Pong in F#
Former MVP, currently XNA Team Member, Nick Gravelyn talks about how he made Pong using F#. Not my cup of tea, but still might be an interesting read for some people.
Article: Using XNA Content pipeline extensions for localization.
by Roy Triesscheijn
Introduction
In this tutorial series I will show how to setup a simple Content Pipeline extension. At first it will be used to parse XML files containing text and their translations, in a part 2 we are going to extend our processor to also parse other xml files which contain data about localized textures and sounds. We extend XNA’s content manager to make use of all this extra data.
Enhanced Crowd Rendering in Dead Shift
The guys behind Dead Shift just posted a new video, accompanied by a discussion about how they enhanced a technique for crowd rendering taken from GPU Gems 3.
You can watch the demonstration video below, and then go and read all the details.
Split Screen in Sunburn
Nick "I do too much, but still can't stop" Gravelyn continues his series about using Sunburn with a new tutorial, where he shows us how to enable Split Screen when using the Sunburn rendering engine. Go take a look at it and grab the source here.
He's also asking about future stuff to do with Sunburn, so if you want to see anything in particular, let him know!
Article: Fur Rendering

by Catalin Zima
In this article, you will see how you can render fur in your XNA games. At first, we will look over the technique use to render the fur, then we will look at several improvements that can be done, and in the end, we will apply it to a model.

