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	<title>Catalin&#039;s XNA Blog</title>
	<link>http://www.catalinzima.com</link>
	<description>XNA Tutorials, Samples and Thoughts</description>
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		<title>2D Pie Drawing updated to 4.0</title>
		<description><![CDATA[UberGeekGames just provided me with an version of the Pie Drawing sample, updated to XNA 4.0 You can find it on the sample&#8217;s page, or download it directly from here. Enjoy!]]></description>
		<link>http://www.catalinzima.com/2011/09/2d-pie-drawing-updated-to-4-0/</link>
			</item>
	<item>
		<title>2D Skeletal Animations</title>
		<description><![CDATA[What is your preferred way of doing animations in 2D? Most of you will probably answer &#8220;spritesheets&#8221;, and you&#8217;d be right. Creating animations using spritesheets is quick, easy, there are helpful resources on the net and if you work with an external artist, he only needs to give you the individual frames of the animation]]></description>
		<link>http://www.catalinzima.com/2011/06/2d-skeletal-animations/</link>
			</item>
	<item>
		<title>License Updated</title>
		<description><![CDATA[Hi all, I&#8217;ve updated the license for all code downloadable from this site. The licensing terms can be read here. In short, the code is licensed under MIT, so you can use it freely (unless otherwise stated specifically). However, I need to protect myself and my collaborators, so all content (images, sounds, etc) is not]]></description>
		<link>http://www.catalinzima.com/2011/06/license-updated/</link>
			</item>
	<item>
		<title>MVP Summit 2011</title>
		<description><![CDATA[The first week of March I was together with a few other XNA MVPs at the Microsoft MVP Summit 2011 in Seattle. I&#8217;d love to be able to tell you stuff we&#8217;ve learned there, or as Andy would also wish, to be able to tell you news about current issues you all know with XBLIG]]></description>
		<link>http://www.catalinzima.com/2011/03/mvp-summit-2011/</link>
			</item>
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		<title>Chickens Can Dream</title>
		<description><![CDATA[Well, this caught me off-guard&#8230; When we submitted the game last Sunday, I was hoping the game would get through certification sooner, but apparently it decided to come out just as I was starting my long trip towards Seattle. I&#8217;m proud to say that Chickens Can Dream just went live on the Windows Phone 7]]></description>
		<link>http://www.catalinzima.com/2011/02/chickens-can-dream/</link>
			</item>
	<item>
		<title>In case you missed it&#8230;</title>
		<description><![CDATA[Here&#8217;s the teaser trailer for Chickens Can&#8217;t Fly. Enjoy!]]></description>
		<link>http://www.catalinzima.com/2011/01/in-case-you-missed-it/</link>
			</item>
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		<title>Screen-space deformations in XNA for WP7</title>
		<description><![CDATA[I posted a new tutorial recently about applying deformations as a post-processing&#8230; process using only stuff available in the Reach profile, without any shaders. This configuration is useful for Windows Phone 7. Go ahead and read the whole article here.]]></description>
		<link>http://www.catalinzima.com/2011/01/screen-space-deformations-in-xna-for-wp7/</link>
			</item>
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		<title>XNA 4.0 version of the Deferred Rendering code</title>
		<description><![CDATA[Roy Triesscheijn just posted an updated version of the code he obtained after following my Deferred Rendering tutorial. You can read all about it on Roy&#8217;s blog, here. So we now have a working 4.0 version of the tutorial. Thanks, Roy!]]></description>
		<link>http://www.catalinzima.com/2010/12/xna-4-0-version-of-the-deferred-rendering-code/</link>
			</item>
	<item>
		<title>My first game and AmusedSloth site launched!</title>
		<description><![CDATA[The company I work at, where I&#8217;m leading the efforts of the Windows Phone 7 department, has just launched our new site, with our identity for all our current and future mobile games and apps (and possibly XBLIG games also). I&#8217;m proud to point you to the AmusedSloth.com site, which is now online. Here you]]></description>
		<link>http://www.catalinzima.com/2010/12/my-first-game-and-amusedsloth-site-launched/</link>
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		<title>My technique for the shader-based dynamic 2D shadows</title>
		<description><![CDATA[It’s been a long time coming, but finally I get the time to explain the technique I came up with for drawing shader-based dynamic 2D shadows. If you want to dive right into the code, you can go to the sample’s page. Still here? Ok then, let’s get started. The core of the technique is]]></description>
		<link>http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/</link>
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