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	<title>Comments on: Using XNA DrawableGameComponent</title>
	<atom:link href="http://www.adcworks.com/2008/04/using-xna-drawablegamecomponent/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.adcworks.com/2008/04/using-xna-drawablegamecomponent/</link>
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	<lastBuildDate>Sun, 20 Dec 2009 03:33:33 +0000</lastBuildDate>
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		<title>By: Penzte</title>
		<link>http://www.adcworks.com/2008/04/using-xna-drawablegamecomponent/comment-page-1/#comment-225</link>
		<dc:creator>Penzte</dc:creator>
		<pubDate>Sun, 20 Dec 2009 03:33:33 +0000</pubDate>
		<guid isPermaLink="false">http://adcworks/?p=8#comment-225</guid>
		<description>Thank you I&#039;ve been looking for something like this forever now!</description>
		<content:encoded><![CDATA[<p>Thank you I&#8217;ve been looking for something like this forever now!</p>
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		<title>By: Statement</title>
		<link>http://www.adcworks.com/2008/04/using-xna-drawablegamecomponent/comment-page-1/#comment-9</link>
		<dc:creator>Statement</dc:creator>
		<pubDate>Thu, 29 Jan 2009 11:10:55 +0000</pubDate>
		<guid isPermaLink="false">http://adcworks/?p=8#comment-9</guid>
		<description>A comment on the CanDiceRoll flag discussed at the end of the article: You could minimize coupling by having a delegate which Dice could ask when it wants to roll. That way, seperate instances of Dice could have different rolling mechanisms. Another way would be just to have a Roll() method on the Dice class, and have some other controll call Roll() when it is time to roll. For example, a KeyboardComponent (which you would have to code yourself) could glue Keyboard input with Dice actions. The possibilities are many. I prefer to use my own InputComponent which maps any input to any (user-)action.</description>
		<content:encoded><![CDATA[<p>A comment on the CanDiceRoll flag discussed at the end of the article: You could minimize coupling by having a delegate which Dice could ask when it wants to roll. That way, seperate instances of Dice could have different rolling mechanisms. Another way would be just to have a Roll() method on the Dice class, and have some other controll call Roll() when it is time to roll. For example, a KeyboardComponent (which you would have to code yourself) could glue Keyboard input with Dice actions. The possibilities are many. I prefer to use my own InputComponent which maps any input to any (user-)action.</p>
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		<title>By: Austin</title>
		<link>http://www.adcworks.com/2008/04/using-xna-drawablegamecomponent/comment-page-1/#comment-8</link>
		<dc:creator>Austin</dc:creator>
		<pubDate>Mon, 09 Jun 2008 19:59:40 +0000</pubDate>
		<guid isPermaLink="false">http://adcworks/?p=8#comment-8</guid>
		<description>Great example and article.  I am new to XNA and I have been looking for a way to implement multiple screens.  Unfortunately, I have been wasting all of my search time looking at other aspects of XNA that either did not fulfill my requirements or was too specific to a certain implementation.  Thanks again!</description>
		<content:encoded><![CDATA[<p>Great example and article.  I am new to XNA and I have been looking for a way to implement multiple screens.  Unfortunately, I have been wasting all of my search time looking at other aspects of XNA that either did not fulfill my requirements or was too specific to a certain implementation.  Thanks again!</p>
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