<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>silversprite Wiki &amp; Documentation Rss Feed</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home</link><description>silversprite Wiki Rss Description</description><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/wikipage?version=37</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;ATTENTION: If the future of SilverSprite is important to you, please respond to the discussion here &lt;a href="http://silversprite.codeplex.com/discussions/394808"&gt;http://silversprite.codeplex.com/discussions/394808&lt;/a&gt;&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight. Since the game compiles into straight Silverlight code, it will run anywhere that Silverlight can. Now with support for Silverlight 5 Toolkit&amp;#39;s SpriteBatch and other XNA compatibility.&lt;br /&gt;&lt;br /&gt;NEW! Silverlight 5 support. The Silverlight 5 Toolkit provides many of the XNA APIs such as SpriteBatch, Mesh and Model, and Input, but some classes are missing like Game and GameComponent. This makes much of the legacy SilverSprite code obsolete, but with Silverlight 5 the goal of SilverSprite is to fill in the gaps. The Silverlight 4 code has been preserved in case anyone needs it but there is a new source tree for Silverlight 5.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Getting your game going with SilverSprite for Silverlight 5&lt;/b&gt;&lt;br /&gt;Step 1. Install Silverlight 5 Tools for Visual Studio 2010 SP1 &lt;a href="http://go.microsoft.com/fwlink/?LinkId=229318"&gt;http://go.microsoft.com/fwlink/?LinkId=229318&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Step 2. Install the Silverlight 5 Toolkit &lt;a href="http://silverlight.codeplex.com/"&gt;http://silverlight.codeplex.com/&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Step 3. Create your Silverlight Project. You have 2 options here, and neither is ideal. You can use the Silverlight 3D Application template which creates a corresponding content project for you and adds the proper references to the Silverlight XNA libraries, or you can create a standard Silverlight project and add the other stuff yourself.&lt;br /&gt;&lt;br /&gt;If you create a standard Silverlight project, you&amp;#39;ll need to add the following assembly references:&lt;br /&gt;&lt;br /&gt;Microsoft.Xna.Framework&lt;br /&gt;Microsoft.Xna.Framework.Content&lt;br /&gt;Microsoft.Xna.Framework.Graphics&lt;br /&gt;Microsoft.Xna.Framework.Graphics.Extensions&lt;br /&gt;Microsoft.Xna.Framework.Graphics.Shaders&lt;br /&gt;Microsoft.Xna.Framework.Math&lt;br /&gt;Microsoft.Xna.Framework.Toolkit&lt;br /&gt;System.Windows.Xna&lt;br /&gt;&lt;br /&gt;Step 4. Add your content. If using the Silverlight 3D Application template you can add your content to the content project generated for you. Alternatively, you can edit the .csproj file and either replace the existing contentproj with your own, or in the case of a standard Silverlight Application you can add the XML for the content project.&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;PropertyGroup&amp;gt;
  &amp;lt;XnaContentProject&amp;gt;..\Silverlight3dAppContent\Silverlight3dAppContent.contentproj&amp;lt;/XnaContentProject&amp;gt; &amp;lt;/PropertyGroup&amp;gt;
&amp;lt;Target Name=&amp;quot;BeforeBuild&amp;quot;&amp;gt;
  &amp;lt;MSBuild Projects=&amp;quot;$(XnaContentProject)&amp;quot; Properties=&amp;quot;XnaContentPipelineTargetPlatform=Windows;XnaContentPipelineTargetProfile=Reach&amp;quot; /&amp;gt;
  &amp;lt;CreateItem Include=&amp;quot;$(XnaContentProject)&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Include&amp;quot; ItemName=&amp;quot;XnaContentProjectItem&amp;quot; /&amp;gt;
  &amp;lt;/CreateItem&amp;gt;
  &amp;lt;CreateProperty Value=&amp;quot;%(XnaContentProjectItem.RelativeDir)&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Value&amp;quot; PropertyName=&amp;quot;XnaContentProjectPath&amp;quot; /&amp;gt;
  &amp;lt;/CreateProperty&amp;gt;
  &amp;lt;CreateItem Include=&amp;quot;$(XnaContentProjectPath)cachefile*targetpath.txt&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Include&amp;quot; ItemName=&amp;quot;XnaContentCacheFile&amp;quot; /&amp;gt;
  &amp;lt;/CreateItem&amp;gt;
  &amp;lt;ReadLinesFromFile File=&amp;quot;@(XnaContentCacheFile)&amp;quot; Condition=&amp;quot;Exists(@(XnaContentCacheFile))&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Lines&amp;quot; ItemName=&amp;quot;XnaContentOutputs&amp;quot; /&amp;gt;
  &amp;lt;/ReadLinesFromFile&amp;gt;
  &amp;lt;CreateItem Include=&amp;quot;@(XnaContentOutputs-&amp;gt;&amp;#39;$(XnaContentProjectPath)bin\AnyCPU\$(Configuration)\%(Identity)&amp;#39;)&amp;quot; AdditionalMetadata=&amp;quot;Link=Content\%(RelativeDir)%(Filename)%(Extension)&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Include&amp;quot; ItemName=&amp;quot;Content&amp;quot; /&amp;gt;
  &amp;lt;/CreateItem&amp;gt;
&amp;lt;/Target&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;Replace the XnaContentProject to point to the location of your content file. You can see examples of how this should look in the Samples folder.&lt;br /&gt;&lt;br /&gt;Step 5. Add SilverSprite.dll to your Silverlight application.&lt;br /&gt;&lt;br /&gt;Step 6. Add your source files to the Silverlight application.&lt;br /&gt;&lt;br /&gt;Step 7. Add code to MainPage.xaml.cs to attach to your game class, here is an example from the Role Playing Game sample:&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
