<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><atom:link rel="hub" href="http://tumblr.superfeedr.com/" xmlns:atom="http://www.w3.org/2005/Atom"/><description>The blog of the Novaleaf Game Studios development team.</description><title>Novaleaf Technical Diary</title><generator>Tumblr (3.0; @dev-novaleaf)</generator><link>http://dev.blogs.novaleaf.com/</link><item><title>XNA 4.0 Performance Considerations</title><description>&lt;p&gt;A few days ago I stumbled upon an excellent talk by Shawn Hargreaves at Mix10.  You can view it online, or download a high-def version of the video and PPT slide deck &lt;a href="http://live.visitmix.com/MIX10/Sessions/CL22" target="_blank"&gt;from here&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;If you like what you see, you can get the demo Shawn shows &lt;a href="http://creators.xna.com/en-US/minigame/reachgraphicsdemo" target="_blank"&gt;from here&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;So that said, a few points of my own to add:&lt;/p&gt;
&lt;ol&gt;&lt;li&gt;WP7 does not support unsafe.  this takes away a lot of CPU optimizations that you could do on PC and XB360&lt;/li&gt;
&lt;li&gt;WP7 apps will support 512mb of ram use, so better to precalculate and use more ram&lt;/li&gt;
&lt;li&gt;XB360’s GC will take aprox 14ms to inspect 100,000 objects.  We better bet that WP7 will take longer.&lt;/li&gt;
&lt;/ol&gt;</description><link>http://dev.blogs.novaleaf.com/post/889195249</link><guid>http://dev.blogs.novaleaf.com/post/889195249</guid><pubDate>Mon, 02 Aug 2010 00:00:44 +0700</pubDate></item><item><title>VS2010: IDE performance is laggy (how to improve)</title><description>&lt;p&gt;I’ve seen some sluggish performance in the VS2010 ide, and thought i’d share how i improved performance:&lt;br/&gt;&lt;br/&gt;&lt;/p&gt;
&lt;ol&gt;&lt;li&gt;Go to &lt;strong&gt;Tools &lt;/strong&gt;—&gt; &lt;strong&gt;Options &lt;/strong&gt;drop-down menu&lt;/li&gt;
&lt;li&gt;Click &lt;strong&gt;Environment &lt;/strong&gt;—&gt; &lt;strong&gt;General &lt;/strong&gt;from the list&lt;/li&gt;
&lt;li&gt;in the &lt;strong&gt;VisualExperience &lt;/strong&gt;box:&lt;/li&gt;
&lt;li&gt;Uncheck &lt;em&gt;&lt;strong&gt;“Automatically adjust visual experience based on client performance” &lt;/strong&gt;&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;Uncheck &lt;em&gt;&lt;strong&gt;“Enable rich client visual experience”&lt;/strong&gt;&lt;/em&gt;.&lt;/li&gt;
&lt;li&gt;Press &lt;strong&gt;OK &lt;/strong&gt;then restart visual studio.&lt;/li&gt;
&lt;/ol&gt;&lt;p&gt;That doesnt seem to make everything super fast, but it does help make it not-so-slow =D&lt;/p&gt;
&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/871345460</link><guid>http://dev.blogs.novaleaf.com/post/871345460</guid><pubDate>Thu, 29 Jul 2010 00:00:45 +0700</pubDate><category>performance tuning</category></item><item><title>free ebook:  D3D 10</title><description>&lt;p&gt;a free ebook on dx10 stuff by some of the big guys in shader books:&lt;br/&gt;&lt;br/&gt;&lt;br/&gt;&lt;a href="http://wiki.gamedev.net/index.php/D3DBook:Book_Cover" target="_blank"&gt;&lt;a href="http://wiki.gamedev.net/index.php/D3DBook:Book_Cover" target="_blank"&gt;http://wiki.gamedev.net/index.php/D3DBook:Book_Cover&lt;/a&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/859792903</link><guid>http://dev.blogs.novaleaf.com/post/859792903</guid><pubDate>Mon, 26 Jul 2010 11:34:36 +0700</pubDate></item><item><title>game design: agression</title><description>&lt;p&gt;interesting link on winning/loosing in games&lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.lostgarden.com/2009/11/testosterone-and-competitive-play.html" target="_blank"&gt;&lt;a href="http://www.lostgarden.com/2009/11/testosterone-and-competitive-play.html" target="_blank"&gt;http://www.lostgarden.com/2009/11/testosterone-and-competitive-play.html&lt;/a&gt;&lt;/a&gt;&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/853306115</link><guid>http://dev.blogs.novaleaf.com/post/853306115</guid><pubDate>Sat, 24 Jul 2010 15:48:35 +0700</pubDate></item><item><title>vs2010 resources</title><description>&lt;p&gt;here’s some resources i gathered on visual studio 2010 (new features + tricks)&lt;/p&gt;

