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	<title>Comments on: Updating Onscreen Objects / Profiling</title>
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	<link>http://www.luminance.org/blog/gruedorf/2009/08/20/updating-onscreen-objects-profiling</link>
	<description>Programming and Game Development - Kevin Gadd&#039;s Blog</description>
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		<title>By: Mike</title>
		<link>http://www.luminance.org/blog/gruedorf/2009/08/20/updating-onscreen-objects-profiling/comment-page-1#comment-410</link>
		<dc:creator>Mike</dc:creator>
		<pubDate>Tue, 29 Sep 2009 12:38:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=742#comment-410</guid>
		<description>While the update manager was the star of this article, i&#039;d be very interested in how you made your own &#039;profiling and reporting&#039; mechanism that represents those &#039;bars&#039; on the screen. 

I think that&#039;s very neat and it&#039;s a good reminder to all XNA developers to fire up the &#039;ol XBOX to make sure you haven&#039;t plugged away for 3 months making something that works like crap (as i&#039;m afraid might happen to ME).


Good work man.</description>
		<content:encoded><![CDATA[<p>While the update manager was the star of this article, i&#8217;d be very interested in how you made your own &#8216;profiling and reporting&#8217; mechanism that represents those &#8216;bars&#8217; on the screen. </p>
<p>I think that&#8217;s very neat and it&#8217;s a good reminder to all XNA developers to fire up the &#8216;ol XBOX to make sure you haven&#8217;t plugged away for 3 months making something that works like crap (as i&#8217;m afraid might happen to ME).</p>
<p>Good work man.</p>
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		<title>By: Kris</title>
		<link>http://www.luminance.org/blog/gruedorf/2009/08/20/updating-onscreen-objects-profiling/comment-page-1#comment-288</link>
		<dc:creator>Kris</dc:creator>
		<pubDate>Fri, 21 Aug 2009 20:07:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=742#comment-288</guid>
		<description>I had similar CPU issues working with my game and it&#039;s only a single screen game and many more issue on the new scrolling game I&#039;ve just started on. Collission detection on the many level blocks seemed to be my largest hangup, which my PC handled beautifully yet it killed the Xbox. My new game for instance was rock solid at 60 fps but on my first try on the Xbox, it ran at all of 1 fps.

I have it straightened out now, but as I add more enemies/blocks to the levels, I may have to try out your idea of putting enemies outside of the viewable area to sleep so that I&#039;m not wasting CPU on them.

Really cool looking game too by the way. Can&#039;t wait to get to play it.</description>
		<content:encoded><![CDATA[<p>I had similar CPU issues working with my game and it&#8217;s only a single screen game and many more issue on the new scrolling game I&#8217;ve just started on. Collission detection on the many level blocks seemed to be my largest hangup, which my PC handled beautifully yet it killed the Xbox. My new game for instance was rock solid at 60 fps but on my first try on the Xbox, it ran at all of 1 fps.</p>
<p>I have it straightened out now, but as I add more enemies/blocks to the levels, I may have to try out your idea of putting enemies outside of the viewable area to sleep so that I&#8217;m not wasting CPU on them.</p>
<p>Really cool looking game too by the way. Can&#8217;t wait to get to play it.</p>
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