not supported yet, but porting them should be easy
with the existing Rocket Commander XNA source code. 
&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Improvements&lt;/td&gt;
&lt;td&gt;
&lt;/td&gt;
&lt;td&gt;
The controls, especially for the Xbox 360 Controller have been improved. It is now
much easier to fly the rocket, the speed was increased and you can look at up to 4
times as much asteroids thanks to several optimizations and the great performance
gain of using multiple threads on the Xbox 360. There are also many smaller improvements
to the UI, the structure and some classes in the game, but the game looks still very
similar (see screenshots above).&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;br&gt;
Maybe I will write a little more next week. I should get some sleep now, in a few
hours it is christmas time and I have not packed any presents yet. 
&lt;p&gt;
Now have fun with Rocket Commander XNA and have a nice christmas of course ;-) 
&lt;p&gt;
PS: I know my blog has currently some problems (posting and comments do not work as
they should), I will fix that in a week or two, have currently not much time to investigate
this issue.&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=442152d0-a014-47de-b9b1-4e8aed1d9bd3" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,442152d0-a014-47de-b9b1-4e8aed1d9bd3.aspx</comments>
      <category>All;Game Development;Other;Programming;Reviews;Rocket Commander;XNA</category>
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Yesterday was the german developer price 2006 event (<a href="http://www.deutscher-entwicklerpreis.de">Deutscher
Entwicklerpreis 2006</a>) in Essen (Germany).<br /><p>
The Lichtburg (light castle) in Essen.<br /><a href="images/essen06_1.jpg"><img src="images/essen06_1small.jpg" border="0" /></a></p><p>
Miriam Pielhau (known from german TV, well at least if you watch german TV, I don't)
moderated the event together with the usual hosts (Aruba, politicians, other guys
from the german game developer scene).<br /><a href="images/essen06_2.jpg"><img src="images/essen06_2small.jpg" border="0" /></a></p><p>
Martin Kesici (Sat1, Superstars star or something, never saw him before either) did
make some music in a short break. Was neither great nor bad.<br /><a href="images/essen06_3.jpg"><img src="images/essen06_3small.jpg" border="0" /></a></p><p>
After about 10 prices were given to the developers almost 2 hours have passed and
the rest of the 30 prices had to be given out. In a IMO unprofessional manner everyone
just had to come on the stage and get his price. In a matter of minutes the rest of
the prices were given out. 
</p><p>
Then everyone left to the after-show party with more food, drinks and some games.<br /><a href="images/essen06_4.jpg"><img src="images/essen06_4small.jpg" border="0" /></a></p><p>
And Pong (actually it is called Plong) on the Xbox 360. It really shows how to use
the GPU correctly and have all 3 cores at full CPU load. The game looks actually a
lot worse, my bad camera just made it more beautiful because I always have a blur,
glow and motion blur effect on all my pics :)<br /><a href="images/essen06_5.jpg"><img src="images/essen06_5small.jpg" border="0" /></a></p><p>
Some angle girls dancing around. Reminded me of the song: Rammstein - Engel<br /><a href="images/essen06_6.jpg"><img src="images/essen06_6small.jpg" border="0" /></a></p><p>
And finally a little in-house fireworks show at the end. Always fun to watch.<br /><a href="images/essen06_7.jpg"><img src="images/essen06_7small.jpg" border="0" /></a></p><p>
All in all it was a nice and enjoyful event and it was nice to meet all the usual
faces again. If you want more photos check out: <a href="http://www.deutscher-entwicklerpreis.de">www.deutscher-entwicklerpreis.de</a><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=e8ab7145-6a43-474b-849a-6d44abb22cca" /></p></body>
      <title>German developer price: Deutscher Entwicklerpreis 2006 - Pics</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,e8ab7145-6a43-474b-849a-6d44abb22cca.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/12/14/GermanDeveloperPriceDeutscherEntwicklerpreis2006Pics.aspx</link>
      <pubDate>Thu, 14 Dec 2006 19:10:42 GMT</pubDate>
      <description>
Yesterday was the german developer price 2006 event (&lt;a href="http://www.deutscher-entwicklerpreis.de"&gt;Deutscher
Entwicklerpreis 2006&lt;/a&gt;) in Essen (Germany).&lt;br&gt;
&lt;p&gt;
The Lichtburg (light castle) in Essen.&lt;br&gt;
&lt;a href="images/essen06_1.jpg"&gt;&lt;img src="images/essen06_1small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
Miriam Pielhau (known from german TV, well at least if you watch german TV, I don't)
moderated the event together with the usual hosts (Aruba, politicians, other guys
from the german game developer scene).&lt;br&gt;
&lt;a href="images/essen06_2.jpg"&gt;&lt;img src="images/essen06_2small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
Martin Kesici (Sat1, Superstars star or something, never saw him before either) did
make some music in a short break. Was neither great nor bad.&lt;br&gt;
&lt;a href="images/essen06_3.jpg"&gt;&lt;img src="images/essen06_3small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
After about 10 prices were given to the developers almost 2 hours have passed and
the rest of the 30 prices had to be given out. In a IMO unprofessional manner everyone
just had to come on the stage and get his price. In a matter of minutes the rest of
the prices were given out. 
&lt;p&gt;
Then everyone left to the after-show party with more food, drinks and some games.&lt;br&gt;
&lt;a href="images/essen06_4.jpg"&gt;&lt;img src="images/essen06_4small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
And Pong (actually it is called Plong) on the Xbox 360. It really shows how to use
the GPU correctly and have all 3 cores at full CPU load. The game looks actually a
lot worse, my bad camera just made it more beautiful because I always have a blur,
glow and motion blur effect on all my pics :)&lt;br&gt;
&lt;a href="images/essen06_5.jpg"&gt;&lt;img src="images/essen06_5small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
Some angle girls dancing around. Reminded me of the song: Rammstein - Engel&lt;br&gt;
&lt;a href="images/essen06_6.jpg"&gt;&lt;img src="images/essen06_6small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
And finally a little in-house fireworks show at the end. Always fun to watch.&lt;br&gt;
&lt;a href="images/essen06_7.jpg"&gt;&lt;img src="images/essen06_7small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
All in all it was a nice and enjoyful event and it was nice to meet all the usual
faces again. If you want more photos check out: &lt;a href="http://www.deutscher-entwicklerpreis.de"&gt;www.deutscher-entwicklerpreis.de&lt;/a&gt; &lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=e8ab7145-6a43-474b-849a-6d44abb22cca" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,e8ab7145-6a43-474b-849a-6d44abb22cca.aspx</comments>
      <category>All;Game Development;Other;Programming;Reviews;Rocket Commander</category>
    </item>
    <item>
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      <dc:creator />
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      <slash:comments>1</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <a href="http://msdn.microsoft.com/directx/XNA/default.aspx">
          <img src="http://msdn.microsoft.com/directx/art/Hero/XNA_Hero_Banner2.jpg" border="0" />
        </a>
        <br />
        <br />
Microsoft released their <a href="http://msdn.microsoft.com/directx/XNA/default.aspx">XNA
Framework <span id="nointelliTXT">1.0 and XNA Game Studio Express
</span></a> today, which allow you to build games for Windows and the Xbox 360. To
compile and play your XNA games on the Xbox 360 you will need to join the "XNA Creators
Club" (for $49 per 4 months or $99 anually). There you will have access to additional
starter kits, features, etc.<br /><br />
I ported the Rocket Commander game to XNA, just for fun .. and it runs great. It is
optimized to run on all 3 cores of the Xbox 360 and I will finetune it a bit in the
next few days to run perfectly on the XNA 1.0 release. The performance is really good,
the current build has over 800 fps in PAL on the Xbox 360, in very high resolutions
(have only 1600x1200 monitor, but I will test it on 1920x1080 too later this week)
it still runs good with more than enough frames.<br /><br />
Here is a little preview picture, it shows about 8 times more asteroids and runs at
over 200 fps here. I will try to post some of the porting problems in the next few
days, for example all the network and internet code had to be ripped out from the
Xbox 360 build and the sound features are a little stripped down in XNA (no 3d listener
support, not easy or not even possible to do any stereo or surround sound, looks like
playback is all mono :-( ).<br /><br />
Early alpha screenshot of Rocket Commander XNA:<br /><img src="http://exdream.no-ip.info/blog/images/RocketCommanderXnaScreenshot0007.jpg" /><br /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=13224d73-3fa9-40df-b78f-9faacb3b15b1" /></body>
      <title>XNA Game Studio 1.0 released</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,13224d73-3fa9-40df-b78f-9faacb3b15b1.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/12/11/XNAGameStudio10Released.aspx</link>
      <pubDate>Mon, 11 Dec 2006 17:58:09 GMT</pubDate>
      <description>
&lt;a href="http://msdn.microsoft.com/directx/XNA/default.aspx"&gt;&lt;img src="http://msdn.microsoft.com/directx/art/Hero/XNA_Hero_Banner2.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Microsoft released their &lt;a href="http://msdn.microsoft.com/directx/XNA/default.aspx"&gt;XNA
Framework &lt;span id="nointelliTXT"&gt;1.0 and XNA Game Studio Express
&lt;/a&gt; today, which allow you to build games for Windows and the Xbox 360. To compile
and play your XNA games on the Xbox 360 you will need to join the "XNA Creators Club"
(for $49 per 4 months or $99 anually). There you will have access to additional starter
kits, features, etc.&lt;br&gt;
&lt;br&gt;
I ported the Rocket Commander game to XNA, just for fun .. and it runs great. It is
optimized to run on all 3 cores of the Xbox 360 and I will finetune it a bit in the
next few days to run perfectly on the XNA 1.0 release. The performance is really good,
the current build has over 800 fps in PAL on the Xbox 360, in very high resolutions
(have only 1600x1200 monitor, but I will test it on 1920x1080 too later this week)
it still runs good with more than enough frames.&lt;br&gt;
&lt;br&gt;
Here is a little preview picture, it shows about 8 times more asteroids and runs at
over 200 fps here. I will try to post some of the porting problems in the next few
days, for example all the network and internet code had to be ripped out from the
Xbox 360 build and the sound features are a little stripped down in XNA (no 3d listener
support, not easy or not even possible to do any stereo or surround sound, looks like
playback is all mono :-( ).&lt;br&gt;
&lt;br&gt;
Early alpha screenshot of Rocket Commander XNA:&lt;br&gt;
&lt;img src="http://exdream.no-ip.info/blog/images/RocketCommanderXnaScreenshot0007.jpg"&gt;
&lt;br&gt;
&gt; &lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=13224d73-3fa9-40df-b78f-9faacb3b15b1" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,13224d73-3fa9-40df-b78f-9faacb3b15b1.aspx</comments>
      <category>All;Game Development;Other;Programming;Reviews;Rocket Commander;XNA</category>
    </item>
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      <dc:creator />
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      <body xmlns="http://www.w3.org/1999/xhtml">As I reported few days ago a nice guy named <b>Marc
Guevremont</b> made a pretty amazing Mod for the Rocket Commander Game called <b>Canyon
Commander</b>.<br /><br />
You can download the game (just 2.8 MB) and source code on<br /><a href="http://www.RocketCommander.com/mods.html">www.RocketCommander.com</a><p>
I also made a little video of the game play, which is similar to Rocket Commander
very fast and action packed :) 
<br /><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/iHL5OsMjj-g" /><embed src="http://www.youtube.com/v/iHL5OsMjj-g" type="application/x-shockwave-flash" height="350" width="600"></embed></object><font color="#a9a9a9" size="2"><br /><font color="#808080"> Text from <a href="http://www.RocketCommander.com">www.RocketCommander.com</a>:</font></font></p><p></p><h1><b>Canyon Commander</b></h1><a href="CanyonCommanderUpdate.exe"><img src="canyonpackung.png" border="0" /></a><p>
This Mod was created by Marc Guevremont and it really shows how extensible the Rocket
Commander engine is.<br />
New features include a completely new Landscape rendering algorithm and a very clever
way to build canyon levels.<br />
The mod also contains language files for german, english and french text support for
the first time.<br /></p><p>
The gameplay is basically the same as Rocket Commander, just collect all the items
and fly to the end of the levels.<br />
Because the game looks so much different, you will play it very different from Rocket
Commander.<br />
Instead of avoiding asteroids you have to fly through canyons and avoid flying into
a canyon wall.<br />
This may sound easy, but it is a lot harder than just avoiding some asteroids because
you can't see very far.<br /></p><p>
About the source code for this game: You can probably see quite easily that all the
namespaces are still intact<br />
and that most of the engine is unchanged, but if you take a look into the game namespace
you will see a lot of new<br />
classes. For the terrain rendering Marc implemented his own classes and he used the
basic dependencies from 
<br />
Rocket Commander to solve all the base rendering, physics and collision testing and
finally the game management.<br /></p><p>
Good job Marc, thanks for the effort. Everyone else: Have fun!
</p><p><br /><table border="0"><tbody><tr><td><b>Version 1.0 (16 November 2006) - 2.8 MB (requires Rocket Commander to be installed
first)</b><br /><ul><li>
www.RocketCommander.com Server:<br /><a href="http://exdream.no-ip.info/blog/CanyonCommanderUpdate.exe">Canyon Commander
V1.0 Installer (2.8 MB)</a><br /><a href="http://exdream.no-ip.info/blog/CanyonCommanderSourceCode.zip">Source code
to Canyon Commander V1.0 (259 kB).</a><br /></li></ul></td></tr></tbody></table><b>Screenshots:</b><br /><br /><a href="http://exdream.no-ip.info/blog/images/CanyonCommander1.jpg" target="screenshots"><img src="http://exdream.no-ip.info/blog/images/CanyonCommander1Small.jpg" /></a><br />
Canyon Commander main menu<br /><br /><a href="http://exdream.no-ip.info/blog/images/CanyonCommander2.jpg" target="screenshots"><img src="http://exdream.no-ip.info/blog/images/CanyonCommander2Small.jpg" /></a><br />
Canyon Commander first level<br /><br /><a href="http://exdream.no-ip.info/blog/images/CanyonCommander3.jpg" target="screenshots"><img src="http://exdream.no-ip.info/blog/images/CanyonCommander3Small.jpg" /></a><br />
Canyon Commander spiky canyon<br /><br /><a href="http://exdream.no-ip.info/blog/images/CanyonCommander4.jpg" target="screenshots"><img src="http://exdream.no-ip.info/blog/images/CanyonCommander4Small.jpg" /></a><br />
Canyon Commander avoid the mines<br /><br /></p><p><br /></p><p><br /></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=626c072e-5533-4803-81e7-4c358b322713" /></body>
      <title>Canyon Commander Mod for Rocket Commander released!</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,626c072e-5533-4803-81e7-4c358b322713.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/11/17/CanyonCommanderModForRocketCommanderReleased.aspx</link>
      <pubDate>Fri, 17 Nov 2006 07:02:25 GMT</pubDate>
      <description>As I reported few days ago a nice guy named &lt;b&gt;Marc Guevremont&lt;/b&gt; made a pretty amazing
Mod for the Rocket Commander Game called &lt;b&gt;Canyon Commander&lt;/b&gt;.&lt;br&gt;
&lt;br&gt;
You can download the game (just 2.8 MB) and source code on&lt;br&gt;
&lt;a href="http://www.RocketCommander.com/mods.html"&gt;www.RocketCommander.com&lt;/a&gt; 
&lt;p&gt;
I also made a little video of the game play, which is similar to Rocket Commander
very fast and action packed :) 
&lt;br&gt;
&lt;object height="350" width="425"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/iHL5OsMjj-g"&gt;&lt;embed src="http://www.youtube.com/v/iHL5OsMjj-g" type="application/x-shockwave-flash" height="350" width="600"&gt;
&lt;/object&gt;
&lt;font color="#a9a9a9" size="2"&gt;
&lt;br&gt;
&lt;font color="#808080"&gt; Text from &lt;a href="http://www.RocketCommander.com"&gt;www.RocketCommander.com&lt;/a&gt;:&lt;/font&gt;&lt;/font&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;h1&gt;&lt;b&gt;Canyon Commander&lt;/b&gt;
&lt;/h1&gt;
&lt;a href="CanyonCommanderUpdate.exe"&gt;&lt;img src="canyonpackung.png" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
This Mod was created by Marc Guevremont and it really shows how extensible the Rocket
Commander engine is.&lt;br&gt;
New features include a completely new Landscape rendering algorithm and a very clever
way to build canyon levels.&lt;br&gt;
The mod also contains language files for german, english and french text support for
the first time.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
The gameplay is basically the same as Rocket Commander, just collect all the items
and fly to the end of the levels.&lt;br&gt;
Because the game looks so much different, you will play it very different from Rocket
Commander.&lt;br&gt;
Instead of avoiding asteroids you have to fly through canyons and avoid flying into
a canyon wall.&lt;br&gt;
This may sound easy, but it is a lot harder than just avoiding some asteroids because
you can't see very far.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
About the source code for this game: You can probably see quite easily that all the
namespaces are still intact&lt;br&gt;
and that most of the engine is unchanged, but if you take a look into the game namespace
you will see a lot of new&lt;br&gt;
classes. For the terrain rendering Marc implemented his own classes and he used the
basic dependencies from 
&lt;br&gt;
Rocket Commander to solve all the base rendering, physics and collision testing and
finally the game management.&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
Good job Marc, thanks for the effort. Everyone else: Have fun!