    public partial class MainPage : UserControl
    {
        RolePlayingGame game;

        public MainPage()
        {
            InitializeComponent();
            game = new RolePlayingGame();
            game.Attach(LayoutRoot);
        }
    }
&lt;/pre&gt;&lt;br /&gt; &lt;br /&gt;Step 8. Unfortunately the Color enums such as Color.CornflowerBlue were not included with Silverlight 5, and there is no way to provide them, so SilverSprite provides a ColorHelper class. You can change Color.CornflowerBlue with ColorHelper.CornflowerBlue and the same goes for any other colors. To compile for both XNA and Silverlight, you can #if all of these or you can add ColorHelper.cs to your XNA project.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Some things just don&amp;#39;t work at all, like XACT sound and networking.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code for the Silverlight 4 version and some for Silverlight 5 comes from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/"&gt;http://code.google.com/p/monoxna/&lt;/a&gt; library.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>billreiss</author><pubDate>Mon, 10 Sep 2012 16:32:23 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120910043223P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/wikipage?version=36</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight. Since the game compiles into straight Silverlight code, it will run anywhere that Silverlight can. Now with support for Silverlight 5 Toolkit&amp;#39;s SpriteBatch and other XNA compatibility.&lt;br /&gt;&lt;br /&gt;NEW! Silverlight 5 support. The Silverlight 5 Toolkit provides many of the XNA APIs such as SpriteBatch, Mesh and Model, and Input, but some classes are missing like Game and GameComponent. This makes much of the legacy SilverSprite code obsolete, but with Silverlight 5 the goal of SilverSprite is to fill in the gaps. The Silverlight 4 code has been preserved in case anyone needs it but there is a new source tree for Silverlight 5.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Getting your game going with SilverSprite for Silverlight 5&lt;/b&gt;&lt;br /&gt;Step 1. Install Silverlight 5 Tools for Visual Studio 2010 SP1 &lt;a href="http://go.microsoft.com/fwlink/?LinkId=229318" class="externalLink"&gt;http://go.microsoft.com/fwlink/?LinkId=229318&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Step 2. Install the Silverlight 5 Toolkit &lt;a href="http://silverlight.codeplex.com/" class="externalLink"&gt;http://silverlight.codeplex.com/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Step 3. Create your Silverlight Project. You have 2 options here, and neither is ideal. You can use the Silverlight 3D Application template which creates a corresponding content project for you and adds the proper references to the Silverlight XNA libraries, or you can create a standard Silverlight project and add the other stuff yourself.&lt;br /&gt;&lt;br /&gt;If you create a standard Silverlight project, you&amp;#39;ll need to add the following assembly references:&lt;br /&gt;&lt;br /&gt;Microsoft.Xna.Framework&lt;br /&gt;Microsoft.Xna.Framework.Content&lt;br /&gt;Microsoft.Xna.Framework.Graphics&lt;br /&gt;Microsoft.Xna.Framework.Graphics.Extensions&lt;br /&gt;Microsoft.Xna.Framework.Graphics.Shaders&lt;br /&gt;Microsoft.Xna.Framework.Math&lt;br /&gt;Microsoft.Xna.Framework.Toolkit&lt;br /&gt;System.Windows.Xna&lt;br /&gt;&lt;br /&gt;Step 4. Add your content. If using the Silverlight 3D Application template you can add your content to the content project generated for you. Alternatively, you can edit the .csproj file and either replace the existing contentproj with your own, or in the case of a standard Silverlight Application you can add the XML for the content project.&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;PropertyGroup&amp;gt;
  &amp;lt;XnaContentProject&amp;gt;..\Silverlight3dAppContent\Silverlight3dAppContent.contentproj&amp;lt;/XnaContentProject&amp;gt; &amp;lt;/PropertyGroup&amp;gt;
&amp;lt;Target Name=&amp;quot;BeforeBuild&amp;quot;&amp;gt;
  &amp;lt;MSBuild Projects=&amp;quot;$(XnaContentProject)&amp;quot; Properties=&amp;quot;XnaContentPipelineTargetPlatform=Windows;XnaContentPipelineTargetProfile=Reach&amp;quot; /&amp;gt;
  &amp;lt;CreateItem Include=&amp;quot;$(XnaContentProject)&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Include&amp;quot; ItemName=&amp;quot;XnaContentProjectItem&amp;quot; /&amp;gt;
  &amp;lt;/CreateItem&amp;gt;
  &amp;lt;CreateProperty Value=&amp;quot;%(XnaContentProjectItem.RelativeDir)&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Value&amp;quot; PropertyName=&amp;quot;XnaContentProjectPath&amp;quot; /&amp;gt;
  &amp;lt;/CreateProperty&amp;gt;
  &amp;lt;CreateItem Include=&amp;quot;$(XnaContentProjectPath)cachefile*targetpath.txt&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Include&amp;quot; ItemName=&amp;quot;XnaContentCacheFile&amp;quot; /&amp;gt;
  &amp;lt;/CreateItem&amp;gt;
