
This code file implements a simple profiler for XNA games that run on the Xbox.
It allows you to measure the amount of time spent in different parts of your code,
and bins the different durations into statistics bins (so you can see if it's
"spiky" or even).
When developing for XNA Game Studio, you have to map various game actions to various buttons on the game pad controller. Here is a list of what most games do -- if you follow this list, gamers won't be too surprised and will easily pick up your controls:
The standards that are "iron clad" and pretty much have to be followed are:
What is this?
This is a distribution of a wrapper for the PhysX game physics API by NVIDIA.
It is designed for version 2.8.1 of the SDK, and will build and load with the
May 2008 PhysX runtime. Note that the September/October 2008 PhysX runtime
that is CUDA accelerated will NOT run on most machines (this is a "feature"

I moderate the multiplayer and networking forum on gamedev.net. It's a pretty easy job, because most users are very polite, helpful, and well behaved. However, it seems that, monthly, someone who has never written a networked program shows up and posts their "architecture" for an "MMO" server.
The ODE physics library (http://www.ode.org/) has been around for a long time. Often, people ask "how do I do a good arcade car" or "how do I do a good character simulation" using ODE.

Download the latest version of etwork. You can find the file at the Etwork start page.
Unzip the archive somewhere where you can easily get to it. I use a folder called "c:\code" on my machine, but you can put it in your "My Documents", or "/usr/local/src", or wherever you feel like.

This is the third release of the KiloWatt Animation library. 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 3.0 for Windows and Xbox 360. Sorry, no Zune support :-)


Q: Hey, I'm spending a lot of time spinning in the graphics driver, waiting for a page flip, because I'm v-synced. Wouldn't it be better to Sleep() away that time, to give up some CPU to other applications?
A: That should work, with some caveats. I'm assuming Windows here (because otherwise you'd be talking about usleep() :-)