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;table border="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;b&gt;Version 1.0 (16 November 2006) - 2.8 MB (requires Rocket Commander to be installed
first)&lt;/b&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
www.RocketCommander.com Server:&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/CanyonCommanderUpdate.exe"&gt;Canyon Commander
V1.0 Installer (2.8 MB)&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/CanyonCommanderSourceCode.zip"&gt;Source code
to Canyon Commander V1.0 (259 kB).&lt;/a&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;b&gt;Screenshots:&lt;/b&gt;
&lt;br&gt;
&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/images/CanyonCommander1.jpg" target="screenshots"&gt;&lt;img src="http://exdream.no-ip.info/blog/images/CanyonCommander1Small.jpg"&gt;&lt;/a&gt;
&lt;br&gt;
Canyon Commander main menu&lt;br&gt;
&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/images/CanyonCommander2.jpg" target="screenshots"&gt;&lt;img src="http://exdream.no-ip.info/blog/images/CanyonCommander2Small.jpg"&gt;&lt;/a&gt;
&lt;br&gt;
Canyon Commander first level&lt;br&gt;
&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/images/CanyonCommander3.jpg" target="screenshots"&gt;&lt;img src="http://exdream.no-ip.info/blog/images/CanyonCommander3Small.jpg"&gt;&lt;/a&gt;
&lt;br&gt;
Canyon Commander spiky canyon&lt;br&gt;
&lt;br&gt;
&lt;a href="http://exdream.no-ip.info/blog/images/CanyonCommander4.jpg" target="screenshots"&gt;&lt;img src="http://exdream.no-ip.info/blog/images/CanyonCommander4Small.jpg"&gt;&lt;/a&gt;
&lt;br&gt;
Canyon Commander avoid the mines&lt;br&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=626c072e-5533-4803-81e7-4c358b322713" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,626c072e-5533-4803-81e7-4c358b322713.aspx</comments>
      <category>All;Game Development;Other;Programming;Reviews;Rocket Commander</category>
    </item>
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      <dc:creator />
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      <body xmlns="http://www.w3.org/1999/xhtml">If you are like me and have missed all
the new products released last week, here you go: .NET 3.0, ASP.NET AJAX (formerly
"Atlas", which is the new way to code web apps in VS) and all the other new extentions
for Visual Studio (WWF - Windows Workflow Foundation, which is just .NET 3.0), here
are the links to install. If you are serious about Vista development, you should check
it out! Install them in that order:<br /><img src="pics/dotNet.png" /><br />
- <a href="http://go.microsoft.com/?linkid=5728665">.NET 3.0 Framework</a> (seems
to be the final version now, 2 MB download, will get 45 MB additional MB in the installer,
you need Win XP SP2 or Vista)<br />
- <a href="http://www.microsoft.com/downloads/details.aspx?familyid=5D61409E-1FA3-48CF-8023-E8F38E709BA6&amp;displaylang=en">Visual
Studio 2005 extensions for .NET 3.0 (WWF - Windows Workflow Foundation)</a><br />
- <a href="http://www.microsoft.com/downloads/details.aspx?familyid=F54F5537-CC86-4BF5-AE44-F5A1E805680D&amp;displaylang=en">Visual
Studio 2005 extensions for .NET 3.0, November 2006 CTP (WCF and WPF, which means <span>Windows
Communication Foundation and </span><span>Windows Presentation Foundation</span><span>)</span></a><br /><br />
And for Ajax use this links in this order<br /><a href="http://go.microsoft.com/fwlink/?LinkID=77296"><img src="http://ajax.asp.net/images/button-beta.gif" border="0" /><br /></a>- <a href="http://go.microsoft.com/fwlink/?LinkID=77296">ASP.NET AJAX Beta2</a><br />
- <a href="http://go.microsoft.com/fwlink/?LinkID=77294">AJAX November CTP (more functionality,
but still in CTP status)</a><br />
- <a href="http://www.codeplex.com/Release/ProjectReleases.aspx?ProjectName=AtlasControlToolkit">AJAX
Control Toolkit (very useful controls in here)</a><br /><br />
Other new stuff:<br />
- <a href="http://msdn.microsoft.com/vstudio/devsolutions/">Office 2007 Visual Studio
Tools on the "Ready for a New Day" site</a> (new site about all the new VS solutions)<br />
- <a href="http://go.microsoft.com/?linkid=5742423">Windows SDK for Windows Vista</a><br />
- <a href="http://www.microsoft.com/sql/compact" mce_href="http://www.microsoft.com/sql/compact">Microsoft
SQL Server 2005 Compact Edition</a><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=67cd9f9e-4da7-4b7b-bed3-6606456cb278" /></body>
      <title>New Visual Studio Technologies</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,67cd9f9e-4da7-4b7b-bed3-6606456cb278.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/11/15/NewVisualStudioTechnologies.aspx</link>
      <pubDate>Wed, 15 Nov 2006 00:42:52 GMT</pubDate>
      <description>If you are like me and have missed all the new products released last week, here you go: .NET 3.0, ASP.NET AJAX (formerly "Atlas", which is the new way to code web apps in VS) and all the other new extentions for Visual Studio (WWF - Windows Workflow Foundation, which is just .NET 3.0), here are the links to install. If you are serious about Vista development, you should check it out! Install them in that order:&lt;br&gt;
&lt;img src="pics/dotNet.png"&gt;
&lt;br&gt;
- &lt;a href="http://go.microsoft.com/?linkid=5728665"&gt;.NET 3.0 Framework&lt;/a&gt; (seems
to be the final version now, 2 MB download, will get 45 MB additional MB in the installer,
you need Win XP SP2 or Vista)&lt;br&gt;
- &lt;a href="http://www.microsoft.com/downloads/details.aspx?familyid=5D61409E-1FA3-48CF-8023-E8F38E709BA6&amp;amp;displaylang=en"&gt;Visual
Studio 2005 extensions for .NET 3.0 (WWF - Windows Workflow Foundation)&lt;/a&gt;
&lt;br&gt;
- &lt;a href="http://www.microsoft.com/downloads/details.aspx?familyid=F54F5537-CC86-4BF5-AE44-F5A1E805680D&amp;amp;displaylang=en"&gt;Visual
Studio 2005 extensions for .NET 3.0, November 2006 CTP (WCF and WPF, which means &lt;span&gt;Windows
Communication Foundation and &lt;/span&gt;&lt;span&gt;Windows Presentation Foundation&lt;/span&gt;&lt;span&gt;)&lt;/span&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
And for Ajax use this links in this order&lt;br&gt;
&lt;a href="http://go.microsoft.com/fwlink/?LinkID=77296"&gt;&lt;img src="http://ajax.asp.net/images/button-beta.gif" border="0"&gt;
&lt;br&gt;
&lt;/a&gt;- &lt;a href="http://go.microsoft.com/fwlink/?LinkID=77296"&gt;ASP.NET AJAX Beta2&lt;/a&gt;
&lt;br&gt;
- &lt;a href="http://go.microsoft.com/fwlink/?LinkID=77294"&gt;AJAX November CTP (more functionality,
but still in CTP status)&lt;/a&gt;
&lt;br&gt;
- &lt;a href="http://www.codeplex.com/Release/ProjectReleases.aspx?ProjectName=AtlasControlToolkit"&gt;AJAX
Control Toolkit (very useful controls in here)&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Other new stuff:&lt;br&gt;
- &lt;a href="http://msdn.microsoft.com/vstudio/devsolutions/"&gt;Office 2007 Visual Studio
Tools on the "Ready for a New Day" site&lt;/a&gt; (new site about all the new VS solutions)&lt;br&gt;
- &lt;a href="http://go.microsoft.com/?linkid=5742423"&gt;Windows SDK for Windows Vista&lt;/a&gt;
&lt;br&gt;
- &lt;a href="http://www.microsoft.com/sql/compact" mce_href="http://www.microsoft.com/sql/compact"&gt;Microsoft
SQL Server 2005 Compact Edition&lt;/a&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=67cd9f9e-4da7-4b7b-bed3-6606456cb278" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,67cd9f9e-4da7-4b7b-bed3-6606456cb278.aspx</comments>
      <category>All;Game Development;Programming;Reviews</category>
    </item>
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      <wfw:commentRss>http://exdream.no-ip.info/blog/SyndicationService.asmx/GetEntryCommentsRss?guid=e906a1f5-23d3-4142-8968-fec2307b2934</wfw:commentRss>
      <slash:comments>2</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Someone recorded XNA Racer, which was shown
at some Tokio Gameshow named "kotaku".<br /><br /><a href="http://www.kotaku.com/gaming/xna/clips-xna-racer-preview-213594.php">Here
is the original link.</a> Some harsh tone in those comments, no you don't have to
pay 99 dollars to play this game, it will be completly free. And about the "boring"
gameplay, hey it was not done, this was just an alpha preview and the game looks much
better now and is getting better physics and levels as we speak. Well, at least some
are comparing it to AAA titles, thats always nice (and totally crazy, you wouldn't
compare a house build by 1 guy to a scyscrapper).<br /><object height="350" width="425"><param name="movie" value="http://www.youtube.com/v/-OHJpeCwOmk" /><param name="wmode" value="transparent" /><embed src="http://www.youtube.com/v/-OHJpeCwOmk" type="application/x-shockwave-flash" wmode="transparent" height="350" width="425"></embed></object><br />
Thanks for posting about it to <a href="http://thezbuffer.com/">ZMan </a>and <a href="http://amapplease.blogspot.com/">Ultrahead</a>.<br /><br />
I guess I have to release a video of the game myself, these leaked videos look not
very pretty and showing off an early alpha version has its disadvantages (almost 90%
of the ingame objects are missing, the video shows the second track, which is not
done yet, completely dummy and it was an early alpha version, the game runs now about
3 times faster).<br /><br />
As some of you (like <a href="http://thezbuffer.com">ZMan</a>) already found out,
there is also an XNA book coming out written by me. I just started a few weeks back
writing it (but it will be complete by the end of the year). Funny you can already <a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779">order
it on amazon</a>. I will write more about it when its done. You will not only learn
about game programming and XNA, but there will be plenty of practical examples in
the book. In every of the 14 chapters a new game is introduced and you go though the
process of writing a game from start to finish.<br /><br /><a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779"><img src="http://ec1.images-amazon.com/images/P/0470126779.01._AA240_SCLZZZZZZZ_V35843563_.jpg" border="0" /></a><br /><p></p><br />
One final note: Canyon Commander is a lot of fun, it is a new mod, which will come
out in the next days.<br /><img src="http://exdream.no-ip.info/blog/content/binary/CanyonCommander01_small.jpg" border="0" /><br /><br />
Btw: The Coding4Fun site was redesigned in the last weeks and most of the old links
do not work anymore (which is something MSDN usually never does). But now most of
the content is back and can be found in the new categories (Rocket Commander is under
Games -&gt; Arcade). I also updated the link on <a href="http://www.RocketCommander.com">www.RocketCommander.com</a> and
the link for the video tutorials is:<br /><a href="http://msdn.microsoft.com/coding4fun/gaming/arcade/article.aspx?articleid=997852">http://msdn.microsoft.com/coding4fun/gaming/arcade/article.aspx?articleid=997852</a><br /><br />
Update: The old link works now too, I guess the MSDN relinking system is working as
expected now :)<br /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=e906a1f5-23d3-4142-8968-fec2307b2934" /></body>
      <title>That leaked XNA Racer Video on YouTube</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,e906a1f5-23d3-4142-8968-fec2307b2934.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/11/14/ThatLeakedXNARacerVideoOnYouTube.aspx</link>
      <pubDate>Tue, 14 Nov 2006 21:22:27 GMT</pubDate>
      <description>Someone recorded XNA Racer, which was shown at some Tokio Gameshow named "kotaku".&lt;br&gt;
&lt;br&gt;
&lt;a href="http://www.kotaku.com/gaming/xna/clips-xna-racer-preview-213594.php"&gt;Here
is the original link.&lt;/a&gt; Some harsh tone in those comments, no you don't have to
pay 99 dollars to play this game, it will be completly free. And about the "boring"
gameplay, hey it was not done, this was just an alpha preview and the game looks much
better now and is getting better physics and levels as we speak. Well, at least some
are comparing it to AAA titles, thats always nice (and totally crazy, you wouldn't
compare a house build by 1 guy to a scyscrapper).&lt;br&gt;
&lt;object height="350" width="425"&gt;
&lt;param name="movie" value="http://www.youtube.com/v/-OHJpeCwOmk"&gt;
&lt;param name="wmode" value="transparent"&gt;&lt;embed src="http://www.youtube.com/v/-OHJpeCwOmk" type="application/x-shockwave-flash" wmode="transparent" height="350" width="425"&gt;
&lt;/object&gt;
&lt;br&gt;
Thanks for posting about it to &lt;a href="http://thezbuffer.com/"&gt;ZMan &lt;/a&gt;and &lt;a href="http://amapplease.blogspot.com/"&gt;Ultrahead&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
I guess I have to release a video of the game myself, these leaked videos look not
very pretty and showing off an early alpha version has its disadvantages (almost 90%
of the ingame objects are missing, the video shows the second track, which is not
done yet, completely dummy and it was an early alpha version, the game runs now about
3 times faster).&lt;br&gt;
&lt;br&gt;
As some of you (like &lt;a href="http://thezbuffer.com"&gt;ZMan&lt;/a&gt;) already found out,
there is also an XNA book coming out written by me. I just started a few weeks back
writing it (but it will be complete by the end of the year). Funny you can already &lt;a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779"&gt;order
it on amazon&lt;/a&gt;. I will write more about it when its done. You will not only learn
about game programming and XNA, but there will be plenty of practical examples in
the book. In every of the 14 chapters a new game is introduced and you go though the
process of writing a game from start to finish.&lt;br&gt;
&lt;br&gt;
&lt;a href="http://www.amazon.com/dp/0470126779?creativeASIN=0470126779"&gt;&lt;img src="http://ec1.images-amazon.com/images/P/0470126779.01._AA240_SCLZZZZZZZ_V35843563_.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;br&gt;
One final note: Canyon Commander is a lot of fun, it is a new mod, which will come
out in the next days.&lt;br&gt;
&lt;img src="http://exdream.no-ip.info/blog/content/binary/CanyonCommander01_small.jpg" border="0"&gt;
&lt;br&gt;
&lt;br&gt;
Btw: The Coding4Fun site was redesigned in the last weeks and most of the old links
do not work anymore (which is something MSDN usually never does). But now most of
the content is back and can be found in the new categories (Rocket Commander is under
Games -&amp;gt; Arcade). I also updated the link on &lt;a href="http://www.RocketCommander.com"&gt;www.RocketCommander.com&lt;/a&gt; and
the link for the video tutorials is:&lt;br&gt;
&lt;a href="http://msdn.microsoft.com/coding4fun/gaming/arcade/article.aspx?articleid=997852"&gt;http://msdn.microsoft.com/coding4fun/gaming/arcade/article.aspx?articleid=997852&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Update: The old link works now too, I guess the MSDN relinking system is working as
expected now :)&lt;br&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=e906a1f5-23d3-4142-8968-fec2307b2934" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,e906a1f5-23d3-4142-8968-fec2307b2934.aspx</comments>
      <category>All;Game Development;Other;Programming;Reviews;Rocket Commander;XNA</category>
    </item>
    <item>
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      <pingback:server>http://exdream.no-ip.info/blog/pingback.aspx</pingback:server>
      <pingback:target>http://exdream.no-ip.info/blog/PermaLink,guid,751e15cd-822f-44cb-810f-28e8303f749d.aspx</pingback:target>
      <dc:creator />
      <wfw:comment>http://exdream.no-ip.info/blog/CommentView,guid,751e15cd-822f-44cb-810f-28e8303f749d.aspx</wfw:comment>
      <wfw:commentRss>http://exdream.no-ip.info/blog/SyndicationService.asmx/GetEntryCommentsRss?guid=751e15cd-822f-44cb-810f-28e8303f749d</wfw:commentRss>
      <slash:comments>3</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">Welcome back to my little photo diary of
my experiences here in Seattle. 
<p>
Today I worked a lot with the Xbox 360 side of XNA. In the earlier builds I had a
lot of problems with testing my starter kit on the Xbox 360, but most of these issues
are resolved now. About 99% works the same on the Windows and Xbox 360 platforms,
but if you hit that 1% it does still get you angry and pushing your head into the
wall. For example a couple of the more advanced shadow mapping shaders work fine on
the windows platform, but all kinds of crazy things happen on the Xbox 360, the game
crashes, you see black bars all over the screen or the output is just not right. 
</p><p>
If you are like me and have not worked with the Xbox 360 before, I can tell you that
it is not easy getting used to the way the console uses render targets. You have to
resolve them with a little helper method in XNA (or in the Xbox 360 SDK) to get the
contents copied over to your texture. This is not required on windows. But even if
you take care of that the shaders might behave a little different. For example most
of my post screen shaders use the background buffer to mix results and sometimes mix
them together several times. This works fine on the windows platform and behaves the
same way as it does in DirectX. 
</p><p>
But after some discussion with Tom Miller, Matt and Mitch Walker from the XNA Team
and debugging a little, it was clear that the background buffer can have garbage data
after rendering into render targets. This was very bad for one of the shaders because
it requires 2 separate images over several passes and then blend them together at
the last pass. I used the back buffer to hold one of them and a render target for
the other, but that had to be changed in order to run correctly on the Xbox 360. Good
thing this was just one shader, in my bigger game engine I have over 100 shaders and
it would not be fun to rethink all of the post screen shaders ^^ 
</p><p>
Anyway, this was just one of the many things today, I will talk about all this stuff
in the near future on my blog. Let's go to the pics .. 
</p><p>
Traffic was especially bad today, it took over an hour to get from Seattle to the
XNA Team Building (somewhere in that greater Microsoft Campus area, don't ask me,
I'm glad still knowing where the sky and ground are). I took a few pictures of the
building today, it is called Millennium Building or something ... 
<br /><a href="content/binary/seattle2006_10.jpg"><img src="content/binary/seattle2006_10_small.jpg" border="0" /></a></p><p>
And this is the entrance for some of the Xbox teams and XNA. I'm not sure why this
image is so wobbly. The building is straight. Maybe there is a post screen shader
in my camera, that would also explain the extremly blurry pictures I get out of it
most of the time. Btw: Really crazy street numbers, unimaginable in Germany where
every street that is longer than a few meters is renamed 7 times.<br /><a href="content/binary/seattle2006_11.jpg"><img src="content/binary/seattle2006_11_small.jpg" border="0" /></a></p><p>
Okay, this is how an office looks like at Microsoft. Usually everyone, no matter in
what position, gets his own office. But the XNA team is pretty big and they had to
put 2 people in some of the offices. I was staying in Matt's office most of the time
and he was really nice to me answering all kinds of questions.<br /><a href="content/binary/seattle2006_12.jpg"><img src="content/binary/seattle2006_12_small.jpg" border="0" /></a></p><p>
Still in the same office. Now thats how a bookshelf should look like. Lots of Game
Programming Gems Books (yeah, all of them). Feels like at home in my office. Ok, my
books are just piling up on my desk and it looks a bit more chaotic :-)<br /><a href="content/binary/seattle2006_13.jpg"><img src="content/binary/seattle2006_13_small.jpg" border="0" /></a></p><p>
Later that day I checked out one of the malls and I was not very impressed. Well,
I'm no big shopper anyways and the prices are too high for me, doesn't matter what
I was looking at. But I saw the WII console from Nintendo in one of the game shops
and played it for a bit, some fun racer. It looks really crazy holding the controller
like a wheel and controlling it like a maniac in the air.<br /><a href="content/binary/seattle2006_14.jpg"><img src="content/binary/seattle2006_14_small.jpg" border="0" /></a></p><p>
Hi there .. uh, not real?<br /><a href="content/binary/seattle2006_15.jpg"><img src="content/binary/seattle2006_15_small.jpg" border="0" /></a></p><p>
And finally my little list of pro/cons of living in the USA (from my limited knowledge
of course, and I rant a bit here):<br /><b>Pro:</b></p><ul><li>
People are very nice, last year in Los Angeles I also noticed that, but even here
in Seattle cars break for people and bikes. It doesn't seem like everyone is cursing
behind the wheel. And in general everyone was so nice to me and a pleasure to speak
with. 
</li><li>
Coffee makes you crazy, especially the amount in Seattle. Coffee everywhere ^^ Hey
wait? Shouldn't that be on the cons list? 
</li><li>
The cites look very bright and colorful at night. Like in the movies, just more real.
We in Germany don't waste that much energy and the stars are too far away to be THAT
bright. 
</li><li>
Yeah, the democrats won the last election here. Dunno what this has to do with my
blog, but yeah. 
</li><li>
You can pay everything with credit cards and it really makes you life more easy. In
Germany you can't pay with a credit card anywhere. And even our own sucky EC-Cards
are not accepted if the price is too low. It is just stupid that we Germans have our
own system, the rest of the world is using credit cards. Just for online transactions
a better system than just credit cards should be invented (ok, there is paypal, but
why should ebay become richer, banks themself should come up with something and compete). 
</li></ul><b>Cons:</b><ul><li>
Transportation really sucks here, trains were not invented here yet and the streets
are so incredible overfilled with cars it is not funny. And even if there is a clear
road ahead you can't drive faster than the speed limit of 55 mph (90 kmh) or similar.
In germany there is no speed limit at most of the highways and it really seems slow,
especially because the roads are usually filled to the max. And public transportation
sucks even more, it is either non existent or so far away that you still need 3 times
longer than driving slowly with a car. 
</li><li>
Dunno, but everything seems more expensive here. Well, everyone earns more, so that
could be ok. 
</li><li>
TV is better here, a lot of good and funny shows. But it is hard for me to compare
since I never watch TV in Germany anymore. Now why is this on the bad list? Well,
commercials ever 5 minutes? Are you guys crazy? It is even too annoying every 15-20
minutes like in Germany ... Whatever, TV is boring anyway. 
</li><li>
Some food tastes kinda boring. Most of this stuff was told me by other ppl who moved
over from Europe and they miss the taste of good beer, chocolate, cheese, dark bread,
etc. I would probably don't care and have forgotten about all of this in a short time. 
</li><li>
So much to do, so few time. 
</li></ul><b>Random things:</b><ul><li>
My freaking Simyo cell phone provider doesn't work at all here. I can receive some
calls and call to Germany, but not call any number here, which is really stupid and
it if it would work the prices are insane (costs like 30 times as much). 
</li><li>
Console games are much more important here. In Germany maybe 30% of a game shop is
used for console games, here it seem to be 70-80%. 
</li><li>
Internet is slow, Wireless LAN sucks and "high speed internet" at hotels is a bad
joke. At Microsoft most of the downloads I made were from Microsoft servers anyway
and that was pretty fast, but the Americans live with good cable connections for a
long time now and do not think the same way as we in Germany to go faster faster faster
:) This is just on the cons list because of my bad WiFi experiences, even Microsoft
can't figure this out for their internal network. Sorry guys, check out the <a href="http://www.freifunk.net">Freifunk
project</a> to see how to do WiFi internet with more than 1 Kb per sec :) Man, how
much longer until someone brings out useful wifi technology, all this bluetooth and
wifi stuff just sucks and is too slow and error prone.</li></ul>
Link for me to not forget about, pretty cool new project to allow converting HLSL
shaders to GLSL:<br /><a href="http://sourceforge.net/projects/hlsl2glsl/">http://sourceforge.net/projects/hlsl2glsl/</a><br /><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=751e15cd-822f-44cb-810f-28e8303f749d" /></body>
      <title>Seattle Day 2 - Second day at Microsoft</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,751e15cd-822f-44cb-810f-28e8303f749d.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/11/10/SeattleDay2SecondDayAtMicrosoft.aspx</link>
      <pubDate>Fri, 10 Nov 2006 07:29:03 GMT</pubDate>
      <description>Welcome back to my little photo diary of my experiences here in Seattle.
&lt;p&gt;
Today I worked a lot with the Xbox 360 side of XNA. In the earlier builds I had a
lot of problems with testing my starter kit on the Xbox 360, but most of these issues
are resolved now. About 99% works the same on the Windows and Xbox 360 platforms,
but if you hit that 1% it does still get you angry and pushing your head into the
wall. For example a couple of the more advanced shadow mapping shaders work fine on
the windows platform, but all kinds of crazy things happen on the Xbox 360, the game
crashes, you see black bars all over the screen or the output is just not right. 
&lt;/p&gt;
&lt;p&gt;
If you are like me and have not worked with the Xbox 360 before, I can tell you that
it is not easy getting used to the way the console uses render targets. You have to
resolve them with a little helper method in XNA (or in the Xbox 360 SDK) to get the
contents copied over to your texture. This is not required on windows. But even if
you take care of that the shaders might behave a little different. For example most
of my post screen shaders use the background buffer to mix results and sometimes mix
them together several times. This works fine on the windows platform and behaves the
same way as it does in DirectX. 
&lt;/p&gt;
&lt;p&gt;
But after some discussion with Tom Miller, Matt and Mitch Walker from the XNA Team
and debugging a little, it was clear that the background buffer can have garbage data
after rendering into render targets. This was very bad for one of the shaders because
it requires 2 separate images over several passes and then blend them together at
the last pass. I used the back buffer to hold one of them and a render target for
the other, but that had to be changed in order to run correctly on the Xbox 360. Good
thing this was just one shader, in my bigger game engine I have over 100 shaders and
it would not be fun to rethink all of the post screen shaders ^^ 
&lt;/p&gt;
&lt;p&gt;
Anyway, this was just one of the many things today, I will talk about all this stuff
in the near future on my blog. Let's go to the pics .. 