  &amp;lt;ReadLinesFromFile File=&amp;quot;@(XnaContentCacheFile)&amp;quot; Condition=&amp;quot;Exists(@(XnaContentCacheFile))&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Lines&amp;quot; ItemName=&amp;quot;XnaContentOutputs&amp;quot; /&amp;gt;
  &amp;lt;/ReadLinesFromFile&amp;gt;
  &amp;lt;CreateItem Include=&amp;quot;@(XnaContentOutputs-&amp;gt;&amp;#39;$(XnaContentProjectPath)bin\AnyCPU\$(Configuration)\%(Identity)&amp;#39;)&amp;quot; AdditionalMetadata=&amp;quot;Link=Content\%(RelativeDir)%(Filename)%(Extension)&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Include&amp;quot; ItemName=&amp;quot;Content&amp;quot; /&amp;gt;
  &amp;lt;/CreateItem&amp;gt;
&amp;lt;/Target&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;Replace the XnaContentProject to point to the location of your content file. You can see examples of how this should look in the Samples folder.&lt;br /&gt;&lt;br /&gt;Step 5. Add SilverSprite.dll to your Silverlight application.&lt;br /&gt;&lt;br /&gt;Step 6. Add your source files to the Silverlight application.&lt;br /&gt;&lt;br /&gt;Step 7. Add code to MainPage.xaml.cs to attach to your game class, here is an example from the Role Playing Game sample:&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
    public partial class MainPage : UserControl
    {
        RolePlayingGame game;

        public MainPage()
        {
            InitializeComponent();
            game = new RolePlayingGame();
            game.Attach(LayoutRoot);
        }
    }
&lt;/pre&gt;&lt;br /&gt; &lt;br /&gt;Step 8. Unfortunately the Color enums such as Color.CornflowerBlue were not included with Silverlight 5, and there is no way to provide them, so SilverSprite provides a ColorHelper class. You can change Color.CornflowerBlue with ColorHelper.CornflowerBlue and the same goes for any other colors. To compile for both XNA and Silverlight, you can #if all of these or you can add ColorHelper.cs to your XNA project.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Some things just don&amp;#39;t work at all, like XACT sound and networking.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code for the Silverlight 4 version and some for Silverlight 5 comes from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>billreiss</author><pubDate>Sun, 12 Feb 2012 19:59:27 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120212075927P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/wikipage?version=35</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight. Since the game compiles into straight Silverlight code, it will run anywhere that Silverlight can. Now with support for Silverlight 5 Toolkit&amp;#39;s SpriteBatch and other XNA compatibility.&lt;br /&gt;&lt;br /&gt;NEW! Silverlight 5 support. The Silverlight 5 Toolkit provides many of the XNA APIs such as SpriteBatch, Mesh and Model, and Input, but some classes are missing like Game and GameComponent. This makes much of the legacy SilverSprite code obsolete, but with Silverlight 5 the goal of SilverSprite is to fill in the gaps. The Silverlight 4 code has been preserved in case anyone needs it but there is a new source tree for Silverlight 5.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Getting your game going with SilverSprite for Silverlight 5&lt;/b&gt;&lt;br /&gt;Step 1. Install Silverlight 5 Tools for Visual Studio 2010 SP1 &lt;a href="http://go.microsoft.com/fwlink/?LinkId=229318" class="externalLink"&gt;http://go.microsoft.com/fwlink/?LinkId=229318&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Step 2. Install the Silverlight 5 Toolkit &lt;a href="http://silverlight.codeplex.com/" class="externalLink"&gt;http://silverlight.codeplex.com/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Step 3. Create your Silverlight Project. You have 2 options here, and neither is ideal. You can use the Silverlight 3D Application template which creates a corresponding content project for you and adds the proper references to the Silverlight XNA libraries, or you can create a standard Silverlight project and add the other stuff yourself.&lt;br /&gt;&lt;br /&gt;If you create a standard Silverlight project, you&amp;#39;ll need to add the following assembly references:&lt;br /&gt;&lt;br /&gt;Microsoft.Xna.Framework&lt;br /&gt;Microsoft.Xna.Framework.Content&lt;br /&gt;Microsoft.Xna.Framework.Graphics&lt;br /&gt;Microsoft.Xna.Framework.Graphics.Extensions&lt;br /&gt;Microsoft.Xna.Framework.Graphics.Shaders&lt;br /&gt;Microsoft.Xna.Framework.Math&lt;br /&gt;Microsoft.Xna.Framework.Toolkit&lt;br /&gt;System.Windows.Xna&lt;br /&gt;&lt;br /&gt;Step 4. Add your content. If using the Silverlight 3D Application template you can add your content to the content project generated for you. Alternatively, you can edit the .csproj file and either replace the existing contentproj with your own, or in the case of a standard Silverlight Application you can add the XML for the content project.&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;PropertyGroup&amp;gt;
  &amp;lt;XnaContentProject&amp;gt;..\Silverlight3dAppContent\Silverlight3dAppContent.contentproj&amp;lt;/XnaContentProject&amp;gt; &amp;lt;/PropertyGroup&amp;gt;
&amp;lt;Target Name=&amp;quot;BeforeBuild&amp;quot;&amp;gt;
  &amp;lt;MSBuild Projects=&amp;quot;$(XnaContentProject)&amp;quot; Properties=&amp;quot;XnaContentPipelineTargetPlatform=Windows;XnaContentPipelineTargetProfile=Reach&amp;quot; /&amp;gt;