&lt;ul&gt;&lt;li&gt;&lt;a href="http://weblogs.asp.net/scottgu/archive/2010/04/21/vs-2010-debugger-improvements-breakpoints-datatips-import-export.aspx" target="_blank"&gt;VS 2010 debugger improvements&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://blogs.msdn.com/b/lisa/archive/2010/06/08/visual-studio-2010-pro-power-tools-released-today.aspx" target="_blank"&gt;VS 2010 Pro Power Tools&lt;/a&gt; (need pro or higher to use)&lt;/li&gt;
&lt;li&gt;&lt;a href="http://www.scottlogic.co.uk/blog/gergely/2010/04/ten-cool-things-you-didnt-know-about-visual-studio-2010/" target="_blank"&gt;10 cool things you didn’t know about vs 2010&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://msdn.microsoft.com/en-us/library/dd264915(VS.100).aspx" target="_blank"&gt;Debugging with Intellitrace&lt;/a&gt; (ultimate only)&lt;/li&gt;
&lt;li&gt;&lt;a href="http://blogs.msdn.com/b/ianhu/archive/2009/11/16/intellitrace-itrace-files.aspx" target="_blank"&gt;More details on Intellitrace&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</description><link>http://dev.blogs.novaleaf.com/post/840310153</link><guid>http://dev.blogs.novaleaf.com/post/840310153</guid><pubDate>Wed, 21 Jul 2010 17:37:44 +0700</pubDate></item><item><title>moving to xna4</title><description>&lt;p&gt;Now that the&lt;a href="http://creators.xna.com/en-US/news/xnags40beta" target="_blank"&gt; Xna4 Beta is out&lt;/a&gt;, our team decided to take the plunge.&lt;/p&gt;

&lt;p&gt;A few things to be aware of&lt;/p&gt;
&lt;ol&gt;&lt;li&gt;&lt;strong&gt;Xna4 is VS2010 only.&lt;/strong&gt;&lt;br/&gt;but xna4+vs2010 can live side-by-side xna3.1+vs2008 &lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Xna4CTP uninstall is a PoS (broken)&lt;/strong&gt;&lt;br/&gt;use the  &lt;a href="http://blogs.msdn.com/b/astebner/archive/2009/04/10/9544320.aspx" target="_blank"&gt;XNA Game Studio cleanup tool&lt;/a&gt; if you run into problems uninstalling any version of XNA.  (you will)&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;&lt;a href="http://www.jetbrains.com/resharper/" target="_blank"&gt;Resharper &lt;/a&gt;4.5 does not work on VS2010&lt;/strong&gt;&lt;br/&gt;upgrade to 5.0!&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Resharper 5.0 doesnt really work on VS2008&lt;/strong&gt;&lt;br/&gt;a lot of key commands are broken :(&lt;/li&gt;
&lt;li&gt;&lt;strong&gt; &lt;a href="http://blogs.msdn.com/b/shawnhar/archive/2010/03/16/breaking-changes-in-xna-game-studio-4-0.aspx" target="_blank"&gt;XNA4 contains breaking changes&lt;/a&gt;. &lt;/strong&gt;&lt;br/&gt;especially in rendering.  hope you like refactoring. &lt;/li&gt;
&lt;/ol&gt;&lt;p&gt;&lt;strong&gt;Now is an ideal time to upgrade:  &lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;we are rewriting our rendering system, so best to do this as part of our shift to xna4, especially looking at a “fixed function fallback” system.&lt;/p&gt;
&lt;p&gt;We already did some tests to make sure our code isnt a nightmare to port, so good times.&lt;/p&gt;