&lt;/p&gt;
&lt;p&gt;
Traffic was especially bad today, it took over an hour to get from Seattle to the
XNA Team Building (somewhere in that greater Microsoft Campus area, don't ask me,
I'm glad still knowing where the sky and ground are). I took a few pictures of the
building today, it is called Millennium Building or something ... 
&lt;br&gt;
&lt;a href="content/binary/seattle2006_10.jpg"&gt;&lt;img src="content/binary/seattle2006_10_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
And this is the entrance for some of the Xbox teams and XNA. I'm not sure why this
image is so wobbly. The building is straight. Maybe there is a post screen shader
in my camera, that would also explain the extremly blurry pictures I get out of it
most of the time. Btw: Really crazy street numbers, unimaginable in Germany where
every street that is longer than a few meters is renamed 7 times.&lt;br&gt;
&lt;a href="content/binary/seattle2006_11.jpg"&gt;&lt;img src="content/binary/seattle2006_11_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
Okay, this is how an office looks like at Microsoft. Usually everyone, no matter in
what position, gets his own office. But the XNA team is pretty big and they had to
put 2 people in some of the offices. I was staying in Matt's office most of the time
and he was really nice to me answering all kinds of questions.&lt;br&gt;
&lt;a href="content/binary/seattle2006_12.jpg"&gt;&lt;img src="content/binary/seattle2006_12_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
Still in the same office. Now thats how a bookshelf should look like. Lots of Game
Programming Gems Books (yeah, all of them). Feels like at home in my office. Ok, my
books are just piling up on my desk and it looks a bit more chaotic :-)&lt;br&gt;
&lt;a href="content/binary/seattle2006_13.jpg"&gt;&lt;img src="content/binary/seattle2006_13_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
Later that day I checked out one of the malls and I was not very impressed. Well,
I'm no big shopper anyways and the prices are too high for me, doesn't matter what
I was looking at. But I saw the WII console from Nintendo in one of the game shops
and played it for a bit, some fun racer. It looks really crazy holding the controller
like a wheel and controlling it like a maniac in the air.&lt;br&gt;
&lt;a href="content/binary/seattle2006_14.jpg"&gt;&lt;img src="content/binary/seattle2006_14_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
Hi there .. uh, not real?&lt;br&gt;
&lt;a href="content/binary/seattle2006_15.jpg"&gt;&lt;img src="content/binary/seattle2006_15_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
And finally my little list of pro/cons of living in the USA (from my limited knowledge
of course, and I rant a bit here):&lt;br&gt;
&lt;b&gt;Pro:&lt;/b&gt; 
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
People are very nice, last year in Los Angeles I also noticed that, but even here
in Seattle cars break for people and bikes. It doesn't seem like everyone is cursing
behind the wheel. And in general everyone was so nice to me and a pleasure to speak
with. 
&lt;/li&gt;
&lt;li&gt;
Coffee makes you crazy, especially the amount in Seattle. Coffee everywhere ^^ Hey
wait? Shouldn't that be on the cons list? 
&lt;/li&gt;
&lt;li&gt;
The cites look very bright and colorful at night. Like in the movies, just more real.
We in Germany don't waste that much energy and the stars are too far away to be THAT
bright. 
&lt;/li&gt;
&lt;li&gt;
Yeah, the democrats won the last election here. Dunno what this has to do with my
blog, but yeah. 
&lt;/li&gt;
&lt;li&gt;
You can pay everything with credit cards and it really makes you life more easy. In
Germany you can't pay with a credit card anywhere. And even our own sucky EC-Cards
are not accepted if the price is too low. It is just stupid that we Germans have our
own system, the rest of the world is using credit cards. Just for online transactions
a better system than just credit cards should be invented (ok, there is paypal, but
why should ebay become richer, banks themself should come up with something and compete). 
&lt;/li&gt;
&lt;/ul&gt;
&lt;b&gt;Cons:&lt;/b&gt; 
&lt;ul&gt;
&lt;li&gt;
Transportation really sucks here, trains were not invented here yet and the streets
are so incredible overfilled with cars it is not funny. And even if there is a clear
road ahead you can't drive faster than the speed limit of 55 mph (90 kmh) or similar.
In germany there is no speed limit at most of the highways and it really seems slow,
especially because the roads are usually filled to the max. And public transportation
sucks even more, it is either non existent or so far away that you still need 3 times
longer than driving slowly with a car. 
&lt;/li&gt;
&lt;li&gt;
Dunno, but everything seems more expensive here. Well, everyone earns more, so that
could be ok. 
&lt;/li&gt;
&lt;li&gt;
TV is better here, a lot of good and funny shows. But it is hard for me to compare
since I never watch TV in Germany anymore. Now why is this on the bad list? Well,
commercials ever 5 minutes? Are you guys crazy? It is even too annoying every 15-20
minutes like in Germany ... Whatever, TV is boring anyway. 
&lt;/li&gt;
&lt;li&gt;
Some food tastes kinda boring. Most of this stuff was told me by other ppl who moved
over from Europe and they miss the taste of good beer, chocolate, cheese, dark bread,
etc. I would probably don't care and have forgotten about all of this in a short time. 
&lt;/li&gt;
&lt;li&gt;
So much to do, so few time. 
&lt;/li&gt;
&lt;/ul&gt;
&lt;b&gt;Random things:&lt;/b&gt; 
&lt;ul&gt;
&lt;li&gt;
My freaking Simyo cell phone provider doesn't work at all here. I can receive some
calls and call to Germany, but not call any number here, which is really stupid and
it if it would work the prices are insane (costs like 30 times as much). 
&lt;/li&gt;
&lt;li&gt;
Console games are much more important here. In Germany maybe 30% of a game shop is
used for console games, here it seem to be 70-80%. 
&lt;/li&gt;
&lt;li&gt;
Internet is slow, Wireless LAN sucks and "high speed internet" at hotels is a bad
joke. At Microsoft most of the downloads I made were from Microsoft servers anyway
and that was pretty fast, but the Americans live with good cable connections for a
long time now and do not think the same way as we in Germany to go faster faster faster
:) This is just on the cons list because of my bad WiFi experiences, even Microsoft
can't figure this out for their internal network. Sorry guys, check out the &lt;a href="http://www.freifunk.net"&gt;Freifunk
project&lt;/a&gt; to see how to do WiFi internet with more than 1 Kb per sec :) Man, how
much longer until someone brings out useful wifi technology, all this bluetooth and
wifi stuff just sucks and is too slow and error prone.&lt;/li&gt;
&lt;/ul&gt;
Link for me to not forget about, pretty cool new project to allow converting HLSL
shaders to GLSL:&lt;br&gt;
&lt;a href="http://sourceforge.net/projects/hlsl2glsl/"&gt;http://sourceforge.net/projects/hlsl2glsl/&lt;/a&gt;
&lt;br&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=751e15cd-822f-44cb-810f-28e8303f749d" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,751e15cd-822f-44cb-810f-28e8303f749d.aspx</comments>
      <category>All;Game Development;Other;Reviews;XNA</category>
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      <slash:comments>1</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">This was my first day working at Microsoft.
Pretty interesting people work there and a lot of them. Good thing no one noticed
that I'm not able to remember 500 names per second. I was installing stuff half of
the day, but I found out more about XNA and already fixed some issues. Before talking
more about my day, here are some News: 
<p>
The XNA Team did a little 2 minute video of a couple of XNA games, my starter kit
XNA Racer (which I hadn't talked about yet in detail, but that will come soon) can
be seen at the end of the video. I got a lot of nice comments about that already :)
</p><br /><a href="http://www.majornelson.com/archive/2006/11/08/zune-video-xna-video-montage.aspx"><img src="content/binary/XnaRacer01_small.jpg" border="0" /></a><p>
Here is the link to the video (Major Nelson has a nice blog btw):<br /><a href="http://www.majornelson.com/archive/2006/11/08/zune-video-xna-video-montage.aspx">http://www.majornelson.com/archive/2006/11/08/zune-video-xna-video-montage.aspx</a><br />
And this is David Weller talking about it:<br /><a href="http://letskilldave.com/archive/2006/11/08/XNA-Video-Montage-_2300_1-is-ready-for-you_2100_.aspx">http://letskilldave.com/archive/2006/11/08/XNA-Video-Montage-_2300_1-is-ready-for-you_2100_.aspx</a><br /></p><p>
A nice guy from France with the name "Marc Guevremont" made yet another Rocket Commander
Mod and this one just looks impressive. He managed to implement a landscape engine
with shadow mapping (I guess precalculated). It looks very much like Rebel Assault.
The game itself is still similar to Rocket Commander, but it looks so much different
and he also made 3 cool levels. The game is called Canyon Commander and will hopefully
be available soon. 
<br /><a href="content/binary/CanyonCommander01.jpg"><img src="content/binary/CanyonCommander01_small.jpg" border="0" /></a></p><p>
More information, screenshots and a video can be found in the Rocket Commander Forums
and here: <a href="http://www.webs7.com/Canyon/">http://www.webs7.com/Canyon/</a></p><p>
I did not make many pictures today and it was to dark when we drove back to make any
useful pictures with my phone camera. 
</p><p>
Driving through Seattle.<br /><a href="content/binary/seattle2006_07.jpg"><img src="content/binary/seattle2006_07_small.jpg" border="0" /></a></p><p>
And going over the long Evergreen Point Floating Bridge between Seattle and Redmond.
It goes over the lake Washington and I couldn't get an answer if a Russian atom u-boot
could fit under the bridge.<br /><a href="content/binary/seattle2006_08.jpg"><img src="content/binary/seattle2006_08_small.jpg" border="0" /></a></p><p>
I was told that Bill Gates has his house somewhere on the right here, but you can't
see it, too much leaves.<br /><a href="content/binary/seattle2006_09.jpg"><img src="content/binary/seattle2006_09_small.jpg" border="0" /></a></p><p>
More pictures tomorrow.
</p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=f672e94d-da4b-4305-9c96-8b68dbd18545" /></body>
      <title>Seattle Day 1 and XNA Video and Canyon Commander</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,f672e94d-da4b-4305-9c96-8b68dbd18545.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/11/09/SeattleDay1AndXNAVideoAndCanyonCommander.aspx</link>
      <pubDate>Thu, 09 Nov 2006 05:08:20 GMT</pubDate>
      <description>This was my first day working at Microsoft. Pretty interesting people work there and a lot of them. Good thing no one noticed that I'm not able to remember 500 names per second. I was installing stuff half of the day, but I found out more about XNA and already fixed some issues. Before talking more about my day, here are some News:
&lt;p&gt;
The XNA Team did a little 2 minute video of a couple of XNA games, my starter kit
XNA Racer (which I hadn't talked about yet in detail, but that will come soon) can
be seen at the end of the video. I got a lot of nice comments about that already :)
&lt;/p&gt;
&lt;br&gt;
&lt;a href="http://www.majornelson.com/archive/2006/11/08/zune-video-xna-video-montage.aspx"&gt;&lt;img src="content/binary/XnaRacer01_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;p&gt;
Here is the link to the video (Major Nelson has a nice blog btw):&lt;br&gt;
&lt;a href="http://www.majornelson.com/archive/2006/11/08/zune-video-xna-video-montage.aspx"&gt;http://www.majornelson.com/archive/2006/11/08/zune-video-xna-video-montage.aspx&lt;/a&gt;
&lt;br&gt;
And this is David Weller talking about it:&lt;br&gt;
&lt;a href="http://letskilldave.com/archive/2006/11/08/XNA-Video-Montage-_2300_1-is-ready-for-you_2100_.aspx"&gt;http://letskilldave.com/archive/2006/11/08/XNA-Video-Montage-_2300_1-is-ready-for-you_2100_.aspx&lt;/a&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
A nice guy from France with the name "Marc Guevremont" made yet another Rocket Commander
Mod and this one just looks impressive. He managed to implement a landscape engine
with shadow mapping (I guess precalculated). It looks very much like Rebel Assault.
The game itself is still similar to Rocket Commander, but it looks so much different
and he also made 3 cool levels. The game is called Canyon Commander and will hopefully
be available soon. 
&lt;br&gt;
&lt;a href="content/binary/CanyonCommander01.jpg"&gt;&lt;img src="content/binary/CanyonCommander01_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
More information, screenshots and a video can be found in the Rocket Commander Forums
and here: &lt;a href="http://www.webs7.com/Canyon/"&gt;http://www.webs7.com/Canyon/&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
I did not make many pictures today and it was to dark when we drove back to make any
useful pictures with my phone camera. 
&lt;/p&gt;
&lt;p&gt;
Driving through Seattle.&lt;br&gt;
&lt;a href="content/binary/seattle2006_07.jpg"&gt;&lt;img src="content/binary/seattle2006_07_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
And going over the long Evergreen Point Floating Bridge between Seattle and Redmond.
It goes over the lake Washington and I couldn't get an answer if a Russian atom u-boot
could fit under the bridge.&lt;br&gt;
&lt;a href="content/binary/seattle2006_08.jpg"&gt;&lt;img src="content/binary/seattle2006_08_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
I was told that Bill Gates has his house somewhere on the right here, but you can't
see it, too much leaves.&lt;br&gt;
&lt;a href="content/binary/seattle2006_09.jpg"&gt;&lt;img src="content/binary/seattle2006_09_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
More pictures tomorrow.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=f672e94d-da4b-4305-9c96-8b68dbd18545" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,f672e94d-da4b-4305-9c96-8b68dbd18545.aspx</comments>
      <category>All;Game Development;Other;Programming;Reviews;Rocket Commander;XNA</category>
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      <body xmlns="http://www.w3.org/1999/xhtml">I arrived in Seattle :) But that was a
long journey, it took over 15 hours and in Seattle it was just 3pm when I arrived.
At least I got some sleep in the plane. 
<p>
I made some photos, but the quality is not very good. Next time I should use a better
camera than the one in my cell. 
</p><p>
This is the ceiling at Hannover Airport. I was very tired and watched it for quite
a while. Has a pretty good shadow mapping algorithm if you ask me. Maybe they use
already Direct3D 10 and render into cubemaps :-) Btw: I am excited about the new NVidia
Geforce 8800 GPUs, will check them out next week when I am back. 
<br /><a href="content/binary/seattle2006_01.jpg"><img src="content/binary/seattle2006_01_small.jpg" border="0" /></a></p><p></p><p>
The second security control I had go through, in total it were at least 7 controlls
and a lot of time waiting between them at every airport.<br /><a href="content/binary/seattle2006_02.jpg"><img src="content/binary/seattle2006_02_small.jpg" border="0" /></a></p><p>
Guess what, waiting again. This time in Amsterdam. It was not even a security check,
just the passport control checkpoint. The people of Holland speak a really funny language,
at least it was fun to listen to it while being in Amsterdam. With knowledge of English
and German it is possible to guess most words and unterstanding at least what the
people are talking about.<br /><a href="content/binary/seattle2006_03.jpg"><img src="content/binary/seattle2006_03_small.jpg" border="0" /></a></p><p>
After sleeping a while in the plane and watching the shitty movie "My super ex girlfriend"
(wft, it was boring, unfunny and not exciting at all), I watched outside the window
for a bit. We had almost reached seattle. I guess this is already the Washington state,
some islands and a lot of water, looks nice from above. A few minutes later, everything
was foggy again.<br /><a href="content/binary/seattle2006_04.jpg"><img src="content/binary/seattle2006_04_small.jpg" border="0" /></a></p><p>
And finally after ariving and going through a bunch much security checks and questions
I took this photo at the first bargage drop point. Well, I was not really supposed
to take photos here as you can see on the warning signs there, I guess this is a top
secret area .. whatever ..<br /><a href="content/binary/seattle2006_05.jpg"><img src="content/binary/seattle2006_05_small.jpg" border="0" /></a></p><p>
After ariving at my hotel I checked out Seattle and walked around for a while searching
for power adapter for my laptop (I knew I forgot something home). Well, not fun without
a car .. I found a grocery store, but neither they nor my hotel had an adapter. Well,
the laptop sucks anyway, XNA does not work because for some reason it cannot use any
pixel or vertex shaders. NVidia says that the Geforce 4 Go fully supports DirectX
8, which would include ps1.1 and vs1.1, but I guess there is something missing. 
</p><p>
Anyway, after I have now almost depleted both my laptop batteries. I just made one
last photo and quickly wrote this post. Here is a view from my hotel room to the Seattle
Space Needle Tower at night. With a less crappy camera this would look nice, hehe. 
<br /><a href="content/binary/seattle2006_06.jpg"><img src="content/binary/seattle2006_06_small.jpg" border="0" /></a></p><p>
See ya tomorrow.
</p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=5a92d25d-2711-4ef7-b26a-3ba53105aeb9" /></body>
      <title>Seattle Day 0</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,5a92d25d-2711-4ef7-b26a-3ba53105aeb9.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/11/08/SeattleDay0.aspx</link>
      <pubDate>Wed, 08 Nov 2006 05:30:33 GMT</pubDate>
      <description>I arrived in Seattle :) But that was a long journey, it took over 15 hours and in Seattle it was just 3pm when I arrived. At least I got some sleep in the plane.
&lt;p&gt;
I made some photos, but the quality is not very good. Next time I should use a better
camera than the one in my cell. 
&lt;/p&gt;
&lt;p&gt;
This is the ceiling at Hannover Airport. I was very tired and watched it for quite
a while. Has a pretty good shadow mapping algorithm if you ask me. Maybe they use
already Direct3D 10 and render into cubemaps :-) Btw: I am excited about the new NVidia
Geforce 8800 GPUs, will check them out next week when I am back. 
&lt;br&gt;
&lt;a href="content/binary/seattle2006_01.jpg"&gt;&lt;img src="content/binary/seattle2006_01_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;p&gt;
The second security control I had go through, in total it were at least 7 controlls
and a lot of time waiting between them at every airport.&lt;br&gt;
&lt;a href="content/binary/seattle2006_02.jpg"&gt;&lt;img src="content/binary/seattle2006_02_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
Guess what, waiting again. This time in Amsterdam. It was not even a security check,
just the passport control checkpoint. The people of Holland speak a really funny language,
at least it was fun to listen to it while being in Amsterdam. With knowledge of English
and German it is possible to guess most words and unterstanding at least what the
people are talking about.&lt;br&gt;
&lt;a href="content/binary/seattle2006_03.jpg"&gt;&lt;img src="content/binary/seattle2006_03_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
After sleeping a while in the plane and watching the shitty movie "My super ex girlfriend"
(wft, it was boring, unfunny and not exciting at all), I watched outside the window
for a bit. We had almost reached seattle. I guess this is already the Washington state,
some islands and a lot of water, looks nice from above. A few minutes later, everything
was foggy again.&lt;br&gt;
&lt;a href="content/binary/seattle2006_04.jpg"&gt;&lt;img src="content/binary/seattle2006_04_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
And finally after ariving and going through a bunch much security checks and questions
I took this photo at the first bargage drop point. Well, I was not really supposed
to take photos here as you can see on the warning signs there, I guess this is a top
secret area .. whatever ..&lt;br&gt;
&lt;a href="content/binary/seattle2006_05.jpg"&gt;&lt;img src="content/binary/seattle2006_05_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
After ariving at my hotel I checked out Seattle and walked around for a while searching
for power adapter for my laptop (I knew I forgot something home). Well, not fun without
a car .. I found a grocery store, but neither they nor my hotel had an adapter. Well,
the laptop sucks anyway, XNA does not work because for some reason it cannot use any
pixel or vertex shaders. NVidia says that the Geforce 4 Go fully supports DirectX
8, which would include ps1.1 and vs1.1, but I guess there is something missing. 
&lt;/p&gt;
&lt;p&gt;
Anyway, after I have now almost depleted both my laptop batteries. I just made one
last photo and quickly wrote this post. Here is a view from my hotel room to the Seattle
Space Needle Tower at night. With a less crappy camera this would look nice, hehe. 
&lt;br&gt;
&lt;a href="content/binary/seattle2006_06.jpg"&gt;&lt;img src="content/binary/seattle2006_06_small.jpg" border="0"&gt;&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
See ya tomorrow.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=5a92d25d-2711-4ef7-b26a-3ba53105aeb9" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,5a92d25d-2711-4ef7-b26a-3ba53105aeb9.aspx</comments>
      <category>All;Game Development;Other;Reviews;XNA</category>
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        <table border="0" cellspacing="5">
          <tbody>
            <tr>
              <td valign="top">
Yeah, flying around the world. In a couple of minutes I have to leave to the airport.
I will fly to the USA to visit the Microsoft XNA Team for a week. Pretty exciting
if you ask me. Maybe even too exciting, I did not get any sleep this night and last
night it were only 3 hours. I hope I can sleep on the plane ... 
<p>
I will try to make some photos and blog a little about my experiences there in Seattle.
The XNA Game and Starter Kit I'm currently developing will be improved a little bit
over there and I will have the chance to speak with the XNA team.
