<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Article : Multi-threading your XNA</title>
	<atom:link href="http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/</link>
	<description>We are &#34;absolutely fine&#34;</description>
	<lastBuildDate>Sun, 22 Jan 2012 13:03:17 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.2</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: XDSK2 (XNA 4.0 Resources) &#171; Nelxon</title>
		<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/comment-page-1/#comment-2718</link>
		<dc:creator>XDSK2 (XNA 4.0 Resources) &#171; Nelxon</dc:creator>
		<pubDate>Wed, 10 Aug 2011 07:23:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.sgtconker.com/?p=533#comment-2718</guid>
		<description>[...] Multi-threading your XNA Game &#8211; great article and example [...]</description>
		<content:encoded><![CDATA[<p>[...] Multi-threading your XNA Game &#8211; great article and example [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Resources for XNA indie developers &#124; Indie Games Bundle - indieGamesPack.com</title>
		<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/comment-page-1/#comment-2702</link>
		<dc:creator>Resources for XNA indie developers &#124; Indie Games Bundle - indieGamesPack.com</dc:creator>
		<pubDate>Thu, 09 Jun 2011 15:17:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.sgtconker.com/?p=533#comment-2702</guid>
		<description>[...] Multi-threading your XNA Game [...]</description>
		<content:encoded><![CDATA[<p>[...] Multi-threading your XNA Game [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: - Ryan-Appel</title>
		<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/comment-page-1/#comment-2273</link>
		<dc:creator>- Ryan-Appel</dc:creator>
		<pubDate>Sun, 06 Mar 2011 20:03:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.sgtconker.com/?p=533#comment-2273</guid>
		<description>[...] http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/" rel="nofollow">http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/</a> [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Fire-Dragon-DoL</title>
		<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/comment-page-1/#comment-1813</link>
		<dc:creator>Fire-Dragon-DoL</dc:creator>
		<pubDate>Mon, 13 Dec 2010 05:41:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.sgtconker.com/?p=533#comment-1813</guid>
		<description>I should notice something: because of the way xna handles input, Keyboard input can be received only from the main thread, due to this you have to create your own input handler to fix this</description>
		<content:encoded><![CDATA[<p>I should notice something: because of the way xna handles input, Keyboard input can be received only from the main thread, due to this you have to create your own input handler to fix this</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: XDSK2 &#8211; XNA 4.0 Resources &#124; Nelxon Studio</title>
		<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/comment-page-1/#comment-1808</link>
		<dc:creator>XDSK2 &#8211; XNA 4.0 Resources &#124; Nelxon Studio</dc:creator>
		<pubDate>Thu, 09 Dec 2010 08:35:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.sgtconker.com/?p=533#comment-1808</guid>
		<description>[...] Multi-threading your XNA Game &#8211; great article and example [...]</description>
		<content:encoded><![CDATA[<p>[...] Multi-threading your XNA Game &#8211; great article and example [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Peter</title>
		<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/comment-page-1/#comment-1746</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Mon, 22 Nov 2010 17:37:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.sgtconker.com/?p=533#comment-1746</guid>
		<description>When I try using Multiple Threads, the controls don&#039;t seem to work, however they do work if I use a single thread (uncomment the line in the draw method and comment out the one in load). Any idea why this is?</description>
		<content:encoded><![CDATA[<p>When I try using Multiple Threads, the controls don&#8217;t seem to work, however they do work if I use a single thread (uncomment the line in the draw method and comment out the one in load). Any idea why this is?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jack</title>
		<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/comment-page-1/#comment-1506</link>
		<dc:creator>Jack</dc:creator>
		<pubDate>Sat, 09 Oct 2010 20:25:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.sgtconker.com/?p=533#comment-1506</guid>
		<description>a simpler approach might be:
a) each GameComponent maintains two DrawState objects
b) Draw() method ONLY uses information in current DrawState object to draw
c) Update() keeps only ONE version of &quot;UpdateState&quot;
d) single point of control for flip flop using Game.CurrentDrawStateIndex = 0 or 1
e) GameComponent.Draw() { CurrentState = DrawState[Game.CurrentDrawStateIndex]; }
this is easy to design - anything that Draw() requires goes into DrawState</description>
		<content:encoded><![CDATA[<p>a simpler approach might be:<br />
a) each GameComponent maintains two DrawState objects<br />
b) Draw() method ONLY uses information in current DrawState object to draw<br />
c) Update() keeps only ONE version of &#8220;UpdateState&#8221;<br />
d) single point of control for flip flop using Game.CurrentDrawStateIndex = 0 or 1<br />
e) GameComponent.Draw() { CurrentState = DrawState[Game.CurrentDrawStateIndex]; }<br />
this is easy to design &#8211; anything that Draw() requires goes into DrawState</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: The XDSK &#124; Nelxon Studios</title>
		<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/comment-page-1/#comment-1300</link>
		<dc:creator>The XDSK &#124; Nelxon Studios</dc:creator>
		<pubDate>Thu, 16 Sep 2010 07:22:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.sgtconker.com/?p=533#comment-1300</guid>
		<description>[...] Multi-threading your XNA Game &#8211; great article and example [...]</description>
		<content:encoded><![CDATA[<p>[...] Multi-threading your XNA Game &#8211; great article and example [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Catalin&#8217;s XNA Experiments &#187; Re-awarded XNA/DirectX MVP for 2010</title>
		<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/comment-page-1/#comment-630</link>
		<dc:creator>Catalin&#8217;s XNA Experiments &#187; Re-awarded XNA/DirectX MVP for 2010</dc:creator>
		<pubDate>Sat, 03 Apr 2010 16:13:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.sgtconker.com/?p=533#comment-630</guid>
		<description>[...] Reposted some of my old tutorials from Ziggyware (fur and multi-threading) [...]</description>
		<content:encoded><![CDATA[<p>[...] Reposted some of my old tutorials from Ziggyware (fur and multi-threading) [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: JasonS</title>
		<link>http://www.sgtconker.com/2009/11/article-multi-threading-your-xna/comment-page-1/#comment-44</link>
		<dc:creator>JasonS</dc:creator>
		<pubDate>Mon, 30 Nov 2009 03:12:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.sgtconker.com/?p=533#comment-44</guid>
		<description>yah, I think your system is a great intro to the very complex world of multithreading.  Like I said, I originally went down a very similar path to what you are describing, so I do feel that there are benefits, but in my situation the drawbacks outweighed them.</description>
		<content:encoded><![CDATA[<p>yah, I think your system is a great intro to the very complex world of multithreading.  Like I said, I originally went down a very similar path to what you are describing, so I do feel that there are benefits, but in my situation the drawbacks outweighed them.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