&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/821903104</link><guid>http://dev.blogs.novaleaf.com/post/821903104</guid><pubDate>Sat, 17 Jul 2010 09:55:12 +0700</pubDate><category>jasons</category><category>architecture</category><category>.net</category><category>xna</category></item><item><title>critical section perf trick: reducing casts</title><description>&lt;blockquote&gt;
&lt;p&gt;If you’ve ever had to do something like this:&lt;br/&gt;&lt;br/&gt;&lt;strong&gt;if(someObject is MyType)&lt;/strong&gt;&lt;br/&gt;&lt;strong&gt;{&lt;/strong&gt;&lt;br/&gt;&lt;strong&gt;var myClass = someObject as MyType;&lt;/strong&gt;&lt;br/&gt;&lt;strong&gt;myClass.DoStuff();&lt;/strong&gt;&lt;br/&gt;&lt;strong&gt;}&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;then give this a try in critical (perf) sections instead:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;var myClass = someObject as MyType;&lt;/strong&gt;&lt;br/&gt;&lt;strong&gt;if(myClass!=null)&lt;/strong&gt;&lt;br/&gt;&lt;strong&gt;{&lt;/strong&gt;&lt;br/&gt;&lt;strong&gt;myClass.DoStuff();&lt;/strong&gt;&lt;br/&gt;&lt;strong&gt;}&lt;/strong&gt;&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;it reduces your cast operations to 1 instead of two, and offers similar readability.&lt;/p&gt;
&lt;p&gt;enjoys&lt;/p&gt;
&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/807820014</link><guid>http://dev.blogs.novaleaf.com/post/807820014</guid><pubDate>Wed, 14 Jul 2010 03:36:43 +0700</pubDate><category>.Net</category><category>C</category><category>performance tuning</category><category>JasonS</category></item><item><title>incremental redesign of Novaleaf Engine</title><description>&lt;p&gt;we are about 2/3 through our post e3 “fix up” month, and thought i’d share a tiny bit on what we are doing:&lt;/p&gt;