</p><p>
I'm not sure if I will have time to talk much about XNA on my blog right now since
I have so little time and so many projects. Hope that cools off in the next few weeks
and I can relax a little bit more and start blogging like a madman again :-)
</p></td>
              <td valign="top">
                <img src="images%5Cplane.jpg" border="0" />
              </td>
            </tr>
          </tbody>
        </table>
        <img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=92434917-ddcc-4597-9e3f-d7cea7c109e8" />
      </body>
      <title>Flying to the USA to visit the XNA Team</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,92434917-ddcc-4597-9e3f-d7cea7c109e8.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/11/07/FlyingToTheUSAToVisitTheXNATeam.aspx</link>
      <pubDate>Tue, 07 Nov 2006 05:12:14 GMT</pubDate>
      <description>&lt;table border="0" cellspacing="5"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
Yeah, flying around the world. In a couple of minutes I have to leave to the airport.
I will fly to the USA to visit the Microsoft XNA Team for a week. Pretty exciting
if you ask me. Maybe even too exciting, I did not get any sleep this night and last
night it were only 3 hours. I hope I can sleep on the plane ... 
&lt;p&gt;
I will try to make some photos and blog a little about my experiences there in Seattle.
The XNA Game and Starter Kit I'm currently developing will be improved a little bit
over there and I will have the chance to speak with the XNA team.
&lt;/p&gt;
&lt;p&gt;
I'm not sure if I will have time to talk much about XNA on my blog right now since
I have so little time and so many projects. Hope that cools off in the next few weeks
and I can relax a little bit more and start blogging like a madman again :-)
&lt;/p&gt;
&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;img src="images%5Cplane.jpg" border="0"&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=92434917-ddcc-4597-9e3f-d7cea7c109e8" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,92434917-ddcc-4597-9e3f-d7cea7c109e8.aspx</comments>
      <category>All;Game Development;Other;Reviews;XNA</category>
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      <body xmlns="http://www.w3.org/1999/xhtml">
        <img src="http://msdn.microsoft.com/directx/art/Hero/XNA_Hero_Banner.jpg" />
        <br />
        <br />
Microsoft has just released the new Beta 2 version of the XNA Game Studio Express
IDE, which allows you to create great games for the windows and Xbox 360 platforms.
It contains all the stuff from the beta 1 (like the SpaceWar starter kit, which was
a improved a little bit). Additionally it now looks a lot more polished and you can
check out the new content pipeline, which allows you to import 3d models from .x and
.fbx files to do some cool 3d graphics. Btw: Check out the new logo of XNA. I first
was a little bit confused since I was used to the old XNA logo, which has been around
for several years now. But after a while you will get used to the new logo and start
to like it ;-)<br /><br />
While you can compile games for the XBox 360, the XNA Creators Club membership is
not yet available and theirfore you cannot test on the Xbox 360 yet. The XNA Creators
Club membership stuff will be available later this year and then it is time to play
your games on your Xbox 360.<br /><br />
You can find more information about XNA and download XNA Game Studio Express here:<br /><a href="http://msdn.microsoft.com/directx/xna/gse/">http://msdn.microsoft.com/xna/</a><br /><br />
Also be sure to check out the boards, there is a lot of stuff to read and a ton of
games (mostly 2d) came out in the last couple of months.<br /><br />
I will try to blog little bit more about XNA as it gets closer to the release. I got
some great stories to tell :D<br /><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=6788af22-768d-407c-944e-cfe77325bd65" /></body>
      <title>XNA Game Studio Express Beta 2 released</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,6788af22-768d-407c-944e-cfe77325bd65.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/11/02/XNAGameStudioExpressBeta2Released.aspx</link>
      <pubDate>Thu, 02 Nov 2006 04:44:52 GMT</pubDate>
      <description>&lt;img src="http://msdn.microsoft.com/directx/art/Hero/XNA_Hero_Banner.jpg"&gt;
&lt;br&gt;
&lt;br&gt;
Microsoft has just released the new Beta 2 version of the XNA Game Studio Express
IDE, which allows you to create great games for the windows and Xbox 360 platforms.
It contains all the stuff from the beta 1 (like the SpaceWar starter kit, which was
a improved a little bit). Additionally it now looks a lot more polished and you can
check out the new content pipeline, which allows you to import 3d models from .x and
.fbx files to do some cool 3d graphics. Btw: Check out the new logo of XNA. I first
was a little bit confused since I was used to the old XNA logo, which has been around
for several years now. But after a while you will get used to the new logo and start
to like it ;-)&lt;br&gt;
&lt;br&gt;
While you can compile games for the XBox 360, the XNA Creators Club membership is
not yet available and theirfore you cannot test on the Xbox 360 yet. The XNA Creators
Club membership stuff will be available later this year and then it is time to play
your games on your Xbox 360.&lt;br&gt;
&lt;br&gt;
You can find more information about XNA and download XNA Game Studio Express here:&lt;br&gt;
&lt;a href="http://msdn.microsoft.com/directx/xna/gse/"&gt;http://msdn.microsoft.com/xna/&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Also be sure to check out the boards, there is a lot of stuff to read and a ton of
games (mostly 2d) came out in the last couple of months.&lt;br&gt;
&lt;br&gt;
I will try to blog little bit more about XNA as it gets closer to the release. I got
some great stories to tell :D&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=6788af22-768d-407c-944e-cfe77325bd65" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,6788af22-768d-407c-944e-cfe77325bd65.aspx</comments>
      <category>All;Game Development;Other;Programming;Reviews;XNA</category>
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      <body xmlns="http://www.w3.org/1999/xhtml">
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          <tbody>
            <tr>
              <td valign="top">
Hi everyone,<br /><br />
sorry for not posting anything for a long time now (last post is almost 2 months away).
I was very busy writing a new cool game with help of the <b>XNA Framework</b>, the
game will also be a starter kit in the upcoming <b>XNA Game Studio Express</b> release
and it looks really cool. More about that later ...<br /><br />
In the meantime our new causal games brand <a href="http://www.quicksandentertainment.de/">www.Quicksandentertainment.de</a> released <b>Pizza
Commander</b> on <a href="http://www.PizzaCommander.de">www.PizzaCommander.de</a> (<a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=489a0cc2-19ee-4f42-b770-c7106b0f0253">I
talked about the game in August</a>) and a new game <b>Rocket Racer</b> was just released,
which is also based on the <b>Rocket Commander Engine</b>. You can check it out here: <a href="http://www.rocketracer.de">www.RocketRacer.de</a><br />
For both games there is a demo available (just 20 MB), so you can check out the game
and see if you like it. The full version is currently only available in Germany and
Poland, but we keep searching for more publishers and continue to release it worldwide
:)<br /><br />
In <b>Rocket Racer</b> you fly around with your Rocket and it feels very similar as
Rocket Commander at first, but it has a lot of new graphics and effects. After a while
you will see that just flying around will not do it, you have to fly through gates
to get time and more points. If your time runs out, you die. The levels are quite
challenging and I played the game over 10 times now from start to finish and it still
is fun :D Well, call me crazy.<br /><br /><p>
In the meantime the <a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=c72d9f1e-53f3-4747-8490-6801d8e8b4ef&amp;DisplayLang=en">new
DirectX SDK October 2006</a> came out. It features now a better PIX tool and makes
it possible to debug shaders directly from your applications, which might be useful
for Managed DirectX applications. Managed DirectX 2.0 is now also removed and will
not work anymore (e.g. NormalMapCompressor v1.4 will not work anymore, use NormalMapCompressor
v1.3 or v1.2).<br /><a href="http://www.microsoft.com/downloads/details.aspx?FamilyId=D625324C-59B4-4951-849E-640B508DC442&amp;displaylang=en"><img src="pics/directx.jpg" border="0" /></a></p><p><a href="http://blogs.msdn.com/xna/archive/2006/10/23/announcing-xna-game-studio-express-beta-2.aspx">Microsoft
also announced a few days ago</a> that there will be a <b>second XNA beta</b> in a
few weeks, while the final release is going to happen later this year (which means
december and before the holidays). The new beta will include many new cool features,
for example the content pipeline and support for model files and also a lot more help
and documentation.
</p>
More information about <b>XNA</b>, tips, my development diaries and the new upcoming
XNA Starter Kit Game I wrote will come soon :)<br /></td>
              <td valign="top">
                <font size="-2">
                  <center>
                    <a href="http://www.RocketRacer.de">Rocket Racer</a> Screenshot 1:<br /><a href="http://www.rocketracer.de/images/RocketRacer03.jpg"><img src="http://www.rocketracer.de/images/RocketRacer03_.jpg" border="0" /></a><br /><br />
Rocket Racer Screenshot 2:<br /><a href="http://www.rocketracer.de/images/RocketRacer01.jpg"><img src="http://www.rocketracer.de/images/RocketRacer01_.jpg" border="0" /></a><br /><br />
Rocket Racer Screenshot 3:<br /><a href="http://www.rocketracer.de/images/RocketRacer10.jpg"><img src="http://www.rocketracer.de/images/RocketRacer10_.jpg" border="0" /></a><br /><br />
Pizza Commander Screenshot:<br /><a href="http://www.quicksandentertainment.de/images/pizza1.jpg"><img src="images/pizza_small.jpg" border="0" width="220" /></a></center>
                </font>
              </td>
            </tr>
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      </body>
      <title>Long time, no see</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,88152be1-c0ba-497e-a6f5-006c4ccca0f0.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/10/27/LongTimeNoSee.aspx</link>
      <pubDate>Fri, 27 Oct 2006 14:43:20 GMT</pubDate>
      <description>&lt;table border="0" cellspacing="5"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td valign="top"&gt;
Hi everyone,&lt;br&gt;
&lt;br&gt;
sorry for not posting anything for a long time now (last post is almost 2 months away).
I was very busy writing a new cool game with help of the &lt;b&gt;XNA Framework&lt;/b&gt;, the
game will also be a starter kit in the upcoming &lt;b&gt;XNA Game Studio Express&lt;/b&gt; release
and it looks really cool. More about that later ...&lt;br&gt;
&lt;br&gt;
In the meantime our new causal games brand &lt;a href="http://www.quicksandentertainment.de/"&gt;www.Quicksandentertainment.de&lt;/a&gt; released &lt;b&gt;Pizza
Commander&lt;/b&gt; on &lt;a href="http://www.PizzaCommander.de"&gt;www.PizzaCommander.de&lt;/a&gt; (&lt;a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=489a0cc2-19ee-4f42-b770-c7106b0f0253"&gt;I
talked about the game in August&lt;/a&gt;) and a new game &lt;b&gt;Rocket Racer&lt;/b&gt; was just released,
which is also based on the &lt;b&gt;Rocket Commander Engine&lt;/b&gt;. You can check it out here: &lt;a href="http://www.rocketracer.de"&gt;www.RocketRacer.de&lt;/a&gt;
&lt;br&gt;
For both games there is a demo available (just 20 MB), so you can check out the game
and see if you like it. The full version is currently only available in Germany and
Poland, but we keep searching for more publishers and continue to release it worldwide
:)&lt;br&gt;
&lt;br&gt;
In &lt;b&gt;Rocket Racer&lt;/b&gt; you fly around with your Rocket and it feels very similar as
Rocket Commander at first, but it has a lot of new graphics and effects. After a while
you will see that just flying around will not do it, you have to fly through gates
to get time and more points. If your time runs out, you die. The levels are quite
challenging and I played the game over 10 times now from start to finish and it still
is fun :D Well, call me crazy.&lt;br&gt;
&lt;br&gt;
&lt;p&gt;
In the meantime the &lt;a href="http://www.microsoft.com/downloads/details.aspx?FamilyID=c72d9f1e-53f3-4747-8490-6801d8e8b4ef&amp;amp;DisplayLang=en"&gt;new
DirectX SDK October 2006&lt;/a&gt; came out. It features now a better PIX tool and makes
it possible to debug shaders directly from your applications, which might be useful
for Managed DirectX applications. Managed DirectX 2.0 is now also removed and will
not work anymore (e.g. NormalMapCompressor v1.4 will not work anymore, use NormalMapCompressor
v1.3 or v1.2).&lt;br&gt;
&lt;a href="http://www.microsoft.com/downloads/details.aspx?FamilyId=D625324C-59B4-4951-849E-640B508DC442&amp;amp;displaylang=en"&gt;&lt;img src="pics/directx.jpg" border="0"&gt;&lt;/a&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://blogs.msdn.com/xna/archive/2006/10/23/announcing-xna-game-studio-express-beta-2.aspx"&gt;Microsoft
also announced a few days ago&lt;/a&gt; that there will be a &lt;b&gt;second XNA beta&lt;/b&gt; in a
few weeks, while the final release is going to happen later this year (which means
december and before the holidays). The new beta will include many new cool features,
for example the content pipeline and support for model files and also a lot more help
and documentation.
&lt;/p&gt;
More information about &lt;b&gt;XNA&lt;/b&gt;, tips, my development diaries and the new upcoming
XNA Starter Kit Game I wrote will come soon :)&lt;br&gt;
&lt;/td&gt;
&lt;td valign="top"&gt;
&lt;font size="-2"&gt;
&lt;center&gt;&lt;a href="http://www.RocketRacer.de"&gt;Rocket Racer&lt;/a&gt; Screenshot 1:&lt;br&gt;
&lt;a href="http://www.rocketracer.de/images/RocketRacer03.jpg"&gt;&lt;img src="http://www.rocketracer.de/images/RocketRacer03_.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Rocket Racer Screenshot 2:&lt;br&gt;
&lt;a href="http://www.rocketracer.de/images/RocketRacer01.jpg"&gt;&lt;img src="http://www.rocketracer.de/images/RocketRacer01_.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Rocket Racer Screenshot 3:&lt;br&gt;
&lt;a href="http://www.rocketracer.de/images/RocketRacer10.jpg"&gt;&lt;img src="http://www.rocketracer.de/images/RocketRacer10_.jpg" border="0"&gt;&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Pizza Commander Screenshot:&lt;br&gt;
&lt;a href="http://www.quicksandentertainment.de/images/pizza1.jpg"&gt;&lt;img src="images/pizza_small.jpg" border="0" width="220"&gt;&lt;/a&gt;
&lt;/center&gt;
&lt;/font&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=88152be1-c0ba-497e-a6f5-006c4ccca0f0" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,88152be1-c0ba-497e-a6f5-006c4ccca0f0.aspx</comments>
      <category>All;Game Development;Other;Programming;Reviews;Rocket Commander</category>
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      <dc:creator />
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      <slash:comments>5</slash:comments>
      <title>Quick Tips for XNA Beta 1 (aka My Own XNA FAQ)</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,44339eda-86da-4a2d-ae94-9387aad9c178.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/08/31/QuickTipsForXNABeta1AkaMyOwnXNAFAQ.aspx</link>
      <pubDate>Thu, 31 Aug 2006 06:07:47 GMT</pubDate>
      <description>&lt;a href="http://msdn.microsoft.com/directx/xna/"&gt;&lt;img src="images/XnaLogo.jpg" border="0"&gt;&lt;/a&gt; 
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://msdn.microsoft.com/directx/xna/gse/"&gt;Download XNA Beta1&lt;/a&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://forums.microsoft.com/MSDN/ShowForum.aspx?ForumID=846&amp;amp;SiteID=1"&gt;XNA
Framework Forum&lt;/a&gt; and &lt;a href="http://forums.microsoft.com/MSDN/ShowForum.aspx?ForumID=882&amp;amp;SiteID=1"&gt;XNA
Game Studio Express Forum&lt;/a&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
Getting Started: Open C# Express (which is XNA Game Studio), Help-&amp;gt;Content-&amp;gt;Select
XNA and navigate to Getting Started with XNA and read through &lt;b&gt;Your First XNA Game&lt;/b&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
Next you could try out the &lt;b&gt;Space War Starter Kit&lt;/b&gt; Game. If you can't control
the game read &lt;a href="http://www.xnaspot.com/Tutorial_GettingStarted.aspx"&gt;this tutorial
from xnaspot.com&lt;/a&gt; about changing it to support keyboard input.&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
x64 Bit platform support: Read &lt;a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=8962e9a7-3185-438d-882a-e8e919771dc2"&gt;this
blog entry&lt;/a&gt; for an easy fix. Basically just add &lt;font color="#0000ff"&gt;&amp;lt;PlatformTarget&amp;gt;x86&amp;lt;/PlatformTarget&amp;gt;&lt;/font&gt; to
your csproj file.&lt;br&gt;
Or download and extract &lt;a href="http://exdream.no-ip.info/blog/Xna64BitSupport.zip"&gt;this
file (Xna64BitSupport.zip 14 KB)&lt;/a&gt; into:&lt;br&gt;
&lt;font color="#808080"&gt;C:\Program Files (x86)\Microsoft Visual Studio 8\Common7\IDE\VCSExpress\&lt;/font&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
Blogs:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://blogs.msdn.com/xna/"&gt;http://blogs.msdn.com/xna/&lt;/a&gt; XNA Team blog
to get news from the makers 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://xbox360homebrew.com/"&gt;http://xbox360homebrew.com/&lt;/a&gt; XBOX 360 Homebrew,
quite good 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://thezbuffer.com/"&gt;http://thezbuffer.com/&lt;/a&gt; Always a good resource,
biggest MDX site ever 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://letskilldave.com/"&gt;http://letskilldave.com/&lt;/a&gt; Let's Kill Dave! Davil
Weller about XNA. He posts a lot of interessting things. 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://blogs.msdn.com/tmiller/"&gt;http://blogs.msdn.com/tmiller/&lt;/a&gt; Tom Millers
Blog, yeah, this is the MDX father of all things :) 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://blogs.msdn.com/mitchw/"&gt;http://blogs.msdn.com/mitchw/&lt;/a&gt; Mitch Walker,
one of the XNA guys 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://blogs.msdn.com/al_msft/"&gt;http://blogs.msdn.com/al_msft/&lt;/a&gt; Albert
Ho, XNA Redux, another XNA guy 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://blogs.msdn.com/mklucher/default.aspx"&gt;http://blogs.msdn.com/mklucher/default.aspx&lt;/a&gt; Michael
Klucher's XNA Blog, guess what, another XNA guy 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://blogs.msdn.com/shawnhar/default.aspx"&gt;http://blogs.msdn.com/shawnhar/default.aspx&lt;/a&gt; Shawn
Hargreaves Blog, Game programming, C#, and the XNA Framework Content Pipeline 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://blogs.msdn.com/rickhos/default.aspx"&gt;http://blogs.msdn.com/rickhos/default.aspx&lt;/a&gt; Rick
Hoskinson's Blog about XNA 
&lt;/li&gt;
&lt;li&gt;
And there are many more, but who's got the time ^^ 
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
Tutorials:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://www.xnadevelopment.com/"&gt;http://www.xnadevelopment.com/&lt;/a&gt; XNA Development,
Tutorials and Co 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://learn-xna.com/default.aspx"&gt;http://learn-xna.com/default.aspx&lt;/a&gt; Learn
XNA I guess, not much there yet 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://www.xnaspot.com/"&gt;http://www.xnaspot.com/&lt;/a&gt; XNA Spot, got already
a nice tutorial about Getting started with the Space War Starter Kit 
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
Interessting reads:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;a href="http://msdn.microsoft.com/directx/XNA/default.aspx"&gt;http://msdn.microsoft.com/directx/XNA/default.aspx&lt;/a&gt; XNA
Info and FAQ 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://forums.microsoft.com/msdn/default.aspx?forumgroupid=20&amp;amp;siteid=1"&gt;http://forums.microsoft.com/msdn/default.aspx?forumgroupid=20&amp;amp;siteid=1&lt;/a&gt; XNA
Forums 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://makeitbigingames.com/blog/?p=34"&gt;http://makeitbigingames.com/blog/?p=34&lt;/a&gt; XNA
Game Studio Express Doubters Get It Wrong 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://xbox360homebrew.com/blogs/homebrew360/archive/2006/08/24/75.aspx"&gt;http://xbox360homebrew.com/blogs/homebrew360/archive/2006/08/24/75.aspx&lt;/a&gt; Hearing
some Audio from the Games Convention in Leipzig (scroll to 48:00 minutes). It demonstrates
basically a Torque X game with XNA, but its quite interessting. 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=634578&amp;amp;SiteID=1"&gt;http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=634578&amp;amp;SiteID=1&lt;/a&gt; Forum
post about Xbox 360 Official Dev Kit vs. "the XNA thing" 
&lt;/li&gt;
&lt;li&gt;
&lt;a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=684005&amp;amp;SiteID=1"&gt;http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=684005&amp;amp;SiteID=1&lt;/a&gt; Pretty
negative post about XNA, he wants to stay with c++ and DX (ever heard of MDX?)&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
And now finally my own thoughts and tips:&lt;br&gt;
&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
&lt;b&gt;How to render fonts like with Direct3D.Font?&lt;/b&gt;
&lt;p&gt;
Well, thats not possible, there are not Font classes in XNA at all yet! You have to
create your own font code by rendering bitmap fonts. If you want to see some code
about that check out the SpaceWar Starter Kit and look inside the Font.cs class. The
fonts in SpaceWar just contain numbers, but the game contains some text. How did they
do that? Well, they just put most of the text in the game directly onto the textures,
buttons, etc.&lt;br&gt;
&lt;a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=683983&amp;amp;SiteID=1"&gt;Here
is also a forum post&lt;/a&gt; about this issue and some source code, which might help. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;How to play sounds?&lt;/b&gt;
&lt;p&gt;
Thats quite easy, create sounds with XAct, load them in your game and then use the
SoundBank class to play your sounds. Some tutorials can be found in the help and a
simple example is in the Sound.cs file in SpaceWar Starter Kit. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Okay, where do I add my mp3 for some music playback?&lt;/b&gt;
&lt;p&gt;
Could you stop asking this questions? Arg, I'm asking myself this, oh no. But I guess
sooner or later this would come up anyway. Well the solution? There is none. No, I'm
not kidding. There is no support for mp3, wma or CD playback of music in XNA. On the
windows platform you could use some external stuff (DirectShow, MCI, external libraries,
etc.), but on the XBox360 you are stuck with XAct, which does just support sound effect
files.