  &amp;lt;CreateItem Include=&amp;quot;$(XnaContentProject)&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Include&amp;quot; ItemName=&amp;quot;XnaContentProjectItem&amp;quot; /&amp;gt;
  &amp;lt;/CreateItem&amp;gt;
  &amp;lt;CreateProperty Value=&amp;quot;%(XnaContentProjectItem.RelativeDir)&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Value&amp;quot; PropertyName=&amp;quot;XnaContentProjectPath&amp;quot; /&amp;gt;
  &amp;lt;/CreateProperty&amp;gt;
  &amp;lt;CreateItem Include=&amp;quot;$(XnaContentProjectPath)cachefile*targetpath.txt&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Include&amp;quot; ItemName=&amp;quot;XnaContentCacheFile&amp;quot; /&amp;gt;
  &amp;lt;/CreateItem&amp;gt;
  &amp;lt;ReadLinesFromFile File=&amp;quot;@(XnaContentCacheFile)&amp;quot; Condition=&amp;quot;Exists(@(XnaContentCacheFile))&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Lines&amp;quot; ItemName=&amp;quot;XnaContentOutputs&amp;quot; /&amp;gt;
  &amp;lt;/ReadLinesFromFile&amp;gt;
  &amp;lt;CreateItem Include=&amp;quot;@(XnaContentOutputs-&amp;gt;&amp;#39;$(XnaContentProjectPath)bin\AnyCPU\$(Configuration)\%(Identity)&amp;#39;)&amp;quot; AdditionalMetadata=&amp;quot;Link=Content\%(RelativeDir)%(Filename)%(Extension)&amp;quot;&amp;gt;
    &amp;lt;Output TaskParameter=&amp;quot;Include&amp;quot; ItemName=&amp;quot;Content&amp;quot; /&amp;gt;
  &amp;lt;/CreateItem&amp;gt;
&amp;lt;/Target&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;Replace the XnaContentProject to point to the location of your content file. You can see examples of how this should look in the Samples folder.&lt;br /&gt;&lt;br /&gt;Step 5. Add SilverSprite.dll to your Silverlight application.&lt;br /&gt;&lt;br /&gt;Step 6. Add your source files to the Silverlight application.&lt;br /&gt;&lt;br /&gt;Step 7. Add code to MainPage.xaml.cs to attach to your game class, here is an example from the Role Playing Game sample:&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
    public partial class MainPage : UserControl
    {
        RolePlayingGame game;

        public MainPage()
        {
            InitializeComponent();
            game = new RolePlayingGame();
            game.Attach(LayoutRoot);
        }
    }
&lt;/pre&gt;&lt;br /&gt; &lt;br /&gt;Step 8. Unfortunately the Color enums such as Color.CornflowerBlue were not included with Silverlight 5, and there is no way to provide them, so SilverSprite provides a ColorHelper class. You can change Color.CornflowerBlue with ColorHelper.CornflowerBlue and the same goes for any other colors. To compile for both XNA and Silverlight, you can #if all of these or you can add ColorHelper.cs to your XNA project.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Some things just don&amp;#39;t work at all, like XACT sound and networking.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>billreiss</author><pubDate>Sun, 12 Feb 2012 19:22:02 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20120212072202P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/wikipage?version=34</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2 or 3. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight code, it will run anywhere that Silverlight can.&lt;br /&gt;&lt;br /&gt;SilverSprite is brought to you by Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;, an ad based game site for Silverlight games. Please consider hosting your game with Silver Arcade once you get it working. If your game is also on Xbox Live Community Games, we will feature that prominently and provide a link to the Xbox Live Marketplace page for your game.&lt;br /&gt;&lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;See SilverSprite in action:
&lt;ul&gt;&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Getting your game going&lt;/b&gt;&lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt;&lt;br /&gt;&lt;del&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;/del&gt;&lt;br /&gt;&lt;br /&gt;2. Add references to SilverArcade.SilverSprite.dll and SilverArcade.SilverSprite.Core.dll to your project.&lt;br /&gt;&lt;br /&gt;3. Add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample (remember the xmlns definition) :&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt;&lt;br /&gt;    Textures - 
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;.xnb&lt;/b&gt; file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;/li&gt;
&lt;li&gt;Option 2: Add the &lt;b&gt;PNG&lt;/b&gt;, &lt;b&gt;JPG&lt;/b&gt; or &lt;b&gt;BMP&lt;/b&gt; file using a file name that matches the asset name, making sure the build action is &amp;quot;Content&amp;quot;. This can make for a smaller XAP file.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt;&lt;br /&gt;    SpriteFont - There are two options for SpriteFont.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight&amp;#39;s built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You&amp;#39;ll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;-OR-&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 2: Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won&amp;#39;t perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Some things just don&amp;#39;t work at all, like XACT sound and networking.