&lt;p&gt;What was wrong with our E3 demo:&lt;/p&gt;
&lt;p&gt;The e3 demo was pretty, but had some technical issues:&lt;/p&gt;
&lt;ol&gt;&lt;li&gt;world objects were atomic only:&lt;br/&gt;this means buildings were a single, opaque object.  not because we only support atomic objects, but I didn’t want to spend time finishing the implemenation of composite objects until we were sure about the entire workflow, which leads to: &lt;/li&gt;
&lt;li&gt;the game object system was not extensible:&lt;br/&gt;our “Element” system (atomic and composite) was high performance, but extending it was not easy: a single manager class that needed to be extended as a monolithic singleton.   not good for supporting various game object categories.&lt;/li&gt;
&lt;li&gt;the visualization system was a nightmare:&lt;br/&gt;well not a nightmare really,  the system worked, but was overly complex architecture, plus difficult to extend.  We have a deferred rendering pipeline, and the rendering system was designed with only that in mind.   So extending rendering for use with particles, etc was difficult. &lt;/li&gt;
&lt;li&gt;rendering suffered performance issues:&lt;br/&gt;CPU stalls waiting for the GPU,  plus mysterious cpu spikes of up to 30ms shows significant risk in the current rendering architecture&lt;/li&gt;
&lt;li&gt;misc system design issues:&lt;br/&gt;the particle system and physics system were fairly poorly designed (lacked required features) and need some architecture changes &lt;/li&gt;
&lt;/ol&gt;&lt;p&gt;Tomorrow, I’ll start talking about the steps we are taking to resolve these issues.&lt;/p&gt;
&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/800058029</link><guid>http://dev.blogs.novaleaf.com/post/800058029</guid><pubDate>Mon, 12 Jul 2010 08:57:42 +0700</pubDate><category>JasonS</category><category>Architecture</category><category>Xna</category><category>performance tuning</category></item><item><title>.Net SortedSet&lt;T&gt; is almost awesome</title><description>&lt;p&gt;I’m working on rendering infrastructure right now, and came up with an idea for how to store and sort renderPackets based on criteria efficiently using a binary heap.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What’s the BCL got?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;That’s great, but I remembered seeing &lt;a href="http://msdn.microsoft.com/en-us/vcsharp/ee906600.aspx" target="_blank"&gt;an MSDN article&lt;/a&gt; on a new BCL collection called SortedSet&lt;T&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Nice features&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;It’s pretty sweet.  As &lt;a href="http://www.codeproject.com/KB/cs/SortedSet_T__Collection.aspx" target="_blank"&gt;this CodeProject article describes&lt;/a&gt;, it has a neat Sub-Tree filter that can be used to partition the view, and it has good CPU performance with O(LogN) time.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Not good enough&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Unfortunately, it seems like the BCL team is lapsing a bit on QC:  SortedSet&lt;T&gt; is implemented using classes for Nodes, not structs.  This has massive, harmfull, repercussions on CF.NET, and therefore makes SortedSet&lt;T&gt; unusable for a core, high-performance game system.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What’s to be done?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Thankfully, I can salvage the goodness of SortedSet’s features by implementing my own version of the class using a struct Node[] array as storage.  It’ll take a little time, but I can use the BCL API’s as reference, and that will give me a SortedSet that offers good CPU and GC performance.&lt;/p&gt;

&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/795818209</link><guid>http://dev.blogs.novaleaf.com/post/795818209</guid><pubDate>Sun, 11 Jul 2010 08:57:43 +0700</pubDate><category>JasonS</category><category>.net</category><category>architecture</category><category>performance tuning</category></item><item><title>Everything you ever wanted to know about CF.NET performance</title><description>&lt;p&gt;These are the holy scriptures of CF.NET performance,&lt;/p&gt;
&lt;p&gt;specifically written for XNA’s XBOX360 CF.NET implementation 3 years ago,  those people doing WP7 development should be able to learn extremely useful perf tuning tricks from these:&lt;/p&gt;
&lt;ol&gt;&lt;li&gt;&lt;a href="http://blogs.msdn.com/b/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-the-xna-framework-1-0.aspx" target="_blank"&gt;&lt;a href="http://blogs.msdn.com/b/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-the-xna-framework-1-0.aspx" target="_blank"&gt;http://blogs.msdn.com/b/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-the-xna-framework-1-0.aspx&lt;/a&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="http://blogs.msdn.com/b/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx" target="_blank"&gt;&lt;a href="http://blogs.msdn.com/b/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx" target="_blank"&gt;http://blogs.msdn.com/b/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx&lt;/a&gt;&lt;/a&gt;&lt;/li&gt;
&lt;/ol&gt;&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/791748276</link><guid>http://dev.blogs.novaleaf.com/post/791748276</guid><pubDate>Sat, 10 Jul 2010 08:56:42 +0700</pubDate><category>JasonS</category><category>.Net</category><category>Xna</category><category>Architecture</category></item><item><title>my thoughts on scenegraphs</title><description>&lt;p&gt;Some posts on &lt;a href="http://www.sgtconker.com/2009/10/article-creating-a-scene-graph-in-xna/" target="_blank"&gt;how to use&lt;/a&gt; or &lt;a href="http://home.comcast.net/~tom_forsyth/blog.wiki.html#%5B%5BScene%20Graphs%20-%20just%20say%20no%5D%5D" target="_blank"&gt;not use&lt;/a&gt; scenegraphs got me to write up a little on how we use them:&lt;br/&gt;&lt;br/&gt;we use a spatial query for game objects, but a composite object (such as a building) may be made of sub-objects, so i basically have a &lt;a href="http://en.wikipedia.org/wiki/Scene_graph" target="_blank"&gt;scenegraph &lt;/a&gt;for those.  &lt;/p&gt;
&lt;p&gt;this also lets a composite objects manage their own collision resolutions, extending the base functionality where needed.&lt;/p&gt;
&lt;p&gt;so a hybrid approach!&lt;/p&gt;