&lt;/p&gt;
&lt;p&gt;
Ok, then just let add the .mp3 as a .wav file there. Yup, thats possible, but consider
your game size. If your binaries are maybe 1MB, textures 5-10MB and sounds 2MB you
don't want to add 3*50MB for 3 music files. I had quite a long discussion with some
music artist about this issue and we agreed that it would be best to do try out some
22kHz mono sounds for the music for a smaller game size. Don't even try to think about
any compression, the only format that XAct eats is PCM .Wav files. Sample them down
or live with mega-files, your choice ... 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;How to add Controller (Mouse, Keyboard, XBox360 Controller) support?&lt;/b&gt;
&lt;p&gt;
Again, this is not hard stuff. If you have worked with XInput before, this will be
easy for you. Otherwise just read the XNA Programming Guide-&amp;gt;Input pages, which
all contain easy to work with code samples. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;How to show a mouse cursor?&lt;/b&gt;
&lt;p&gt;
You might notice that there is no mouse cursor in the samples, starter kit or any
new project you create. The reason for this is that by default the Game.IsMouseVisible
is set to false. If you set it to true (e.g. in your game constructor) you will see
the mouse cursor again (write: &lt;b&gt;this.IsMouseVisible = true;&lt;/b&gt;). Another way would
be to display your own custom mouse cursor as a sprite at the current mouse position
(see help to get mouse position, it is quit easy). 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;How to capture keyboard text?&lt;/b&gt;
&lt;p&gt;
Well, thats not that easy. You can only check the state of each button (mouse, keyboard,
whatever), but you can't get the text directly like with the OnKeyPress event in window
forms. One way would be to write your own custom text handling, like this:&lt;br&gt;
&lt;br&gt;
&lt;code&gt;&lt;font color="#0000ff"&gt; string chatText = "";&lt;br&gt;
List&lt;/font&gt;
&lt;keys&gt;
&lt;font color="#0000ff"&gt; keysLastFrame = new List&lt;/font&gt;
&lt;keys&gt;
&lt;font color="#0000ff"&gt;();&lt;br&gt;
&lt;br&gt;
...&lt;br&gt;
&lt;br&gt;
Keys[] keysNow = Keyboard.GetState().GetPressedKeys();&lt;br&gt;
foreach (Keys key in keysNow)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; if (keysLastFrame.Contains(key) == false)&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; chatText += key.ToString();&lt;br&gt;
keysLastFrame = new List&lt;/font&gt; 
&lt;keys&gt;
&lt;font color="#0000ff"&gt;(keysNow);&lt;/font&gt;
&lt;br&gt;
&lt;/keys&gt;
&lt;/keys&gt;
&lt;/keys&gt;
&lt;/code&gt; 
&lt;br&gt;
But this has the disadvantage if you run low on frames or the user types very fast
you might miss some keys (test this by adding Thread.Sleep(50)), which really sucks.
It is also a bit of work to get all the special keys, shift combinations, backspace,
etc. working. For windows apps it might be wise to think about capuring the keyboard
directly with some dummy form (very easy to get text then with OnKeyPress). Another
approach would be to create an extra thread just for handling the keyboard at a high
rate to make sure you catch all the keys. More about this solution can be found in &lt;a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=683173&amp;amp;SiteID=1"&gt;this
post&lt;/a&gt;. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;What about drawing lines, boxes or other simple 2d stuff?&lt;/b&gt;
&lt;p&gt;
Oh no, this is one of the parts that is really annoying and this does require some
rethinking because all this kind of rendering was done with help of the fixed function
pipeline (hello DirectX 7), which is no longer supported in XNA. It was never easy
in DirectX to draw lines or filled boxes, you had to create your own vertex buffer
or just draw some primitives and set all kinds of renderstages, but with XNA this
gets even more complicated. Better not tell anyone how simple this is in OpenGL (glLine
anyone ^^). 
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt; So how can we draw some lines in 3d?&lt;/b&gt; 
&lt;/p&gt;
&lt;p&gt;
Again: It is very important to know that you have to do EVERYTHING with shaders! The
Sprite classes are just some helpers, but for 3d you need shaders, nothing else will
work! I say this that often because many people in the XNA Forum already having problems
rendering data and do not understand that if you don't have a shader around your rendering
code, nothing will happen! Additionally you have to make sure you pass all the required
data to your shader, there is a lot more work involved that just rendering some primitives
in DirectX using the fixed function pipeline.
&lt;/p&gt;
&lt;p&gt;
I will try to keep this as short as possible, but you will see this is quite a lot
of code for just rendering a single line. Here we go. We start with the variables
we need (add to your Game class):
&lt;/p&gt;
&lt;p&gt;
&lt;code&gt;&lt;font color="#0000ff"&gt; Matrix Projection = Matrix.Identity,&lt;br&gt;
View = Matrix.Identity;&lt;br&gt;
Vector3 pos1 = new Vector3(0, 0, 0),&lt;br&gt;
pos2 = new Vector3(100, 100, 100);&lt;br&gt;
VertexPositionColor[] lineVertices =&lt;br&gt;
new VertexPositionColor[2];&lt;br&gt;
lineVertices[0] = new VertexPositionColor(pos1, Color.Red);&lt;br&gt;
lineVertices[1] = new VertexPositionColor(pos2, Color.Yellow);&lt;br&gt;
&lt;br&gt;
Effect effect = null;&lt;br&gt;
EffectParameter worldViewProj = null;&lt;/font&gt; 
&lt;br&gt;
&lt;/code&gt; 
&lt;/p&gt;
&lt;p&gt;
We will use the Projection and View to calculate the worldViewProj matrix for our
shader to convert the 3d coordinates to 2d (yep, I told you, we have to do everything
ourself). If you want some camera control, always update the View matrix, which again
you have to manage yourself (hello XNA team, some help with this basic stuff plz).
Ok, lets continue before I explode, here is the initialization code (copy to your
Game constructor):
&lt;/p&gt;
&lt;p&gt;
&lt;code&gt;&lt;font color="#0000ff"&gt; float aspectRatio = (float)TestGame.Width / (float)TestGame.Height;&lt;br&gt;
Projection = Matrix.CreatePerspectiveFieldOfView(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; (float)Math.PI / 2, aspectRatio, 0.1f, 1000.0f);&lt;br&gt;
View = Matrix.CreateLookAt(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; new Vector3(0, 0, -50), Vector3.Zero, Vector3.Up);&lt;br&gt;
&lt;br&gt;
CompiledEffect compiledEffect = Effect.CompileEffectFromFile(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; "Shaders\\LineRendering.fx", null, null, CompilerOptions.None,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; TargetPlatform.Windows);&lt;br&gt;
effect = new Effect(TestGame.Device,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; compiledEffect.GetShaderCode(), CompilerOptions.None, null);&lt;br&gt;
&lt;br&gt;
worldViewProj = effect.Parameters["worldViewProj"];&lt;/font&gt; 
&lt;br&gt;
&lt;/code&gt; 
&lt;/p&gt;
&lt;p&gt;
Ok, what happens here? First of all we calculate our aspect ratio, nothing special.
Then we have to calculate our projection and view matrices (please read the DirectX
documentation if you have no idea what I'm talking about). Basically we have a field
of view of 90 degrees (PI/2), we use our aspect ratio and we have a view range from
0.1 (near) to 1000.0 units (far). Then we create our camera at the position (0, 0,
-50) looking at the center of our scene.
&lt;/p&gt;
&lt;p&gt;
Next we have to load our shader effect file. Yes, I told you about that earlier, we
need a freaking shader to draw our simple line. We will get into that in a little
bit, but ALWAYS make sure the .fx file is correct (test with FX Composer first). If
the .fx file contains compiler errors you get unfunny NullReferenceExceptions, which
won't help you (see below). Finally we are getting the worldViewProj parameter. This
is the only line of this whole line code I really appreciate. Getting shader parameters
is now a lot easier and cleaner, good work here! Also working with shaders is very
easy now. 
&lt;/p&gt;
&lt;p&gt;
Time to continue with our code, we need the rendering code (add to Draw()) now:
&lt;/p&gt;
&lt;p&gt;
&lt;code&gt;&lt;font color="#0000ff"&gt;&lt;font color="#008000"&gt; // Start line shader&lt;/font&gt;
&lt;br&gt;
effect.Begin(EffectStateOptions.Default);&lt;br&gt;
effect.Techniques[0].Passes[0].Begin();&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt; // Render line&lt;/font&gt;
&lt;br&gt;
worldViewProj.SetValue(View * Projection);&lt;br&gt;
TestGame.device.VertexDeclaration = new VertexDeclaration(&lt;br&gt;
TestGame.device, VertexPositionColor.VertexElements);&lt;br&gt;
&lt;br&gt;
TestGame.device.DrawUserPrimitives&lt;/font&gt; 
&lt;vertexpositioncolor&gt;
&lt;font color="#0000ff"&gt;(&lt;br&gt;
PrimitiveType.LineList, 1, lineVertices);&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt; // End shader&lt;/font&gt;
&lt;br&gt;
effect.Techniques[0].Passes[0].End();&lt;br&gt;
effect.End();&lt;/font&gt; 
&lt;br&gt;
&lt;/vertexpositioncolor&gt;
&lt;/code&gt; 
&lt;/p&gt;
&lt;p&gt;
This code is pretty straight forward. We start our shader and select the first technique
(the only one we got). Then we calculate our worldViewProj matrix from the View and
Projection matrices we calculated in the constructor. After setting the VertexDeclaration
we can draw our primitives, which are lines in our case. Just one to be more specific.
Adding more lines is quite easy at this point. Finally we have to close the rendering
pass (we just got 1 pass, else we would have to make a foreach loop around this code)
and we also close the shader. 
&lt;/p&gt;
&lt;p&gt;
So far so good, but how does the rendering now happen? 100% in the shader, the code
we just wrote will do nothing more than calling the shader with the data we set, the
line point positions and colors. So lets take a look at the shader, which does all
the rendering. The shader itself is quite simple: 
&lt;/p&gt;
&lt;p&gt;
&lt;code&gt;&lt;font color="#008000"&gt; // File: LineRendering.fx, Author: Abi&lt;br&gt;
// Code lines: 52, Size of file: 1,18 KB&lt;br&gt;
// Creation date: 31.08.2006 05:36&lt;br&gt;
// Last modified: 31.08.2006 06:44&lt;br&gt;
// Generated with Commenter by abi.exDream.com&lt;br&gt;
// Note: To test this use FX Composer from NVIDIA!&lt;/font&gt;
&lt;br&gt;
&lt;br&gt;
&lt;font color="#0000ff"&gt; string description = "Line rendering helper shader for XNA";&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt; // Default variables, supported by the engine&lt;/font&gt;
&lt;br&gt;
float4x4 worldViewProj : WorldViewProjection;&lt;br&gt;
&lt;br&gt;
struct VertexInput&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; float3 pos : POSITION;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; float4 color : COLOR;&lt;br&gt;
};&lt;br&gt;
&lt;br&gt;
struct VertexOutput 
&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; float4 pos : POSITION;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; float4 color : COLOR;&lt;br&gt;
};&lt;br&gt;
&lt;br&gt;
VertexOutput LineRenderingVS(VertexInput In)&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; VertexOutput Out;&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; // Transform position&lt;/font&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Out.pos = mul(float4(In.pos, 1), worldViewProj);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Out.color = In.color;&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; // And pass everything to the pixel shader&lt;/font&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; return Out;&lt;br&gt;
} &lt;font color="#008000"&gt;// LineRenderingVS(VertexInput In)&lt;/font&gt;
&lt;br&gt;
&lt;br&gt;
float4 LineRenderingPS(VertexOutput In) : Color&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; return In.color;&lt;br&gt;
} &lt;font color="#008000"&gt;// LineRenderingPS(VertexOutput In)&lt;/font&gt;
&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt; // Techniques&lt;/font&gt;
&lt;br&gt;
technique LineRendering&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; pass Pass0&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; VertexShader = compile vs_1_1 LineRenderingVS();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; PixelShader = compile ps_1_1 LineRenderingPS();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; } &lt;font color="#008000"&gt;// Pass0&lt;/font&gt;
&lt;br&gt;
} &lt;font color="#008000"&gt;// LineRendering&lt;/font&gt;&lt;/font&gt;&lt;font color="#008000"&gt; &lt;/font&gt; 
&lt;br&gt;
&lt;/code&gt; 
&lt;/p&gt;
&lt;p&gt;
And thats it. As you can see we just take the input position, transform it and then
output the color we interpolated through the vertex shader. The pixel shader has just
to output the color. Working with other primitive types can be done in a similar way,
so I hope this code helps. 
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;And what about 2d lines?&lt;/b&gt;
&lt;/p&gt;
&lt;p&gt;
2D lines can be done quite similary. In DirectX you would never think about rendering
2D lines with shaders, when it is so much easier with the fixed function pipeline.
But this is not possible in XNA, so we have to use shaders again. Lets go quickly
through the code that is required:
&lt;/p&gt;
&lt;p&gt;
&lt;code&gt;&lt;font color="#0000ff"&gt; Matrix Projection = Matrix.Identity,&lt;br&gt;
View = Matrix.Identity;&lt;br&gt;
Point pos1 = new Point(0, 0),&lt;br&gt;
pos2 = new Point(500, 250);&lt;br&gt;
VertexPositionColor[] lineVertices =&lt;br&gt;
new VertexPositionColor[2];&lt;br&gt;
Effect effect = null;&lt;br&gt;
EffectParameter worldViewProj = null;&lt;/font&gt;
&lt;br&gt;
&lt;/code&gt; 
&lt;/p&gt;
&lt;p&gt;
Very similar to what we had above, only our positions are now Points and not Vector3.
Also note we don't calculate the lineVertices here because the data is resolution
dependant and we have to grab the resolution from the graphics object first. Lets
take a look at the initialization code:
&lt;/p&gt;
&lt;p&gt;
&lt;code&gt;&lt;font color="#0000ff"&gt; float aspectRatio = (float)TestGame.Width / (float)TestGame.Height;&lt;br&gt;
Projection = Matrix.CreatePerspectiveFieldOfView(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; (float)Math.PI / 2, aspectRatio, 0.1f, 1000.0f);&lt;br&gt;
View = Matrix.CreateLookAt(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; new Vector3(0, 0, -50), Vector3.Zero, Vector3.Up);&lt;br&gt;
&lt;br&gt;
lineVertices[0] = new VertexPositionColor(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; new Vector3(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; -1.0f + 2.0f * pos1.X / TestGame.Width,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; -(-1.0f + 2.0f * pos1.Y / TestGame.Height), 0), Color.Red);&lt;br&gt;
lineVertices[1] = new VertexPositionColor(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; new Vector3(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; -1.0f + 2.0f * pos2.X / TestGame.Width,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; -(-1.0f + 2.0f * pos2.Y / TestGame.Height), 0), Color.Green);&lt;br&gt;
&lt;br&gt;
CompiledEffect compiledEffect = Effect.CompileEffectFromFile(&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; "Shaders\\LineRendering2D.fx", null, null, CompilerOptions.None,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; TargetPlatform.Windows);&lt;br&gt;
effect = new Effect(TestGame.Device,&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; compiledEffect.GetShaderCode(), CompilerOptions.None, null);&lt;br&gt;
&lt;br&gt;
worldViewProj = effect.Parameters["worldViewProj"];&lt;/font&gt; 
&lt;br&gt;
&lt;/code&gt; 
&lt;/p&gt;
&lt;p&gt;
This looks slightly more complex. The reason for that is the conversation from pixel
coordinates to screen space, which goes from -1 to +1 and has y inverted. We could
also do this calculation in the vertex shader, but I like C# more ^^ Please also note
that we don't need the z coordinate, but it is way easier to just use the VertexPositionColor
struct instead of creating our own struct. Lets continue with the rendering.
&lt;/p&gt;
&lt;p&gt;
&lt;code&gt;&lt;font color="#0000ff"&gt;&lt;font color="#008000"&gt; // Start line shader&lt;/font&gt;
&lt;br&gt;
effect.Begin(EffectStateOptions.Default);&lt;br&gt;
effect.Techniques[0].Passes[0].Begin();&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt; // Render line&lt;/font&gt;
&lt;br&gt;
worldViewProj.SetValue(View * Projection);&lt;br&gt;
TestGame.device.VertexDeclaration = new VertexDeclaration(&lt;br&gt;
TestGame.device, VertexPositionColor.VertexElements);&lt;br&gt;
&lt;br&gt;
TestGame.device.DrawUserPrimitives&lt;/font&gt; 
&lt;vertexpositioncolor&gt;
&lt;font color="#0000ff"&gt;(&lt;br&gt;
PrimitiveType.LineList, 1, lineVertices);&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt; // End shader&lt;/font&gt;
&lt;br&gt;
effect.Techniques[0].Passes[0].End();&lt;br&gt;
effect.End();&lt;/font&gt; 
&lt;br&gt;
&lt;/vertexpositioncolor&gt;
&lt;/code&gt; 
&lt;/p&gt;
&lt;p&gt;
Nothing changed here, nothing we have to discuss. Everything works just the same.
lets take a look at the shader!
&lt;/p&gt;
&lt;p&gt;
&lt;code&gt;&lt;font color="#008000"&gt; // File: LineRendering2D.fx, Author: Abi&lt;br&gt;
// Code lines: 52, Size of file: 1,18 KB&lt;br&gt;
// Creation date: 31.08.2006 05:36&lt;br&gt;
// Last modified: 31.08.2006 06:55&lt;br&gt;
// Generated with Commenter by abi.exDream.com&lt;br&gt;
// Note: To test this use FX Composer from NVIDIA!&lt;/font&gt;
&lt;br&gt;
&lt;br&gt;
string description = "Line rendering in 2D space shader for XNA";&lt;br&gt;
&lt;font color="#008000"&gt;
&lt;br&gt;
// Default variables, supported by the engine&lt;/font&gt;
&lt;br&gt;
float4x4 worldViewProj : WorldViewProjection;&lt;br&gt;
&lt;br&gt;
struct VertexInput&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; float3 pos : POSITION;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; float4 color : COLOR;&lt;br&gt;
};&lt;br&gt;
&lt;br&gt;
struct VertexOutput 
&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; float4 pos : POSITION;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; float4 color : COLOR;&lt;br&gt;
};&lt;br&gt;
&lt;br&gt;
VertexOutput LineRendering2DVS(VertexInput In)&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; VertexOutput Out;&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; // Transform position&lt;/font&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Out.pos = float4(In.pos, 1);&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; Out.color = In.color;&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp; // And pass everything to the pixel shader&lt;/font&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; return Out;&lt;br&gt;
} // LineRendering2DVS(VertexInput In)&lt;br&gt;
&lt;br&gt;
float4 LineRendering2DPS(VertexOutput In) : Color&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; return In.color;&lt;br&gt;
} &lt;font color="#008000"&gt;// LineRendering2DPS(VertexOutput In)&lt;/font&gt;
&lt;br&gt;
&lt;br&gt;
&lt;font color="#008000"&gt; // Techniques&lt;/font&gt;
&lt;br&gt;
technique LineRendering2D&lt;br&gt;
{&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; pass Pass0&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; VertexShader = compile vs_1_1 LineRendering2DVS();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;&amp;nbsp;&amp;nbsp; PixelShader = compile ps_1_1 LineRendering2DPS();&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; } &lt;font color="#008000"&gt;// Pass0&lt;/font&gt;
&lt;br&gt;
} &lt;font color="#008000"&gt;// LineRendering2D&lt;/font&gt;
&lt;br&gt;
&lt;/code&gt; 
&lt;/p&gt;
&lt;p&gt;
Not much changed here either. Only the vertex shader is changed, we don't have to
use our worldViewProj matrix anymore. We are just copying the data over to the pixel
shader for rendering the screen stuff directly.
&lt;/p&gt;
&lt;p&gt;
Thats it for rendering 2D data. I guess most 2D stuff will be covered by the Sprite
class, but if you need some custom 2d stuff (lines, boxes, etc.) this code should
help you out. Have fun writing more complex stuff. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Ok, if the line stuff is that hard, lets do some simple mesh rendering, right?&lt;/b&gt;
&lt;p&gt;
Wrong again. While this was planed for the XNA Beta release, it didn't make it into
the beta and you have to do your own mesh loading, handling and rendering. In the
SpaceWar Starter Kit game you can find some code to load swm model files (wtf is this
format?), but you can't render .x or .fbx files that easily yet. In the future no
problem, but right know you are f .. erm, not able to ^^. When I got some code for
mesh loading and rendering, I will show it :-) 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Content Management, what about that?&lt;/b&gt;
&lt;p&gt;
Well, its quite cool to just drop your content files into your project and then you
can directly access them in your code. But since this feature is not supported yet,
there is no point discussing it ... If you want to read stuff anyway, check this blog
posts about the content pipeline out: &lt;a href="http://blogs.msdn.com/xna/archive/2006/08/29/730168.aspx"&gt;http://blogs.msdn.com/xna/archive/2006/08/29/730168.aspx&lt;/a&gt; and &lt;a href="http://blogs.msdn.com/shawnhar/archive/2006/08/26/725954.aspx"&gt;http://blogs.msdn.com/shawnhar/archive/2006/08/26/725954.aspx&lt;/a&gt;. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Why are there so few help topics in the most important namespace Microsoft.XNA.Graphics,
especially for 3d rendering?&lt;/b&gt;
&lt;p&gt;
Well, since most of the line rendering, mesh or even the content pipeline is not supported,
it is no wonder some important topics are missing. The help basically just tells you
how to create a textured cube yet, nothing else. But this is also an early beta release,
expect more help topics in the future. The many new XNA pages that are created these
days (like 10 new ones each day ^^) will also provide a lot of resources. I bet XNA
will have a really big community after a while. XNA has already interessted a lot
of people about this new technology.
