Here is some code that lets you extract the vertices and indices from a loaded XNA Model. You do not need to use any special processor, such as the JigLibX VertexProcessor or some derivative of the ModelProcessor -- it works straight out of the box!
This is the fourth release of the KiloWatt Animation library, as of 2011-02-13. It is intended as a companion to the kW X-port 3ds Max X file exporter, to be used with Microsoft XNA Game Studio. This release is for version 4.0 for Windows and Xbox 360. Sorry, Windows Phone 7 doesn't support custom shaders. It might be possible to update the processor to use the built-in skinned mesh shader -- keep in touch for future possibilities!
I've been hacking on XNA again. This time, I built a car simulation out of rays and a tire friction model. I'm using JigLibX for collision detection and force integration, but I'm not using the built-in car simulation, as it didn't get me the response I needed.
Geometry rasterization is about transforming vertices, which in the end make up the corners of triangles, which get rendered on the screen (very simply put).
One question that consumers often have relating to speakers, Hi-Fi and home theater systems, is "why are different systems rated for different amounts of watts, and why do watts matter anyway?"
The XNA Forums are now talking about the Xbox Live! networking support added to XNA 3.0. There's some discussion about how large games can be supported on top of the recommended maximum upstream bandwidth consumption of 8 KB/s. (This is a recommendation Microsoft makes for Xbox Live!, based on learnings from deployed broadband connectsion)
As I've mentioned at times, I sometimes scratch my coding itch by hacking around with Microsoft XNA Game Studio for Visual Studio Pro 2005 (now that's a mouthful!). The cool thing with it is that you can write games that run both on Xbox 360 and regular PCs. Recently, I got a new project up and running on the Xbox, and here's a screen shot.
I'm hoping that I can migrate all of the various game development snippets I've written over the years into this one site.