&lt;p&gt;- JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/787508176</link><guid>http://dev.blogs.novaleaf.com/post/787508176</guid><pubDate>Fri, 09 Jul 2010 08:55:43 +0700</pubDate><category>Architecture</category><category>JasonS</category><category>Xna</category></item><item><title>.net 4.0 "ElasticObject" (dynamic duck typing)</title><description>&lt;p&gt;I came across something nice for .net 4.0, potentially scripting functionality &lt;/p&gt;

&lt;p&gt;&lt;a href="http://amazedsaint.blogspot.com/2010/02/introducing-elasticobject-for-net-40.html" target="_blank"&gt;&lt;a href="http://amazedsaint.blogspot.com/2010/02/introducing-elasticobject-for-net-40.html" target="_blank"&gt;http://amazedsaint.blogspot.com/2010/02/introducing-elasticobject-for-net-40.html&lt;/a&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Elastic Object offers a nice way to define/edit xml via duck typing, which may be useful for user-specificed data formats.&lt;/p&gt;
&lt;p&gt;keeping it in mind, but unfortunately compiler services are not part of the CF framework, so this long-term usefulness is fairly limited at this time.&lt;/p&gt;

&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/783295061</link><guid>http://dev.blogs.novaleaf.com/post/783295061</guid><pubDate>Thu, 08 Jul 2010 08:51:44 +0700</pubDate><category>JasonS</category><category>.Net</category><category>Architecture</category></item><item><title>new sandcastle is out</title><description>&lt;p&gt;At Novaleaf, we use &lt;a href="http://sandcastle.codeplex.com/" target="_blank"&gt;Sandcastle &lt;/a&gt;to generate code documentation.&lt;/p&gt;
&lt;p&gt;Not only code documentation, but as part of our “Novaleaf Simplified Process”, a major concept is “Close To Code”, meaning if possible, all documentation should be done in the code files.&lt;/p&gt;
&lt;p&gt;So, code documentation tools are very important to our development methodology.&lt;/p&gt;
&lt;p&gt;We are about 2 weeks away from moving to Xna4, which requires VS2010, and would let us support use of .Net 4.0, so i was happy to find out today that &lt;a href="http://blogs.msdn.com/b/sandcastle/archive/2010/06/25/sandcastle-june-2010-release.aspx" target="_blank"&gt;a new .NET 4.0 version of sandcastle is released&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;- JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/779116525</link><guid>http://dev.blogs.novaleaf.com/post/779116525</guid><pubDate>Wed, 07 Jul 2010 08:50:43 +0700</pubDate><category>JasonS</category><category>Architecture</category><category>Documentation</category><category>xna</category><category>.net</category></item><item><title>agile planning poker</title><description>&lt;p&gt;if you are a part of an agile team and participate in “planning poker”&lt;a href="http://planningpoker.com/" target="_blank"&gt; you might find this site interesting.&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;if not,&lt;a href="http://www.youtube.com/watch?v=bTGjjeMQ_cM" target="_blank"&gt; move along&lt;/a&gt;.  there’s nothing to see here.&lt;/p&gt;