&lt;/p&gt;
&lt;p&gt;
Please also try to use the &lt;a href="http://msdn.microsoft.com/directx/"&gt;DirectX documentation&lt;/a&gt; as
backup help in case you need more tutorials, samples and documentation.
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Shaders?&lt;/b&gt;
&lt;p&gt;
Yap, everything except Sprites has to be done with shaders. I guess this will be reason
enough for most XNA games to never have any 3d content. Working with sprites is quite
easy, but having to write custom shader code, declaring vertex types and having crazy
random exceptions is nothing easy.
&lt;/p&gt;
&lt;p&gt;
For example if your shader fails to compile you get just a &lt;b&gt;System.NullReferenceException:
Object reference not set to an instance of an object.&lt;/b&gt; There is no explanation
what did went wrong, which is pretty bad IMO. Shaders are really a pain in the ass
because they are not managed in any way. Its just some script that gets compiled for
the GPU and if anything went wrong you can hope your tools tell you exactly what to
do. MDX did already suck in this regard, but from my quick early preview XNA is way
worse. I really hope this part gets improved. What does nice and clean sprite, sound
and controller programming help me if the 3d code is ugly as hell and as hard to write
as c++ minus the debugging benefits from DirectX.
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;Debugging DirectX?&lt;/b&gt; Yes, lets do that. First you need VS 2005 (see below how
to get that to work with XNA). Now activate unmanaged Debugging and make sure DirectX
is running in Debug mode (either go to your control panel and open up DirectX or use
Start-&amp;gt;Programs-&amp;gt;DirectX-&amp;gt;Utilities-&amp;gt;Control Panel (which is the only
available choice on x64 bit), now select debug mode and also set the Managed DirectX
dlls to debug for better debugging support. Now when crazy NullReferenceExceptions
happen and you are lucky you might see some helpful explanation.
&lt;/p&gt;
&lt;p&gt;
Scroll above to see some simple shaders for the line rendering stuff. There is also
another shader example in the documentation, work with that code and change it with
help of tools like &lt;a href="http://developer.nvidia.com/object/fx_composer_home.html"&gt;FX
Composer&lt;/a&gt; to find out about compiling errors beforehand. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Do I have to dispose textures, models, etc. like in MDX?&lt;/b&gt;
&lt;p&gt;
Not really. I didn't notice any problems yet. I guess XNA has some mechanisms to collect
all resources when disposing itself (game component and device). As you can see in
the SpaceWar Starter Kit they didn't had to implement any disposing for their MeshCache
or TextureCache lists in SpacewarGame.cs.
&lt;/p&gt;
&lt;p&gt;
This is quite cool IMO, it makes coding even easier than it was in MDX. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Why does my game crash with a NullReferenceException when I drag it over to another
screen when using SpriteBatches?&lt;/b&gt;
&lt;p&gt;
I guess this is some bug in the SpriteBatch class, which does not handle the device
lost event correctly or something. It always crashes in the Begin() method when dragging
the window out of my first screen. Since the SpriteBatch class does not have any events
other than disposing, the best and simplest solution is just to add a event handler
for the OnCreateDevice event and put your SpriteBatch creation code there too. This
way it gets re-created when you need it. Would be nice if you didn't have to do this
yourself ... XNA team reading this? Who knows ^^ 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Occlusion quering for example for lens flare effects?&lt;/b&gt;
&lt;p&gt;
Not supported, check out &lt;a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=683808&amp;amp;SiteID=1"&gt;this
post&lt;/a&gt;. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;What about Physics, AI, Collision, Particles, etc.?&lt;/b&gt;
&lt;p&gt;
Not supported right now, check out &lt;a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=684033&amp;amp;SiteID=1"&gt;this
post&lt;/a&gt;. Since XNA is mainly a graphic engine with sound and controller support,
it is not very likely you get advanced engine features soon. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;How to get XNA working in VS 2005 (with all the plugins you might have, which do
not work in Express)?&lt;/b&gt;
&lt;p&gt;
Thats not supported or even possible out of the box! Read more about this &lt;a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=683964&amp;amp;SiteID=1&amp;amp;mode=1"&gt;here
(Forum)&lt;/a&gt; and in the &lt;a href="http://msdn.microsoft.com/directx/xna/faq/"&gt;FAQ&lt;/a&gt;.
&lt;/p&gt;
&lt;p&gt;
But since I'm such a clever guy I modified the XNA templates quite a bit and added
support opening the project in VS 2005. &lt;a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=8962e9a7-3185-438d-882a-e8e919771dc2"&gt;Read
the full story here&lt;/a&gt;. Basically just download this: &lt;a href="%3Ca%20href=" http://exdream.no-ip.info/blog/xna64bitsupport.zip=""&gt;Xna64BitSupport.zip
(14 KB)&lt;/a&gt; and extract it to:&lt;br&gt;
&lt;font color="#808080"&gt; C:\Program Files\Microsoft Visual Studio 8\Common7\IDE\VCSExpress\&lt;/font&gt;
&lt;br&gt;
Now you can open your created XNA Game Studio Express projects in VS 2005 and continue
working on them there. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Unit Testing in XNA?&lt;/b&gt;
&lt;p&gt;
Quite simple, just add NUnit.Framework.dll, which is fully managed and should even
work on the XBox360 (not that you need unit testing there). If you use VS Express, &lt;a href="http://www.testdriven.net/"&gt;TestDriven.NET&lt;/a&gt; will
not work (unless you have a version from last year, which still supported it). If
you use VS 2005 use &lt;a href="http://www.testdriven.net/"&gt;TestDriven.NET&lt;/a&gt; or &lt;a href="http://www.mailframe.net/products/testrunner.htm"&gt;TestRunner&lt;/a&gt; (tested
it few weeks ago, very nice, but does not support static unit tests, big nono for
me).
&lt;/p&gt;
&lt;p&gt;
I also suggest using a TestGame class and do many static unit tests to play around
with XNA (I already wrote 5 static unit tests today). Thats much faster than to create
a new project everytime. And each test looks much easier and shorter than a complete
new project. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Performance of XNA compared to MDX or native DirectX.&lt;/b&gt;
&lt;p&gt;
I couldn't detect any performance penalities yet, someone in the XNA forums had some
problems archiving 800 fps when using bitmap fonts, dunno what that was about. But
it is very hard to say how XNA performs in relation to MDX because there is not much
code or games we can compare yet.
&lt;/p&gt;
&lt;p&gt;
But in my opinion it does not even matter, the XBox360 is fast enough even if you
write really shitty code and the windows platform is also quite fast with all this
dual core around. For most simpler or casual games this will never matter much. However
I do strongly believe that XNA will perform on the same level as MDX and DirectX. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;But I want to play my XNA game on my XBox 360?&lt;/b&gt;
&lt;p&gt;
Me too, but we have to wait for the next drop of XNA ^^ Not supported yet. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;What about Rocket Commander for the XBox 360?&lt;/b&gt;
&lt;p&gt;
Well, I thought about that, but since many of the classes used in Rocket Commander
are not supported yet in XNA and the actual XBox360 execution is not yet possible,
why even bother? As soon as XBox360 XNA'ing is possible, I will consider a Rocket
Commander port again. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Btw: Why is the SpaceWar Starter Kit so big (155 MB uncompressed)?&lt;/b&gt; There is
not even music in it.&lt;p&gt;
Most textures are uncompressed as .tga files, not good ... Rocket Commander has more
graphics, music and I guess more sound files too, but is less than 10 MB. 
&lt;/p&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;b&gt;Need more help?&lt;/b&gt; Then ask in the &lt;a href="http://forums.microsoft.com/MSDN/ShowForum.aspx?ForumID=846&amp;amp;SiteID=1"&gt;XNA
Forums&lt;/a&gt; and not here, I got stuff to do :D 
&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
Hope this helps. I will post more about XNA Trick &amp;amp; Tips soon ;-) 
&lt;p&gt;
Yes, I'm writing a XNA game too. It will even be a Starter Kit for the next XNA Game
Studio Release, more about that next week, I will post weekly screenshots like in
the Rocket Commander Development time.
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=44339eda-86da-4a2d-ae94-9387aad9c178" /&gt;</description>
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      <body xmlns="http://www.w3.org/1999/xhtml">
        <img src="http://msdn.microsoft.com/directx/art/Hero/XNA_Hero_Banner.jpg" />
        <br />
        <br />
Microsoft has released their XNA Framework and the XNA Game Studio Express (which
is based on Visual Studio C# Express). You can now start developing your own games
using the XNA Framework.<br /><br />
The download includes some documentation (not much on 3d graphics I have to say) and
a pretty cool and interessting Starter Kit "SpaceWar", which is an Asteroids clone
with both retro and modern graphics. More content, more help and more starter kits
will come in the future.<br /><br />
Sadly there is no direct XBox360 support yet, so you cannot plugin your XBox360 and
play your XNA games right now. As stated in the <a href="http://msdn.microsoft.com/directx/xna/faq/">XNA
FAQ</a> this will be possible in the near future (next drop in a few months maybe).<br /><br />
Anyways, download the XNA Game Studio out and check it out:<br /><a href="http://msdn.microsoft.com/directx/xna/gse/">http://msdn.microsoft.com/directx/xna/gse/</a><br /><br />
There are many questions in the XNA Boards, a lot of stuff to read ^^ If you are searching
for some early XNA Tutorials, Samples and Blog, check out the links in this thread:<br /><a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=682393&amp;SiteID=1">http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=682393&amp;SiteID=1</a><br /><br />
Great stuff ahead, but be aware, this is still beta and might not be complete enough
for every need. I guess some of the helper classes and 3d graphic classes will be
extended and there will be much more help available in the future :-)<br /><br />
I will also blog alot about XNA in the near future, but first of all I need to do
more XNA coding and find stuff out.<br /><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=b3da75a1-7f20-483d-9057-6fc91aa89f41" /></body>
      <title>XNA Game Studio Express Beta1 Released</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,b3da75a1-7f20-483d-9057-6fc91aa89f41.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/08/30/XNAGameStudioExpressBeta1Released.aspx</link>
      <pubDate>Wed, 30 Aug 2006 18:18:45 GMT</pubDate>
      <description>&lt;img src="http://msdn.microsoft.com/directx/art/Hero/XNA_Hero_Banner.jpg"&gt;
&lt;br&gt;
&lt;br&gt;
Microsoft has released their XNA Framework and the XNA Game Studio Express (which
is based on Visual Studio C# Express). You can now start developing your own games
using the XNA Framework.&lt;br&gt;
&lt;br&gt;
The download includes some documentation (not much on 3d graphics I have to say) and
a pretty cool and interessting Starter Kit "SpaceWar", which is an Asteroids clone
with both retro and modern graphics. More content, more help and more starter kits
will come in the future.&lt;br&gt;
&lt;br&gt;
Sadly there is no direct XBox360 support yet, so you cannot plugin your XBox360 and
play your XNA games right now. As stated in the &lt;a href="http://msdn.microsoft.com/directx/xna/faq/"&gt;XNA
FAQ&lt;/a&gt; this will be possible in the near future (next drop in a few months maybe).&lt;br&gt;
&lt;br&gt;
Anyways, download the XNA Game Studio out and check it out:&lt;br&gt;
&lt;a href="http://msdn.microsoft.com/directx/xna/gse/"&gt;http://msdn.microsoft.com/directx/xna/gse/&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
There are many questions in the XNA Boards, a lot of stuff to read ^^ If you are searching
for some early XNA Tutorials, Samples and Blog, check out the links in this thread:&lt;br&gt;
&lt;a href="http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=682393&amp;amp;SiteID=1"&gt;http://forums.microsoft.com/MSDN/ShowPost.aspx?PostID=682393&amp;amp;SiteID=1&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
Great stuff ahead, but be aware, this is still beta and might not be complete enough
for every need. I guess some of the helper classes and 3d graphic classes will be
extended and there will be much more help available in the future :-)&lt;br&gt;
&lt;br&gt;
I will also blog alot about XNA in the near future, but first of all I need to do
more XNA coding and find stuff out.&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=b3da75a1-7f20-483d-9057-6fc91aa89f41" /&gt;</description>
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      <category>All;Game Development;Other;Programming;Reviews;XNA</category>
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      <slash:comments>5</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">As some of you might know I am a Windows
XP x64 User for a while now. x64 Bit works great and most issues could be resolved
one way or another. As I wrote in my <a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=990a1524-93cb-42bc-b3a9-5106e368cf3e">Windows
x64 post a few weeks back</a> it is very important to make sure Managed DirectX uses
always x86 (32 bit) as the target platform. x64 is NOT supported and "Any CPU" will
work on 32 bit because it will use x86 automatically, but on x64 bit platforms, x64
will be choosed. Since calling 32 bit dlls (which all Managed DirectX dlls are) is
not possible from x64, you have to have your whole app in 32 bit mode!<br /><br />
Same thing for XNA, which uses 32 bit and the release coming out in a few days will
also support only x86 (32 bit). Since <b>XNA Game Studio Express</b> is based on <b>Visual
C# Express</b>, which does not support switching from Any CPU to x86, it is NOT possible
to run any XNA game or XNA code out of the box. While <b>Visual Studio 2005</b> allows
us to switch from Any CPU to x86, we cannot use the templates or even open the XNA
projects (you get a error message like "this project type is not supported").<br /><br />
There is a simple trick, which also works for Visual C# Express, if you want to support
x64 platforms too (no matter which platform you use yourself):<br /><br />
Add the following line into each PropertyGroup item of your csproj file in a text
editor:<br /><br /><font color="#0000ff"><b>  &lt;PlatformTarget&gt;x86&lt;/PlatformTarget&gt;</b></font><br /><br />
Or if you just want to copy the full PropertyGroups for the default Debug and Release
configurations, copy this into your csproj file and overwrite the old Debug and Release
PropertyGroups items.<br /><font color="#0000ff"><br />
 &lt;PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU'
"&gt;<br />
    &lt;DebugSymbols&gt;true&lt;/DebugSymbols&gt;<br />
    &lt;DebugType&gt;full&lt;/DebugType&gt;<br />
    &lt;Optimize&gt;false&lt;/Optimize&gt;<br />
    &lt;OutputPath&gt;bin\Debug\&lt;/OutputPath&gt;<br />
    &lt;DefineConstants&gt;DEBUG;TRACE&lt;/DefineConstants&gt;<br />
    &lt;ErrorReport&gt;prompt&lt;/ErrorReport&gt;<br />
    &lt;WarningLevel&gt;4&lt;/WarningLevel&gt;<br />
    &lt;NoStdLib&gt;true&lt;/NoStdLib&gt;<br />
    &lt;UseVSHostingProcess&gt;false&lt;/UseVSHostingProcess&gt;<br />
    &lt;PlatformTarget&gt;x86&lt;/PlatformTarget&gt;<br />
  &lt;/PropertyGroup&gt;<br />
  &lt;PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU'
"&gt;<br />
    &lt;DebugType&gt;pdbonly&lt;/DebugType&gt;<br />
    &lt;Optimize&gt;true&lt;/Optimize&gt;<br />
    &lt;OutputPath&gt;bin\Release\&lt;/OutputPath&gt;<br />
    &lt;DefineConstants&gt;TRACE&lt;/DefineConstants&gt;<br />
    &lt;ErrorReport&gt;prompt&lt;/ErrorReport&gt;<br />
    &lt;WarningLevel&gt;4&lt;/WarningLevel&gt;<br />
    &lt;NoStdLib&gt;true&lt;/NoStdLib&gt;<br />
    &lt;UseVSHostingProcess&gt;false&lt;/UseVSHostingProcess&gt;<br />
    &lt;PlatformTarget&gt;x86&lt;/PlatformTarget&gt;<br />
  &lt;/PropertyGroup&gt;<br /><br /><font color="#000000">Now XNA runs fine on x64 bit. Happy developing (ok, you have
to wait till the 30. august, haha).<br /><br /><b>Update: </b>An even better solution might be to directly change the template files
located at<br />
C:\Program Files (x86)\Microsoft Visual Studio 8\Common7\IDE\VCSExpress\ProjectTemplates\1033\<br />
There you can find the Xna templates as zip files. Just extract them, edit the .csproj
files and save it as a .zip file again. I can provide you with the updated .zip files
as soon as XNA is released (in case this doesn't get implemented anyways).<br />
Also make sure to update the cache for these files at (just extract the .zip files
there):<br />
C:\Program Files (x86)\Microsoft Visual Studio 8\Common7\IDE\VCSExpress\ProjectTemplatesCache\1033\<br /><br /><b>Update 2006-08-30</b>: Download <a href="Xna64BitSupport.zip">this file (Xna64BitSupport.zip
14 KB)</a></font></font><font color="#0000ff"><font color="#000000"></font></font><font color="#0000ff"><font color="#000000">and
extract it to:<br />
C:\Program Files (x86)\Microsoft Visual Studio 8\Common7\IDE\VCSExpress\<br />
Thats all. This will replace your XNA Game and XNA Library template .zip and cache
files.<br /></font></font><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=8962e9a7-3185-438d-882a-e8e919771dc2" /></body>
      <title>Getting XNA to work in Windows XP x64</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,8962e9a7-3185-438d-882a-e8e919771dc2.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/08/27/GettingXNAToWorkInWindowsXPX64.aspx</link>
      <pubDate>Sun, 27 Aug 2006 19:19:49 GMT</pubDate>
      <description>As some of you might know I am a Windows XP x64 User for a while now. x64 Bit works great and most issues could be resolved one way or another. As I wrote in my &lt;a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=990a1524-93cb-42bc-b3a9-5106e368cf3e"&gt;Windows
x64 post a few weeks back&lt;/a&gt; it is very important to make sure Managed DirectX uses
always x86 (32 bit) as the target platform. x64 is NOT supported and "Any CPU" will
work on 32 bit because it will use x86 automatically, but on x64 bit platforms, x64
will be choosed. Since calling 32 bit dlls (which all Managed DirectX dlls are) is
not possible from x64, you have to have your whole app in 32 bit mode!&lt;br&gt;
&lt;br&gt;
Same thing for XNA, which uses 32 bit and the release coming out in a few days will
also support only x86 (32 bit). Since &lt;b&gt;XNA Game Studio Express&lt;/b&gt; is based on &lt;b&gt;Visual
C# Express&lt;/b&gt;, which does not support switching from Any CPU to x86, it is NOT possible
to run any XNA game or XNA code out of the box. While &lt;b&gt;Visual Studio 2005&lt;/b&gt; allows
us to switch from Any CPU to x86, we cannot use the templates or even open the XNA
projects (you get a error message like "this project type is not supported").&lt;br&gt;
&lt;br&gt;
There is a simple trick, which also works for Visual C# Express, if you want to support
x64 platforms too (no matter which platform you use yourself):&lt;br&gt;
&lt;br&gt;
Add the following line into each PropertyGroup item of your csproj file in a text
editor:&lt;br&gt;
&lt;br&gt;
&lt;font color="#0000ff"&gt;&lt;b&gt;&amp;nbsp; &amp;lt;PlatformTarget&amp;gt;x86&amp;lt;/PlatformTarget&amp;gt;&lt;/b&gt;&lt;/font&gt;
&lt;br&gt;
&lt;br&gt;
Or if you just want to copy the full PropertyGroups for the default Debug and Release
configurations, copy this into your csproj file and overwrite the old Debug and Release
PropertyGroups items.&lt;br&gt;
&lt;font color="#0000ff"&gt;
&lt;br&gt;
&amp;nbsp;&amp;lt;PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU'
"&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;DebugSymbols&amp;gt;true&amp;lt;/DebugSymbols&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;DebugType&amp;gt;full&amp;lt;/DebugType&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;Optimize&amp;gt;false&amp;lt;/Optimize&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;OutputPath&amp;gt;bin\Debug\&amp;lt;/OutputPath&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;DefineConstants&amp;gt;DEBUG;TRACE&amp;lt;/DefineConstants&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;ErrorReport&amp;gt;prompt&amp;lt;/ErrorReport&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;WarningLevel&amp;gt;4&amp;lt;/WarningLevel&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;NoStdLib&amp;gt;true&amp;lt;/NoStdLib&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;UseVSHostingProcess&amp;gt;false&amp;lt;/UseVSHostingProcess&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;PlatformTarget&amp;gt;x86&amp;lt;/PlatformTarget&amp;gt;&lt;br&gt;
&amp;nbsp; &amp;lt;/PropertyGroup&amp;gt;&lt;br&gt;
&amp;nbsp; &amp;lt;PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU'
"&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;DebugType&amp;gt;pdbonly&amp;lt;/DebugType&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;Optimize&amp;gt;true&amp;lt;/Optimize&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;OutputPath&amp;gt;bin\Release\&amp;lt;/OutputPath&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;DefineConstants&amp;gt;TRACE&amp;lt;/DefineConstants&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;ErrorReport&amp;gt;prompt&amp;lt;/ErrorReport&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;WarningLevel&amp;gt;4&amp;lt;/WarningLevel&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;NoStdLib&amp;gt;true&amp;lt;/NoStdLib&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;UseVSHostingProcess&amp;gt;false&amp;lt;/UseVSHostingProcess&amp;gt;&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;lt;PlatformTarget&amp;gt;x86&amp;lt;/PlatformTarget&amp;gt;&lt;br&gt;
&amp;nbsp; &amp;lt;/PropertyGroup&amp;gt;&lt;br&gt;
&lt;br&gt;
&lt;font color="#000000"&gt;Now XNA runs fine on x64 bit. Happy developing (ok, you have
to wait till the 30. august, haha).&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Update: &lt;/b&gt;An even better solution might be to directly change the template files
located at&lt;br&gt;
C:\Program Files (x86)\Microsoft Visual Studio 8\Common7\IDE\VCSExpress\ProjectTemplates\1033\&lt;br&gt;
There you can find the Xna templates as zip files. Just extract them, edit the .csproj
files and save it as a .zip file again. I can provide you with the updated .zip files
as soon as XNA is released (in case this doesn't get implemented anyways).&lt;br&gt;
Also make sure to update the cache for these files at (just extract the .zip files
there):&lt;br&gt;
C:\Program Files (x86)\Microsoft Visual Studio 8\Common7\IDE\VCSExpress\ProjectTemplatesCache\1033\&lt;br&gt;
&lt;br&gt;
&lt;b&gt;Update 2006-08-30&lt;/b&gt;: Download &lt;a href="Xna64BitSupport.zip"&gt;this file (Xna64BitSupport.zip
14 KB)&lt;/a&gt;&lt;/font&gt;&lt;/font&gt;&lt;font color="#0000ff"&gt;&lt;font color="#000000"&gt; &lt;/font&gt;&lt;/font&gt;&lt;font color="#0000ff"&gt;&lt;font color="#000000"&gt;and
extract it to:&lt;br&gt;
C:\Program Files (x86)\Microsoft Visual Studio 8\Common7\IDE\VCSExpress\&lt;br&gt;
Thats all. This will replace your XNA Game and XNA Library template .zip and cache
files.&lt;br&gt;
&lt;/font&gt;&lt;/font&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=8962e9a7-3185-438d-882a-e8e919771dc2" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,8962e9a7-3185-438d-882a-e8e919771dc2.aspx</comments>
      <category>All;Game Development;Other;Programming</category>
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      <slash:comments>3</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <a href="AppTrafficMonitor.exe">
          <img src="images/AbiTrafficMonitor_small.png" style="margin-left: 10px;" align="right" border="0" />
        </a> Just
a small update on my AbiTrafficMonitor tool, read the original post <a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=6da92878-6809-4ed5-9fd7-88798ea0d04a">here</a>.<br /><br />
New features:<br /><ul><li>
Total traffic ever collected with this tool. Remembers all you traffic you make. I
like this feature :)</li><li>
Added daily traffic, will be counted for the whole day. You can start the tool multiple
times.</li><li>
Support for Windows XP x64 by forcing 32 bit mode, check out my last post.</li><li>
Improved initial windows hiding and the update timer performance.<br /></li></ul><p>
Download link:<br /></p><p><a href="AbiTrafficMonitor.exe">AbiTrafficMonitor.exe v1.4 (192 KB)</a></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=66fb4193-0600-44e3-920b-6364e3091921" /></body>
      <title>AbiTrafficMonitor v1.4 Update</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,66fb4193-0600-44e3-920b-6364e3091921.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/08/19/AbiTrafficMonitorV14Update.aspx</link>
      <pubDate>Sat, 19 Aug 2006 02:31:47 GMT</pubDate>
      <description>&lt;a href="AppTrafficMonitor.exe"&gt;&lt;img src="images/AbiTrafficMonitor_small.png" style="margin-left: 10px;" align="right" border="0"&gt;&lt;/a&gt; Just
a small update on my AbiTrafficMonitor tool, read the original post &lt;a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=6da92878-6809-4ed5-9fd7-88798ea0d04a"&gt;here&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
New features:&lt;br&gt;
&lt;ul&gt;
&lt;li&gt;
Total traffic ever collected with this tool. Remembers all you traffic you make. I
like this feature :)&lt;/li&gt;
&lt;li&gt;
Added daily traffic, will be counted for the whole day. You can start the tool multiple
times.&lt;/li&gt;
&lt;li&gt;
Support for Windows XP x64 by forcing 32 bit mode, check out my last post.&lt;/li&gt;
&lt;li&gt;
Improved initial windows hiding and the update timer performance.&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
Download link:&lt;br&gt;
&lt;/p&gt;
&lt;p&gt;
&lt;a href="AbiTrafficMonitor.exe"&gt;AbiTrafficMonitor.exe v1.4 (192 KB)&lt;/a&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=66fb4193-0600-44e3-920b-6364e3091921" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,66fb4193-0600-44e3-920b-6364e3091921.aspx</comments>
      <category>All;Game Development;Other;Programming</category>
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      <slash:comments>3</slash:comments>
      <body xmlns="http://www.w3.org/1999/xhtml">
        <img src="images/windowsxpx64.jpg" style="margin-left: 10px;" align="right" border="0" /> I
installed Windows XP Professional x64 Bit today and this post is about my experiences
with it. I tried it a year ago, but most drivers were not available for 64 bit back
then. Now most drivers are supported and most programs will work without a problem.