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>billreiss</author><pubDate>Mon, 08 Mar 2010 00:33:13 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100308123313A</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/wikipage?version=33</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2 or 3. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight code, it will run anywhere that Silverlight can.&lt;br /&gt;&lt;br /&gt;SilverSprite is brought to you by Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;, an ad based game site for Silverlight games. Please consider hosting your game with Silver Arcade once you get it working. If your game is also on Xbox Live Community Games, we will feature that prominently and provide a link to the Xbox Live Marketplace page for your game.&lt;br /&gt;&lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;See SilverSprite in action:
&lt;ul&gt;&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Getting your game going&lt;/b&gt;&lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt;&lt;br /&gt;&lt;del&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;/del&gt;&lt;br /&gt;&lt;br /&gt;2. Add references to SilverArcade.SilverSprite.dll and SilverArcade.SilverSprite.Core.ll to your project.&lt;br /&gt;&lt;br /&gt;3. Add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample (remember the xmlns definition) :&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt;&lt;br /&gt;    Textures - 
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;.xnb&lt;/b&gt; file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;/li&gt;
&lt;li&gt;Option 2: Add the &lt;b&gt;PNG&lt;/b&gt;, &lt;b&gt;JPG&lt;/b&gt; or &lt;b&gt;BMP&lt;/b&gt; file using a file name that matches the asset name, making sure the build action is &amp;quot;Content&amp;quot;. This can make for a smaller XAP file.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt;&lt;br /&gt;    SpriteFont - There are two options for SpriteFont.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight&amp;#39;s built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You&amp;#39;ll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;-OR-&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 2: Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won&amp;#39;t perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Some things just don&amp;#39;t work at all, like XACT sound and networking.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>billreiss</author><pubDate>Mon, 08 Mar 2010 00:32:57 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100308123257A</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/wikipage?version=32</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2 or 3. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight code, it will run anywhere that Silverlight can.&lt;br /&gt;&lt;br /&gt;SilverSprite is brought to you by Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;, an ad based game site for Silverlight games. Please consider hosting your game with Silver Arcade once you get it working. If your game is also on Xbox Live Community Games, we will feature that prominently and provide a link to the Xbox Live Marketplace page for your game.&lt;br /&gt;&lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;See SilverSprite in action:
&lt;ul&gt;&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;New for Silverlight 3&lt;/b&gt;&lt;br /&gt;The current code on the Source Code tab is for Silverlight 3 and takes advantage of some new Silverlight 3 features. Please download this code and build it if you are working in Silverlight 3. The current release supports Silverlight 2 so use this one if you want to use Silverlight 2. Going forward I will not be supporting 2 versions since the changes are so significant between the two versions. &lt;br /&gt;&lt;br /&gt;Tinting when drawing (using a non-white draw color) is now done with a pixel shader so there is no longer the overhead of allocating a new texture per color. Also PNG and JPG content can now be tinted. It is recommended that you use PNG and JPG when possible since the XAP will be smaller than with the corresponding XNB file.&lt;br /&gt;&lt;br /&gt;Bitmap font text drawing is now done using WriteableBitmap and an image is made for the entire text instead of having a separate element for each texture. This should speed it up significantly. &lt;br /&gt;&lt;br /&gt;GPU acceleration can be enabled. Either set BitmapCacheEnabled and if your game canvas is scaled you will also have to specify RenderAtScale. To turn or hardware acceleration for the entire game, use SpriteBatch.SetGlobalBitmapCache(). This will probably change before the final release of the Silverlight 3 version. The Farser samples have been updated to take advantage of hardware acceleration.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Getting your game going&lt;/b&gt;&lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt;&lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt;&lt;br /&gt;3. Add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample (remember the xmlns definition) :&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt;&lt;br /&gt;    Eventually I&amp;#39;d like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt;&lt;br /&gt;    Textures - 