&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/774907180</link><guid>http://dev.blogs.novaleaf.com/post/774907180</guid><pubDate>Tue, 06 Jul 2010 08:48:45 +0700</pubDate><category>JasonS</category><category>Architecture</category><category>Agile</category></item><item><title>free c# design pattern ebook:  if you don’t own one, this...</title><description> &lt;object id="doc_272345360370995" name="doc_272345360370995" height="500" width="100%" type="application/x-shockwave-flash" data="http://d1.scribdassets.com/ScribdViewer.swf" style="outline:none;"&gt;		&lt;param name="movie" value="http://d1.scribdassets.com/ScribdViewer.swf" /&gt;&lt;param name="wmode" value="opaque" /&gt;&lt;param name="bgcolor" value="#ffffff" /&gt;&lt;param name="allowFullScreen" value="true" /&gt;&lt;param name="allowScriptAccess" value="always" /&gt;&lt;param name="FlashVars" value="document_id=16352479&amp;access_key=key-1pttjn6y90cfv2xhvli6&amp;page=1&amp;viewMode=list" /&gt;&lt;embed id="doc_272345360370995" name="doc_272345360370995" src="http://d1.scribdassets.com/ScribdViewer.swf?document_id=16352479&amp;access_key=key-1pttjn6y90cfv2xhvli6&amp;page=1&amp;viewMode=list" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="500" width="100%" wmode="opaque" bgcolor="#ffffff"&gt;&lt;/embed&gt;&lt;/object&gt;	&lt;br/&gt;&lt;br/&gt;&lt;p&gt;free c# design pattern ebook:  if you don’t own one, this may be your ticket….&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/771074825</link><guid>http://dev.blogs.novaleaf.com/post/771074825</guid><pubDate>Mon, 05 Jul 2010 08:48:43 +0700</pubDate><category>JasonS</category><category>.net</category><category>architecture</category></item><item><title>Gamefest 2010 presentations</title><description>&lt;p&gt;A &lt;a href="http://blogs.msdn.com/b/chuckw/archive/2010/06/16/gamefest-2010-presentations-posted.aspx" target="_blank"&gt;msdn blog noted&lt;/a&gt; that the gamefest 2010 content is up and available to download&lt;/p&gt;

&lt;p&gt;get the &lt;a href="http://www.microsoftgamefest.com/seattle2010.htm" target="_blank"&gt;US &lt;/a&gt;or &lt;a href="http://www.microsoftgamefest.com/london2010.htm" target="_blank"&gt;UK &lt;/a&gt;content&lt;/p&gt;

&lt;p&gt;enjoy!&lt;/p&gt;
&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/767344714</link><guid>http://dev.blogs.novaleaf.com/post/767344714</guid><pubDate>Sun, 04 Jul 2010 08:47:43 +0700</pubDate><category>JasonS</category><category>Architecture</category><category>Xna</category><category>.Net</category></item><item><title>Windows file copy sucks</title><description>&lt;p&gt;trying to move a few thousand files in Win2k8 server:&lt;/p&gt;
&lt;ul&gt;&lt;li&gt;wait an hour for windows to “calculate” how long the file copy would take (of course, all that calculation time without actually doing a, you know…  COPY)&lt;/li&gt;
&lt;li&gt;click “cancel” and then wait 30 minutes in disgust as windows trys to figure out how to cancel a “calculating”.&lt;/li&gt;
&lt;li&gt;open task manager and hard-kill explorer.&lt;/li&gt;
&lt;/ul&gt;&lt;p&gt;Then I remembered Robocopy from my old msft days.   what do you know, it’s built into windows now.  &lt;/p&gt;
&lt;p&gt;What about a gui version?&lt;/p&gt;
&lt;p&gt;Thankfully, a short google search later brought me to RichCopy, the successor to robocopy:&lt;/p&gt;