However some drivers and programs will still make trouble. Most of the issues could
be resolved one way or another.<br /><br />
Generally I would say Windows XP x64 works great and is even a little bit faster than
32 bit Windows. 
<p><br /></p><h3><img src="images/GreenSmiley.png" /><sup>No problems</sup></h3>
Had to change my mainboard because my current one went dead yesterday, I could use
the same Windows x64 version without reinstalling, thats nice. Windows 32 bit does
not work anymore (some driver troubles I guess). I also noticed that about Vista,
no more reinstalls required if you change your board and cpu. 
<p>
Games worked great, no problems here. I guess Microsoft plays a lot of games and wants
to make sure all of them work, hehe. Even 15 year old games like <b>Raptor</b> (my
all time shoot'n'up favorite) or <b>Wolfenstein 3D</b> worked without problems. <b>Starcraft</b>, <b>Quake3</b> and
current games worked nice too. <b>Daemon Tools</b> also provides a x64 bit version
for Windows XP x86 for emulating CDs or DVDs. 
</p><p><b> Visual Studio 2005</b>, <b>DirectX SDK</b> and all other development tools like <b>VS
Express</b>, <b>SharpDevelop</b>, <b>CodeRush</b>, <b>Perforce</b>, <b>UltraEdit</b>, <b>PCalc</b>, <b>NSIS</b>,
etc. work great too. For running 32 bit IIS apps you might have to follow <a href="http://www.eggheadcafe.com/articles/20050417.asp">these
instructions</a>. 
</p><p><b> Virtual Server 2005</b> works nicely and you can run virtual x64 and x86 computers,
I guess the performance is also good or even better than before, but maybe my system
is just faster. 
</p><p>
Most normal programs did work too, but since nearly 99% of all programs are still
32 bit, it does not really make sense to have a 64bit platform yet. For browsing <b>IE
64 bit</b> is available and for <b>Firefox</b> (which is 32bit again) there is a 64
bit port called <a href="http://www.mozilla.org/projects/deerpark/">Deer Park</a>,
which works nicely. Both of these browsers are useful if you need more than 2 GB memory
for your crazy browsing. Some programs do provide a x64 bit version, which works just
the same way as the 32 bit version (I guess they did just a recompile with different
compiler settings). I would say more programs and tools will be tested for x64 in
the future, especially for Vista, when more users might choose x64 for their operating
system. 
</p><p><br /></p><h3><img src="images/YellowSmiley.png" /><sup>Programs with problems</sup></h3>
Most .NET 2.0 tools I tested did not work, but all of them could be fixed by changing
the build setting from <b>Any CPU</b> to <b>x86 Platform</b>. While .NET 2.0 has NO
problem running in 32 or 64 bit, it is not that easy in the case you call any external
code (and almost all my tools do that). For example my <a href="AbiTrafficMonitor.exe">AbiTrafficMonitor</a> tool
uses <a href="http://www.tamirgal.com/home/dev.aspx?Item=SharpPcap">SharpPcap</a>,
which again uses wpcap.dll, which is only available as a 32bit dll. By forcing 32
bit to the application everything works great, in 64 bit the dll is not found and
can't be forced. It is not possible to load 32 bit dlls in 64 bit mode, you will get
the following error message when attempting to do that. <b>An attempt was made to
load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)</b><p>
So you have to make sure a 64 bit version of all used dlls exists, else DO NOT use
the <b>Any CPU</b> or <b>x64 Platform</b> settings. so this has to do something with
.NET 2.0 (just some stupid compiler setting, recompile works, but a smarter version
would be cool). 
</p><p>
Here is the <a href="AbiTrafficMonitor.exe">new installer for AbiTrafficMonitor</a>,
which works on Windows XP x64 too (by forcing the x86 mode). It does obviously still
work on a normal 32 bit (x86) windows platform. 
</p><p>
.NET 1.1 games like my <b>Arena Wars</b> game worked too, also .NET 1.1 tools worked
fine. All .NET 1.1 assemblies run automatically as 32bit applications by design. .NET
2.0 runs automatically in 64bit mode on x64 platforms if All CPU is selected. 
</p><p>
However my .NET 2.0 game <a href="http://www.RocketCommander.com">Rocket Commander</a> could
not be started. Actually this is the same problem as above (not allowed to call 32
bit dlls from 64 bit code). .NET 2.0 runs fine in 64 bit mode and DirectX provides
also 64 bit dlls, BUT Managed DirectX does NOT support using 64 bit. There is no version
available to do that right now, neither MDX 1.1 nor MDX 2.0 support x64. So again,
force the platform to be x86 and everything works again. 
</p><p>
I recompiled Rocket Commander and it is available at the default download location: <a href="http://www.RocketCommander.com/download.html">www.RocketCommander.com
download page</a><br />
There were also a couple of discussions about this issue in the Rocket Commander boards. 
</p><p>
Another issue are external tools or helper tools like <a href="http://www.testdriven.net/">TestDriven.NET</a>,
which support x64, but it seems the underlaying <a href="http://www.nunit.org/">NUnit
Framework</a> does work only in 32 bit. Not funny at all if you have a x64 bit app
or just run All CPU on a x64 platform and want to test your code. This issue can be
resolved by testing in 32 bit mode and then later switch to 64 bit if you want a 64
bit version of your app. 
</p><p><b> UltraEdit</b>, <b>WinZip</b> and <b>WinRar</b> work fine, but all of them are
32 bit. So whats the problem? They all provide shell extensions for the Windows Explorer,
which do not work in the 64bit version of the Explorer. There are 2 solutions for
this. 
</p><ul><li>
Start the Windows Explorer 32 bit with the command line. Command:<br /><b>c:\windows\syswow64\explorer.exe /separate</b><br />
This didn't work very well for me, some of the shell commands did not work properly
and it is really annoying to start the windows explorer this way. Often you might
open a folder or jump to a containing folder, then of course the default 64 bit Windows
Explorer is used.<br /><br /></li><li>
Add your own shell commands in the registry. This works great for <b>Open with UltraEdit</b> or <b>Extract
files here</b>, but if you need smarter commands like <b>Extract to 
<name>
subfolder
</name></b> this doesn't help. Anyways, here is the solution. Add this file to your registry
to add the following lines (change them to whatever you need):<br /><br /><font color="#0000ff"> Windows Registry Editor Version 5.00<br /><br />
[HKEY_CLASSES_ROOT\*\shell]<br /><br />
[HKEY_CLASSES_ROOT\*\shell\Extract here]<br />
@="Extract here"<br />
[HKEY_CLASSES_ROOT\*\shell\Extract here\command]<br />
@="C:\\Program Files (x86)\\WinRAR\\winrar x \"%1\"" 
<br /><br />
[HKEY_CLASSES_ROOT\*\shell\Ultra Edit]<br />
@="Open with UltraEdit"<br />
[HKEY_CLASSES_ROOT\*\shell\Ultra Edit\command]<br />
@="c:\\Program Files (x86)\\ULTRAEDIT-32\\uedit32.exe \"%1\""</font></li></ul><p><br /></p><h3><img src="images/OrangeSmiley.png" /><sup>Programs and drivers that do not work</sup></h3>
Some old setups like for the <b>Panorama</b> Wallpaper changer do not at all (wrong
windows version error message), but I managed to install some of the manually (copying
files and setting registry settings). 
<p>
My on board network drivers do not work at all, neither does my old TV card, but I
had many driver problems in Vista Beta 2 x64 too. I found a old 1Gbit network card
that works and I never watch TV anyways. All other drivers (board, gfx, sound, mouse,
keyboard) work just fine.
</p><b>Update 2008-08-19</b>: My onboard sound really sucks and I tried to install my
old PCI Soundcard (XFire 1024), but since the vendor does not provide 64 bit drivers,
there is no way I can use that card. The onboard network adapter (Marvell 88E1111)
also stopped working and does not even show up. Another old VIA VT6120 1gbit card
could be installed, but didn't work either. Maybe I have to try out deactivating the
other cards and then it should work, a 64 bit driver is installed.<br /><p>
Now to my main issue: You cannot use ANY new keyboard layouts at all! I really need
my own AbiKeyboardV9 layout to type efficiently. I tried like 10 different other keyboard
layouts too, all of them can be installed, but as soon as you try to use a new layout
you always get a error message like "Windows could not load the x keyboard layout.".
Not funny at all and I found absolutely NOTHING for either vista or x64 Windows to
fix this problem on the internet. I used the <a href="http://www.microsoft.com/globaldev/tools/msklc.mspx">Microsoft
Keyboard Layout Creator</a>, which works great on Windows XP 32 bit and lower. But
this tool was last updated 2003 and the support for future windows version or x64
is just not-existant. Other tools I tried (keytrans, klm, etc.) suck even more and
usually cost a lot of money, none of them worked on 64 bit or provide any useful features
for me. All of them work only in 32bit. 
</p><p>
More links on that topic (all of them have x64 bit problems and are unresolved)<br /><a href="http://www.planetamd64.com/lofiversion/index.php/t15929.html">http://www.planetamd64.com/lofiversion/index.php/t15929.html</a><br /><a href="http://blogs.msdn.com/michkap/archive/2006/01/26/517728.aspx">http://blogs.msdn.com/michkap/archive/2006/01/26/517728.aspx</a><br /><a href="http://blogs.msdn.com/michkap/archive/2005/10/06/477930.aspx">http://blogs.msdn.com/michkap/archive/2005/10/06/477930.aspx</a></p><p>
I found some information on <a href="http://www.sysinternals.com/blog/2005/05/running-everyday-on-64-bit-windows.html">Marks
Blog from Sysinternals</a> in which he provides a solution to his Cap2Ctrl tool (which
just maps the Caps Lock key to Ctrl). Similar to that I found out which keys have
which codes with help of the <a href="http://download.microsoft.com/download/1/6/1/161ba512-40e2-4cc9-843a-923143f3456c/scancode.doc">scancode.doc</a> doc
from Microsoft for keyboard developers and wrote my own keyboard remapping code. 
</p><p>
While the normal keys worked great and were changed in a couple of minutes all the
special keys are messed up because I had different meanings for pressing shift with
special keys. I found no solution to that so I updated my keyboard layout, there were
some minor changes I wanted to do anyways. This is my new keyboard layout, which now
works on all windows versions (finally I can use Vista too ^^). Some keys are not
optimal, but to support both the german and US keyboards some '/" have to be used
twice (scan code 2B) and some keys like -/_ had to be moved to worse positions (relative
to my old layout, not much of a difference compared on the US layout). This can't
be fixed with scancode remapping. I've used my new layout for a couple of hours now
and it seems fine. The most annoying changes are &lt;&gt;, (), \|- and -_, everything
else stays, but I guess I will manage. 
</p><p>
This is my new Keyboard Layout: 
</p><ul><li>
AbiKeyboardLayout v10<br /><img src="images/abiKeyboardLayoutV10.png" /></li><li>
To install you can use the following file: <a href="abi%20keyboard%20installer.reg">abi
keyboard installer.reg</a></li><li>
And uninstall it again with this file: <a href="abi%20keyboard%20uninstall.reg">abi
keyboard uninstall.reg</a></li><li>
This is the content of <b>abi keyboard installer.reg</b>:<br /><br /><font color="#0000ff"> Windows Registry Editor Version 5.00<br /><br />
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Keyboard Layout]<br />
"Scancode Map"=hex:00,00,00,00, 00,00,00,00, 19,00,00,00, 2A,00,3A,00, 2B,00,0C,00,
0C,00,0D,00, 0D,00,10,00, 19,00,12,00, 15,00,14,00, 10,00,15,00, 22,00,16,00, 20,00,17,00,
21,00,18,00, 25,00,19,00, 28,00,2B,00, 18,00,1F,00, 12,00,20,00, 16,00,21,00, 17,00,22,00,
1F,00,24,00, 14,00,25,00, 31,00,26,00, 26,00,27,00, 27,00,28,00, 0C,00,56,00, 24,00,30,00,
30,00,31,00, 00,00,00,00</font><p>
To understand the scan codes and how this binary code is formated please read this
document: <a href="http://download.microsoft.com/download/1/6/1/161ba512-40e2-4cc9-843a-923143f3456c/scancode.doc">scancode.doc</a>. 
</p></li></ul><p>
So far so good, I will stick with x64 and you guys know now how complicated my computer
is ^^
</p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=990a1524-93cb-42bc-b3a9-5106e368cf3e" /></body>
      <title>Windows XP x64 Experiences</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,990a1524-93cb-42bc-b3a9-5106e368cf3e.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/08/18/WindowsXPX64Experiences.aspx</link>
      <pubDate>Fri, 18 Aug 2006 06:32:56 GMT</pubDate>
      <description>&lt;img src="images/windowsxpx64.jpg" style="margin-left: 10px;" align="right" border="0"&gt; I
installed Windows XP Professional x64 Bit today and this post is about my experiences
with it. I tried it a year ago, but most drivers were not available for 64 bit back
then. Now most drivers are supported and most programs will work without a problem.
However some drivers and programs will still make trouble. Most of the issues could
be resolved one way or another.&lt;br&gt;
&lt;br&gt;
Generally I would say Windows XP x64 works great and is even a little bit faster than
32 bit Windows. 
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;img src="images/GreenSmiley.png"&gt; &lt;sup&gt;No problems&lt;/sup&gt;
&lt;/h3&gt;
Had to change my mainboard because my current one went dead yesterday, I could use
the same Windows x64 version without reinstalling, thats nice. Windows 32 bit does
not work anymore (some driver troubles I guess). I also noticed that about Vista,
no more reinstalls required if you change your board and cpu. 
&lt;p&gt;
Games worked great, no problems here. I guess Microsoft plays a lot of games and wants
to make sure all of them work, hehe. Even 15 year old games like &lt;b&gt;Raptor&lt;/b&gt; (my
all time shoot'n'up favorite) or &lt;b&gt;Wolfenstein 3D&lt;/b&gt; worked without problems. &lt;b&gt;Starcraft&lt;/b&gt;, &lt;b&gt;Quake3&lt;/b&gt; and
current games worked nice too. &lt;b&gt;Daemon Tools&lt;/b&gt; also provides a x64 bit version
for Windows XP x86 for emulating CDs or DVDs. 
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt; Visual Studio 2005&lt;/b&gt;, &lt;b&gt;DirectX SDK&lt;/b&gt; and all other development tools like &lt;b&gt;VS
Express&lt;/b&gt;, &lt;b&gt;SharpDevelop&lt;/b&gt;, &lt;b&gt;CodeRush&lt;/b&gt;, &lt;b&gt;Perforce&lt;/b&gt;, &lt;b&gt;UltraEdit&lt;/b&gt;, &lt;b&gt;PCalc&lt;/b&gt;, &lt;b&gt;NSIS&lt;/b&gt;,
etc. work great too. For running 32 bit IIS apps you might have to follow &lt;a href="http://www.eggheadcafe.com/articles/20050417.asp"&gt;these
instructions&lt;/a&gt;. 
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt; Virtual Server 2005&lt;/b&gt; works nicely and you can run virtual x64 and x86 computers,
I guess the performance is also good or even better than before, but maybe my system
is just faster. 
&lt;/p&gt;
&lt;p&gt;
Most normal programs did work too, but since nearly 99% of all programs are still
32 bit, it does not really make sense to have a 64bit platform yet. For browsing &lt;b&gt;IE
64 bit&lt;/b&gt; is available and for &lt;b&gt;Firefox&lt;/b&gt; (which is 32bit again) there is a 64
bit port called &lt;a href="http://www.mozilla.org/projects/deerpark/"&gt;Deer Park&lt;/a&gt;,
which works nicely. Both of these browsers are useful if you need more than 2 GB memory
for your crazy browsing. Some programs do provide a x64 bit version, which works just
the same way as the 32 bit version (I guess they did just a recompile with different
compiler settings). I would say more programs and tools will be tested for x64 in
the future, especially for Vista, when more users might choose x64 for their operating
system. 