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;.xnb&lt;/b&gt; file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;/li&gt;
&lt;li&gt;Option 2: Add the &lt;b&gt;PNG&lt;/b&gt; or &lt;b&gt;JPG&lt;/b&gt; file using a file name that matches the asset name, making sure the build action is &amp;quot;Content&amp;quot;. This can be more size efficient, faster, and smaller in memory, but you cannot &amp;quot;tint&amp;quot; the drawing by specifying a drawing color. The Alpha value of the drawing color will still be honored.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt;&lt;br /&gt;    SpriteFont - There are two options for SpriteFont.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight&amp;#39;s built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You&amp;#39;ll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;-OR-&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 2: Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won&amp;#39;t perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Some things just don&amp;#39;t work at all, like XACT sound and networking.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>billreiss</author><pubDate>Wed, 20 Jan 2010 19:47:22 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20100120074722P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=31</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2 or 3. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight code, it will run anywhere that Silverlight can.&lt;br /&gt;&lt;br /&gt;SilverSprite is brought to you by Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;, an ad based game site for Silverlight games. Please consider hosting your game with Silver Arcade once you get it working. If your game is also on Xbox Live Community Games, we will feature that prominently and provide a link to the Xbox Live Marketplace page for your game.&lt;br /&gt;&lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;See SilverSprite in action:
&lt;ul&gt;&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;New for Silverlight 3&lt;/b&gt;&lt;br /&gt;The current code on the Source Code tab is for Silverlight 3 and takes advantage of some new Silverlight 3 features. Please download this code and build it if you are working in Silverlight 3. The current release supports Silverlight 2 so use this one if you want to use Silverlight 2. Going forward I will not be supporting 2 versions since the changes are so significant between the two versions. &lt;br /&gt;&lt;br /&gt;Tinting when drawing (using a non-white draw color) is now done with a pixel shader so there is no longer the overhead of allocating a new texture per color. Also PNG and JPG content can now be tinted. It is recommended that you use PNG and JPG when possible since the XAP will be smaller than with the corresponding XNB file.&lt;br /&gt;&lt;br /&gt;Bitmap font text drawing is now done using WriteableBitmap and an image is made for the entire text instead of having a separate element for each texture. This should speed it up significantly. &lt;br /&gt;&lt;br /&gt;GPU acceleration can be enabled. Either set BitmapCacheEnabled and if your game canvas is scaled you will also have to specify RenderAtScale. To turn or hardware acceleration for the entire game, use SpriteBatch.SetGlobalBitmapCache(). This will probably change before the final release of the Silverlight 3 version. The Farser samples have been updated to take advantage of hardware acceleration.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Getting your game going&lt;/b&gt;&lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt;&lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt;&lt;br /&gt;3. Add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample (remember the xmlns definition) :&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt;&lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt;&lt;br /&gt;    Textures - 
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;.xnb&lt;/b&gt; file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;/li&gt;
&lt;li&gt;Option 2: Add the &lt;b&gt;PNG&lt;/b&gt; or &lt;b&gt;JPG&lt;/b&gt; file using a file name that matches the asset name, making sure the build action is &amp;quot;Content&amp;quot;. This can be more size efficient, faster, and smaller in memory, but you cannot &amp;quot;tint&amp;quot; the drawing by specifying a drawing color. The Alpha value of the drawing color will still be honored.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt;&lt;br /&gt;    SpriteFont - There are two options for SpriteFont.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;-OR-&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 2: Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>billreiss</author><pubDate>Sat, 25 Jul 2009 19:39:55 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090725073955P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=30</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2 or 3. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight code, it will run anywhere that Silverlight can.&lt;br /&gt;&lt;br /&gt;SilverSprite is brought to you by Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;, an ad based game site for Silverlight games. Please consider hosting your game with Silver Arcade once you get it working. If your game is also on Xbox Live Community Games, we will feature that prominently and provide a link to the Xbox Live Marketplace page for your game.&lt;br /&gt;&lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;See SilverSprite in action:
&lt;ul&gt;&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;New for Silverlight 3&lt;/b&gt;&lt;br /&gt;The current code on the Source Code tab is for Silverlight 3 and takes advantage of some new Silverlight 3 features. Please download this code and build it if you are working in Silverlight 3. The current release supports Silverlight 2 so use this one if you want to use Silverlight 2. Going forward I will not be supporting 2 versions since the changes are so significant between the two versions. &lt;br /&gt;&lt;br /&gt;Tinting when drawing (using a non-white draw color) is now done with a pixel shader so there is no longer the overhead of allocating a new texture per color. Also PNG and JPG content can now be tinted.&lt;br /&gt;&lt;br /&gt;Bitmap font text drawing is now done using WriteableBitmap and an image is made for the entire text instead of having a separate element for each texture. This should speed it up significantly. &lt;br /&gt;&lt;br /&gt;GPU acceleration can be enabled. Either set BitmapCacheEnabled and if your game canvas is scaled you will also have to specify RenderAtScale. To turn or hardware acceleration for the entire game, use SpriteBatch.SetGlobalBitmapCache(). This will probably change before the final release of the Silverlight 3 version. The Farser samples have been updated to take advantage of hardware acceleration.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Getting your game going&lt;/b&gt;&lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt;&lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt;&lt;br /&gt;3. Add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample (remember the xmlns definition) :&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt;&lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt;&lt;br /&gt;    Textures - 
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;.xnb&lt;/b&gt; file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;/li&gt;
&lt;li&gt;Option 2: Add the &lt;b&gt;PNG&lt;/b&gt; or &lt;b&gt;JPG&lt;/b&gt; file using a file name that matches the asset name, making sure the build action is &amp;quot;Content&amp;quot;. This can be more size efficient, faster, and smaller in memory, but you cannot &amp;quot;tint&amp;quot; the drawing by specifying a drawing color. The Alpha value of the drawing color will still be honored.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt;&lt;br /&gt;    SpriteFont - There are two options for SpriteFont.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;-OR-&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 2: Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>billreiss</author><pubDate>Sat, 25 Jul 2009 19:38:28 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090725073828P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=29</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2 or 3. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight code, it will run anywhere that Silverlight can.&lt;br /&gt;&lt;br /&gt;SilverSprite is brought to you by Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;, an ad based game site for Silverlight games. Please consider hosting your game with Silver Arcade once you get it working. If your game is also on Xbox Live Community Games, we will feature that prominently and provide a link to the Xbox Live Marketplace page for your game.&lt;br /&gt;&lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;See SilverSprite in action:
&lt;ul&gt;&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;New for Silverlight 3&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;The current code on the Source Code tab is for Silverlight 3 and takes advantage of some new Silverlight 3 features. Please download this code and build it if you are working in Silverlight 3. The current release supports Silverlight 2 so use this one if you want to use Silverlight 2. Going forward I will not be supporting 2 versions since the changes are so significant between the two versions. &lt;br /&gt;&lt;br /&gt;Tinting when drawing (using a non-white draw color) is now done with a pixel shader so there is no longer the overhead of allocating a new texture per color. Also PNG and JPG content can now be tinted.&lt;br /&gt;&lt;br /&gt;Bitmap font text drawing is now done using WriteableBitmap and an image is made for the entire text instead of having a separate element for each texture. This should speed it up significantly. &lt;br /&gt;&lt;br /&gt;GPU acceleration can be enabled. Either set BitmapCacheEnabled and if your game canvas is scaled you will also have to specify RenderAtScale. To turn or hardware acceleration for the entire game, use SpriteBatch.SetGlobalBitmapCache(). This will probably change before the final release of the Silverlight 3 version. The Farser samples have been updated to take advantage of hardware acceleration.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;Getting your game going&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt;&lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt;&lt;br /&gt;3. Add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample (remember the xmlns definition) :&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt;&lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt;&lt;br /&gt;    Textures - 