&lt;p&gt;&lt;a href="http://technet.microsoft.com/en-us/magazine/2009.04.utilityspotlight.aspx" target="_blank"&gt;&lt;a href="http://technet.microsoft.com/en-us/magazine/2009.04.utilityspotlight.aspx" target="_blank"&gt;http://technet.microsoft.com/en-us/magazine/2009.04.utilityspotlight.aspx&lt;/a&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;so if you ever copy tons of files (who doesnt?)  use this instead of the broken, tragic file copy found in windows. &lt;/p&gt;
&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/763640906</link><guid>http://dev.blogs.novaleaf.com/post/763640906</guid><pubDate>Sat, 03 Jul 2010 08:47:44 +0700</pubDate><category>JasonS</category><category>IT</category></item><item><title>Direct Compute Lecture Series</title><description>&lt;p&gt;If you are interested in taking advantage of GPGPU development using DirectX’s DirectCompute,  here’s the best chance you have to leap into it:&lt;/p&gt;
&lt;p&gt;&lt;a href="http://blogs.msdn.com/b/directx/archive/2010/06/15/introducing-the-directcompute-lecture-series.aspx" target="_blank"&gt;&lt;a href="http://blogs.msdn.com/b/directx/archive/2010/06/15/introducing-the-directcompute-lecture-series.aspx" target="_blank"&gt;http://blogs.msdn.com/b/directx/archive/2010/06/15/introducing-the-directcompute-lecture-series.aspx&lt;/a&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This lecture series offers a full noob-to-expert curriculum towards GPGPU mastery.&lt;/p&gt;

&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/759710032</link><guid>http://dev.blogs.novaleaf.com/post/759710032</guid><pubDate>Fri, 02 Jul 2010 08:46:42 +0700</pubDate><category>JasonS</category><category>architecture</category><category>multicore</category></item><item><title>Development Methodology Documentation</title><description>&lt;p&gt;&lt;span&gt;&lt;strong&gt;part of an email i sent related to some “workflow” work i’m doing on my “spare time” this week….&lt;/strong&gt;&lt;br/&gt;&lt;ul&gt;&lt;li&gt;I think the ISO process that Ann is spearheading is a great way for us to improve our internal workflow, and that gives us a chance to discover a better, sustainable development methodology.&lt;/li&gt;
&lt;li&gt;previously we have used “waterfall” and “scrum” but they haven’t worked too well.  here’s my summary of why:
&lt;ul&gt;&lt;li&gt;waterfall requires too much documentation and top down management (by me.  since i’m our best dev, I should probably be doing architecture and development instead of writing docs!)&lt;/li&gt;
&lt;li&gt;scrum requires too much individual self-management.  most people are motivated to self manage, but if they don’t have the practical skills/experience to do so, it’s too easy to get off track (or dont even know where to start!)&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;li&gt;I discovered an interesting middle-ground, called the &lt;a target="_blank" href="http://www.ambysoft.com/unifiedprocess/agileUP.html"&gt;Agile Unified Process&lt;/a&gt;.  So using this as the “template”, I will be creating an adaption for Novaleaf, as “simple as possible” workflow for our individual-contributors (IC’s)
&lt;ul&gt;&lt;li&gt;of course, that takes time, and while important in the long term,&lt;strong&gt;&lt;em&gt; I will put this as second priority to the needed Engine Redesign.&lt;/em&gt;&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/li&gt;
&lt;/ul&gt;&lt;/span&gt;&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/755815640</link><guid>http://dev.blogs.novaleaf.com/post/755815640</guid><pubDate>Thu, 01 Jul 2010 08:46:42 +0700</pubDate><category>JasonS</category><category>Management</category><category>Work</category></item><item><title>cool .net 4 feature:  Unity</title><description>&lt;p&gt;&lt;a href="http://unity.codeplex.com/" target="_blank"&gt;&lt;a href="http://unity.codeplex.com/" target="_blank"&gt;http://unity.codeplex.com/&lt;/a&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Unity is a dependency injection framework.&lt;/p&gt;
&lt;p&gt;not a mono based game engine ;)&lt;/p&gt;
&lt;p&gt;-JasonS&lt;/p&gt;</description><link>http://dev.blogs.novaleaf.com/post/751822583</link><guid>http://dev.blogs.novaleaf.com/post/751822583</guid><pubDate>Wed, 30 Jun 2010 08:45:43 +0700</pubDate><category>JasonS</category><category>Architecture</category><category>.net</category></item></channel></rss>