&lt;/p&gt;
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;img src="images/YellowSmiley.png"&gt; &lt;sup&gt;Programs with problems&lt;/sup&gt;
&lt;/h3&gt;
Most .NET 2.0 tools I tested did not work, but all of them could be fixed by changing
the build setting from &lt;b&gt;Any CPU&lt;/b&gt; to &lt;b&gt;x86 Platform&lt;/b&gt;. While .NET 2.0 has NO
problem running in 32 or 64 bit, it is not that easy in the case you call any external
code (and almost all my tools do that). For example my &lt;a href="AbiTrafficMonitor.exe"&gt;AbiTrafficMonitor&lt;/a&gt; tool
uses &lt;a href="http://www.tamirgal.com/home/dev.aspx?Item=SharpPcap"&gt;SharpPcap&lt;/a&gt;,
which again uses wpcap.dll, which is only available as a 32bit dll. By forcing 32
bit to the application everything works great, in 64 bit the dll is not found and
can't be forced. It is not possible to load 32 bit dlls in 64 bit mode, you will get
the following error message when attempting to do that. &lt;b&gt;An attempt was made to
load a program with an incorrect format. (Exception from HRESULT: 0x8007000B)&lt;/b&gt; 
&lt;p&gt;
So you have to make sure a 64 bit version of all used dlls exists, else DO NOT use
the &lt;b&gt;Any CPU&lt;/b&gt; or &lt;b&gt;x64 Platform&lt;/b&gt; settings. so this has to do something with
.NET 2.0 (just some stupid compiler setting, recompile works, but a smarter version
would be cool). 
&lt;/p&gt;
&lt;p&gt;
Here is the &lt;a href="AbiTrafficMonitor.exe"&gt;new installer for AbiTrafficMonitor&lt;/a&gt;,
which works on Windows XP x64 too (by forcing the x86 mode). It does obviously still
work on a normal 32 bit (x86) windows platform. 
&lt;/p&gt;
&lt;p&gt;
.NET 1.1 games like my &lt;b&gt;Arena Wars&lt;/b&gt; game worked too, also .NET 1.1 tools worked
fine. All .NET 1.1 assemblies run automatically as 32bit applications by design. .NET
2.0 runs automatically in 64bit mode on x64 platforms if All CPU is selected. 
&lt;/p&gt;
&lt;p&gt;
However my .NET 2.0 game &lt;a href="http://www.RocketCommander.com"&gt;Rocket Commander&lt;/a&gt; could
not be started. Actually this is the same problem as above (not allowed to call 32
bit dlls from 64 bit code). .NET 2.0 runs fine in 64 bit mode and DirectX provides
also 64 bit dlls, BUT Managed DirectX does NOT support using 64 bit. There is no version
available to do that right now, neither MDX 1.1 nor MDX 2.0 support x64. So again,
force the platform to be x86 and everything works again. 
&lt;/p&gt;
&lt;p&gt;
I recompiled Rocket Commander and it is available at the default download location: &lt;a href="http://www.RocketCommander.com/download.html"&gt;www.RocketCommander.com
download page&lt;/a&gt;
&lt;br&gt;
There were also a couple of discussions about this issue in the Rocket Commander boards. 
&lt;/p&gt;
&lt;p&gt;
Another issue are external tools or helper tools like &lt;a href="http://www.testdriven.net/"&gt;TestDriven.NET&lt;/a&gt;,
which support x64, but it seems the underlaying &lt;a href="http://www.nunit.org/"&gt;NUnit
Framework&lt;/a&gt; does work only in 32 bit. Not funny at all if you have a x64 bit app
or just run All CPU on a x64 platform and want to test your code. This issue can be
resolved by testing in 32 bit mode and then later switch to 64 bit if you want a 64
bit version of your app. 
&lt;/p&gt;
&lt;p&gt;
&lt;b&gt; UltraEdit&lt;/b&gt;, &lt;b&gt;WinZip&lt;/b&gt; and &lt;b&gt;WinRar&lt;/b&gt; work fine, but all of them are
32 bit. So whats the problem? They all provide shell extensions for the Windows Explorer,
which do not work in the 64bit version of the Explorer. There are 2 solutions for
this. 
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
Start the Windows Explorer 32 bit with the command line. Command:&lt;br&gt;
&lt;b&gt;c:\windows\syswow64\explorer.exe /separate&lt;/b&gt;
&lt;br&gt;
This didn't work very well for me, some of the shell commands did not work properly
and it is really annoying to start the windows explorer this way. Often you might
open a folder or jump to a containing folder, then of course the default 64 bit Windows
Explorer is used.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
Add your own shell commands in the registry. This works great for &lt;b&gt;Open with UltraEdit&lt;/b&gt; or &lt;b&gt;Extract
files here&lt;/b&gt;, but if you need smarter commands like &lt;b&gt;Extract to 
&lt;name&gt;
subfolder
&lt;/name&gt;
&lt;/b&gt; this doesn't help. Anyways, here is the solution. Add this file to your registry
to add the following lines (change them to whatever you need):&lt;br&gt;
&lt;br&gt;
&lt;font color="#0000ff"&gt; Windows Registry Editor Version 5.00&lt;br&gt;
&lt;br&gt;
[HKEY_CLASSES_ROOT\*\shell]&lt;br&gt;
&lt;br&gt;
[HKEY_CLASSES_ROOT\*\shell\Extract here]&lt;br&gt;
@="Extract here"&lt;br&gt;
[HKEY_CLASSES_ROOT\*\shell\Extract here\command]&lt;br&gt;
@="C:\\Program Files (x86)\\WinRAR\\winrar x \"%1\"" 
&lt;br&gt;
&lt;br&gt;
[HKEY_CLASSES_ROOT\*\shell\Ultra Edit]&lt;br&gt;
@="Open with UltraEdit"&lt;br&gt;
[HKEY_CLASSES_ROOT\*\shell\Ultra Edit\command]&lt;br&gt;
@="c:\\Program Files (x86)\\ULTRAEDIT-32\\uedit32.exe \"%1\""&lt;/font&gt; 
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
&lt;br&gt;
&lt;/p&gt;
&lt;h3&gt;&lt;img src="images/OrangeSmiley.png"&gt; &lt;sup&gt;Programs and drivers that do not work&lt;/sup&gt;
&lt;/h3&gt;
Some old setups like for the &lt;b&gt;Panorama&lt;/b&gt; Wallpaper changer do not at all (wrong
windows version error message), but I managed to install some of the manually (copying
files and setting registry settings). 
&lt;p&gt;
My on board network drivers do not work at all, neither does my old TV card, but I
had many driver problems in Vista Beta 2 x64 too. I found a old 1Gbit network card
that works and I never watch TV anyways. All other drivers (board, gfx, sound, mouse,
keyboard) work just fine.
&lt;/p&gt;
&lt;b&gt;Update 2008-08-19&lt;/b&gt;: My onboard sound really sucks and I tried to install my
old PCI Soundcard (XFire 1024), but since the vendor does not provide 64 bit drivers,
there is no way I can use that card. The onboard network adapter (Marvell 88E1111)
also stopped working and does not even show up. Another old VIA VT6120 1gbit card
could be installed, but didn't work either. Maybe I have to try out deactivating the
other cards and then it should work, a 64 bit driver is installed.&lt;br&gt;
&lt;p&gt;
Now to my main issue: You cannot use ANY new keyboard layouts at all! I really need
my own AbiKeyboardV9 layout to type efficiently. I tried like 10 different other keyboard
layouts too, all of them can be installed, but as soon as you try to use a new layout
you always get a error message like "Windows could not load the x keyboard layout.".
Not funny at all and I found absolutely NOTHING for either vista or x64 Windows to
fix this problem on the internet. I used the &lt;a href="http://www.microsoft.com/globaldev/tools/msklc.mspx"&gt;Microsoft
Keyboard Layout Creator&lt;/a&gt;, which works great on Windows XP 32 bit and lower. But
this tool was last updated 2003 and the support for future windows version or x64
is just not-existant. Other tools I tried (keytrans, klm, etc.) suck even more and
usually cost a lot of money, none of them worked on 64 bit or provide any useful features
for me. All of them work only in 32bit. 
&lt;/p&gt;
&lt;p&gt;
More links on that topic (all of them have x64 bit problems and are unresolved)&lt;br&gt;
&lt;a href="http://www.planetamd64.com/lofiversion/index.php/t15929.html"&gt;http://www.planetamd64.com/lofiversion/index.php/t15929.html&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://blogs.msdn.com/michkap/archive/2006/01/26/517728.aspx"&gt;http://blogs.msdn.com/michkap/archive/2006/01/26/517728.aspx&lt;/a&gt;
&lt;br&gt;
&lt;a href="http://blogs.msdn.com/michkap/archive/2005/10/06/477930.aspx"&gt;http://blogs.msdn.com/michkap/archive/2005/10/06/477930.aspx&lt;/a&gt; 
&lt;/p&gt;
&lt;p&gt;
I found some information on &lt;a href="http://www.sysinternals.com/blog/2005/05/running-everyday-on-64-bit-windows.html"&gt;Marks
Blog from Sysinternals&lt;/a&gt; in which he provides a solution to his Cap2Ctrl tool (which
just maps the Caps Lock key to Ctrl). Similar to that I found out which keys have
which codes with help of the &lt;a href="http://download.microsoft.com/download/1/6/1/161ba512-40e2-4cc9-843a-923143f3456c/scancode.doc"&gt;scancode.doc&lt;/a&gt; doc
from Microsoft for keyboard developers and wrote my own keyboard remapping code. 
&lt;/p&gt;
&lt;p&gt;
While the normal keys worked great and were changed in a couple of minutes all the
special keys are messed up because I had different meanings for pressing shift with
special keys. I found no solution to that so I updated my keyboard layout, there were
some minor changes I wanted to do anyways. This is my new keyboard layout, which now
works on all windows versions (finally I can use Vista too ^^). Some keys are not
optimal, but to support both the german and US keyboards some '/" have to be used
twice (scan code 2B) and some keys like -/_ had to be moved to worse positions (relative
to my old layout, not much of a difference compared on the US layout). This can't
be fixed with scancode remapping. I've used my new layout for a couple of hours now
and it seems fine. The most annoying changes are &amp;lt;&amp;gt;, (), \|- and -_, everything
else stays, but I guess I will manage. 
&lt;/p&gt;
&lt;p&gt;
This is my new Keyboard Layout: 
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
AbiKeyboardLayout v10&lt;br&gt;
&lt;img src="images/abiKeyboardLayoutV10.png"&gt; 
&lt;/li&gt;
&lt;li&gt;
To install you can use the following file: &lt;a href="abi%20keyboard%20installer.reg"&gt;abi
keyboard installer.reg&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
And uninstall it again with this file: &lt;a href="abi%20keyboard%20uninstall.reg"&gt;abi
keyboard uninstall.reg&lt;/a&gt; 
&lt;/li&gt;
&lt;li&gt;
This is the content of &lt;b&gt;abi keyboard installer.reg&lt;/b&gt;:&lt;br&gt;
&lt;br&gt;
&lt;font color="#0000ff"&gt; Windows Registry Editor Version 5.00&lt;br&gt;
&lt;br&gt;
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Keyboard Layout]&lt;br&gt;
"Scancode Map"=hex:00,00,00,00, 00,00,00,00, 19,00,00,00, 2A,00,3A,00, 2B,00,0C,00,
0C,00,0D,00, 0D,00,10,00, 19,00,12,00, 15,00,14,00, 10,00,15,00, 22,00,16,00, 20,00,17,00,
21,00,18,00, 25,00,19,00, 28,00,2B,00, 18,00,1F,00, 12,00,20,00, 16,00,21,00, 17,00,22,00,
1F,00,24,00, 14,00,25,00, 31,00,26,00, 26,00,27,00, 27,00,28,00, 0C,00,56,00, 24,00,30,00,
30,00,31,00, 00,00,00,00&lt;/font&gt; 
&lt;p&gt;
To understand the scan codes and how this binary code is formated please read this
document: &lt;a href="http://download.microsoft.com/download/1/6/1/161ba512-40e2-4cc9-843a-923143f3456c/scancode.doc"&gt;scancode.doc&lt;/a&gt;. 
&lt;/p&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;
So far so good, I will stick with x64 and you guys know now how complicated my computer
is ^^
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=990a1524-93cb-42bc-b3a9-5106e368cf3e" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,990a1524-93cb-42bc-b3a9-5106e368cf3e.aspx</comments>
      <category>All;Arena Wars;BroodWar;Game Development;Other;Programming;Reviews;Rocket Commander</category>
    </item>
    <item>
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      <dc:creator />
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      <body xmlns="http://www.w3.org/1999/xhtml">
        <img src="http://msdn.microsoft.com/directx/art/Hero/XNA_Hero_Banner.jpg" />
        <br />
        <br />
        <a href="http://msdn.microsoft.com/directx/xna/gamestudio">Microsoft announced the
new XNA Game Studio Express Development Enviroment</a> today. If you don't know much
about the XNA Framework yet, check out <a href="http://msdn.microsoft.com/directx/xna/">http://msdn.microsoft.com/directx/xna/</a><br /><br />
As you can see from the URL XNA has something to do with DirectX. It is not really
the next version, because XNA only uses DirectX 9.0c right now and Direct3D 10 will
come with Vista and allow more advanced shader features. But XNA is a big step into
crossplatform development and making it easy for everyone to develop XBox 360 games.<br /><br />
As <a href="http://blogs.msdn.com/tmiller/archive/2006/08/13/699131.aspx">Tom Miller</a> pointed
out the press release is out and many sites have covered it already, <a href="http://blogs.msdn.com/tmiller/archive/2006/08/13/699131.aspx">read
all these stories here</a>. I won't repeat all these news stories, but basically everyone
is excited and happy to see that everyone can now try to make XBox 360 games with
help of the XNA Framework. <a href="http://blogs.msdn.com/dweller/">David Weller</a> will
do some talks about XNA Game Studio on the <a href="http://www.microsoftgamefest.com/">Microsoft
Gamefest</a> Conference today, we will know more details in a day or two. It will
also be announced at the keynote in a few hours, when even more sites will report
on XNA :-)<br /><br />
You can read on the <a href="http://msdn.microsoft.com/directx/xna/gamestudio/">XNA
site</a>: "A beta of XNA Game Studio Express will be released on August 30, 2006.
To receive a notification when the Beta is available, please go to <a href="http://connect.microsoft.com/">http://connect.microsoft.com</a> and
select "Available Connections." Then choose the XNA connection and follow the link
to sign up for the XNA Game Studio Express Beta."<br />
This means you can try out XNA Studio shortly and check out many of the great new
features. XNA is kinda the successor of MDX 2.0, which was never released (it reached
only beta state). XNA will be programmed in c# (I told ya, ok, I didn't, but it is
still great). You will also have new tools available at your disposal like a solid
content management pipeline. This means you can now immediately drop your content
files (textures, models) in their native format (whatever is supported, dunno yet,
great would be .max or .psd files) into your project and all associated textures and
model data is extracted and can be used directly in your game.<br /><br />
More on XNA in a couple of days, dunno what I can say yet and what I can't, so lets
wait :) I will certainly take an early look at XNA Framework and give you guys some
code, examples and maybe even games (is that a hint, no way, I didn't say anything,
arg, stop talking, ...)<br /><p><br />
Other Updates:<br /></p><ul><li>
AppTrafficMonitorLite and AbiTrafficMonitor are now merged together. Instead of developing
the same features in AbiTrafficMonitor again, I just imported everything from the
old tool. AbiTrafficMonitor runs much more stable than the old version.<br /><br />
    <a href="AbiTrafficMonitor.exe">Download AbiTrafficMonitor v1.2
here</a>.<br /><br /></li><li>
I updated my <a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=ec0127be-2500-4044-84fd-f573d105856d">CR_Commenter</a> plugin.
It is now tested with <a href="http://www.devexpress.com/Products/NET/IDETools/CodeRush/">CodeRush
2.0</a> and the installer uses the correct 2.0 directory now. More about <a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=ec0127be-2500-4044-84fd-f573d105856d">CR_Commenter
v1.7 can be found in this post</a>.<br /><br />
    <a href="CR_Commenter.exe">Download CR_Commenter v1.7 here</a>.<br /><br /></li></ul><br /><br /><p></p><img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=ff40c42f-62f7-4e77-b0c2-dcaae0005bc7" /></body>
      <title>XNA Game Studio Express announced</title>
      <guid isPermaLink="false">http://exdream.no-ip.info/blog/PermaLink,guid,ff40c42f-62f7-4e77-b0c2-dcaae0005bc7.aspx</guid>
      <link>http://exdream.no-ip.info/blog/2006/08/14/XNAGameStudioExpressAnnounced.aspx</link>
      <pubDate>Mon, 14 Aug 2006 15:01:17 GMT</pubDate>
      <description>&lt;img src="http://msdn.microsoft.com/directx/art/Hero/XNA_Hero_Banner.jpg"&gt;
&lt;br&gt;
&lt;br&gt;
&lt;a href="http://msdn.microsoft.com/directx/xna/gamestudio"&gt;Microsoft announced the
new XNA Game Studio Express Development Enviroment&lt;/a&gt; today. If you don't know much
about the XNA Framework yet, check out &lt;a href="http://msdn.microsoft.com/directx/xna/"&gt;http://msdn.microsoft.com/directx/xna/&lt;/a&gt;
&lt;br&gt;
&lt;br&gt;
As you can see from the URL XNA has something to do with DirectX. It is not really
the next version, because XNA only uses DirectX 9.0c right now and Direct3D 10 will
come with Vista and allow more advanced shader features. But XNA is a big step into
crossplatform development and making it easy for everyone to develop XBox 360 games.&lt;br&gt;
&lt;br&gt;
As &lt;a href="http://blogs.msdn.com/tmiller/archive/2006/08/13/699131.aspx"&gt;Tom Miller&lt;/a&gt; pointed
out the press release is out and many sites have covered it already, &lt;a href="http://blogs.msdn.com/tmiller/archive/2006/08/13/699131.aspx"&gt;read
all these stories here&lt;/a&gt;. I won't repeat all these news stories, but basically everyone
is excited and happy to see that everyone can now try to make XBox 360 games with
help of the XNA Framework. &lt;a href="http://blogs.msdn.com/dweller/"&gt;David Weller&lt;/a&gt; will
do some talks about XNA Game Studio on the &lt;a href="http://www.microsoftgamefest.com/"&gt;Microsoft
Gamefest&lt;/a&gt; Conference today, we will know more details in a day or two. It will
also be announced at the keynote in a few hours, when even more sites will report
on XNA :-)&lt;br&gt;
&lt;br&gt;
You can read on the &lt;a href="http://msdn.microsoft.com/directx/xna/gamestudio/"&gt;XNA
site&lt;/a&gt;: "A beta of XNA Game Studio Express will be released on August 30, 2006.
To receive a notification when the Beta is available, please go to &lt;a href="http://connect.microsoft.com/"&gt;http://connect.microsoft.com&lt;/a&gt; and
select "Available Connections." Then choose the XNA connection and follow the link
to sign up for the XNA Game Studio Express Beta."&lt;br&gt;
This means you can try out XNA Studio shortly and check out many of the great new
features. XNA is kinda the successor of MDX 2.0, which was never released (it reached
only beta state). XNA will be programmed in c# (I told ya, ok, I didn't, but it is
still great). You will also have new tools available at your disposal like a solid
content management pipeline. This means you can now immediately drop your content
files (textures, models) in their native format (whatever is supported, dunno yet,
great would be .max or .psd files) into your project and all associated textures and
model data is extracted and can be used directly in your game.&lt;br&gt;
&lt;br&gt;
More on XNA in a couple of days, dunno what I can say yet and what I can't, so lets
wait :) I will certainly take an early look at XNA Framework and give you guys some
code, examples and maybe even games (is that a hint, no way, I didn't say anything,
arg, stop talking, ...)&lt;br&gt;
&lt;p&gt;
&lt;br&gt;
Other Updates:&lt;br&gt;
&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;
AppTrafficMonitorLite and AbiTrafficMonitor are now merged together. Instead of developing
the same features in AbiTrafficMonitor again, I just imported everything from the
old tool. AbiTrafficMonitor runs much more stable than the old version.&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;a href="AbiTrafficMonitor.exe"&gt;Download AbiTrafficMonitor v1.2
here&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;li&gt;
I updated my &lt;a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=ec0127be-2500-4044-84fd-f573d105856d"&gt;CR_Commenter&lt;/a&gt; plugin.
It is now tested with &lt;a href="http://www.devexpress.com/Products/NET/IDETools/CodeRush/"&gt;CodeRush
2.0&lt;/a&gt; and the installer uses the correct 2.0 directory now. More about &lt;a href="http://exdream.no-ip.info/blog/PermaLink.aspx?guid=ec0127be-2500-4044-84fd-f573d105856d"&gt;CR_Commenter
v1.7 can be found in this post&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; &lt;a href="CR_Commenter.exe"&gt;Download CR_Commenter v1.7 here&lt;/a&gt;.&lt;br&gt;
&lt;br&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;br&gt;
&lt;br&gt;
&lt;p&gt;
&lt;/p&gt;
&lt;img width="0" height="0" src="http://exdream.no-ip.info/blog/aggbug.ashx?id=ff40c42f-62f7-4e77-b0c2-dcaae0005bc7" /&gt;</description>
      <comments>http://exdream.no-ip.info/blog/CommentView,guid,ff40c42f-62f7-4e77-b0c2-dcaae0005bc7.aspx</comments>
      <category>All;Game Development;Other;Programming</category>
    </item>
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