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;.xnb&lt;/b&gt; file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;/li&gt;
&lt;li&gt;Option 2: Add the &lt;b&gt;PNG&lt;/b&gt; or &lt;b&gt;JPG&lt;/b&gt; file using a file name that matches the asset name, making sure the build action is &amp;quot;Content&amp;quot;. This can be more size efficient, faster, and smaller in memory, but you cannot &amp;quot;tint&amp;quot; the drawing by specifying a drawing color. The Alpha value of the drawing color will still be honored.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt;&lt;br /&gt;    SpriteFont - There are two options for SpriteFont.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;-OR-&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 2: Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>billreiss</author><pubDate>Sat, 25 Jul 2009 19:37:37 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090725073737P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=28</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2 or 3. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight code, it will run anywhere that Silverlight can.&lt;br /&gt;&lt;br /&gt;SilverSprite is brought to you by Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;, an ad based game site for Silverlight games. Please consider hosting your game with Silver Arcade once you get it working. If your game is also on Xbox Live Community Games, we will feature that prominently and provide a link to the Xbox Live Marketplace page for your game.&lt;br /&gt;&lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;See SilverSprite in action:
&lt;ul&gt;&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;New for Silverlight 3&lt;/b&gt;: The current code on the Source Code tab is for Silverlight 3 and takes advantage of some new Silverlight 3 features. Please download this code and build it if you are working in Silverlight 3.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Getting your game going:&lt;br /&gt;&lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt;&lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt;&lt;br /&gt;3. Add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample (remember the xmlns definition) :&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt;&lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt;&lt;br /&gt;    Textures - 
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;.xnb&lt;/b&gt; file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;/li&gt;
&lt;li&gt;Option 2: Add the &lt;b&gt;PNG&lt;/b&gt; or &lt;b&gt;JPG&lt;/b&gt; file using a file name that matches the asset name, making sure the build action is &amp;quot;Content&amp;quot;. This can be more size efficient, faster, and smaller in memory, but you cannot &amp;quot;tint&amp;quot; the drawing by specifying a drawing color. The Alpha value of the drawing color will still be honored.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt;&lt;br /&gt;    SpriteFont - There are two options for SpriteFont.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;-OR-&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 2: Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;&lt;div class="ClearBoth"&gt;&lt;/div&gt;</description><author>billreiss</author><pubDate>Sat, 25 Jul 2009 19:30:35 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090725073035P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=27</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight 2 code, it will run anywhere that Silverlight 2 can.&lt;br /&gt;&lt;br /&gt;SilverSprite is brought to you by Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;, an ad based game site for Silverlight games. Please consider hosting your game with Silver Arcade once you get it working. If your game is also on Xbox Live Community Games, we will feature that prominently and provide a link to the Xbox Live Marketplace page for your game.&lt;br /&gt;&lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;See SilverSprite in action:
&lt;ul&gt;&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;New for 1.0 Beta&lt;/b&gt;: support for SpriteEffects, all draw methods are now supported, improvements in sound, layerDepth is honored, DrawOrder for DrawableGameComponents is implemented, rotation of text supported, can add PNG and JPG texture files directly for textures, bug fixes, other improvements.&lt;br /&gt;&lt;br /&gt;Getting your game going:&lt;br /&gt;&lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt;&lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt;&lt;br /&gt;3. Add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample (remember the xmlns definition) :&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt;&lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt;&lt;br /&gt;    Textures - 
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;.xnb&lt;/b&gt; file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;/li&gt;
&lt;li&gt;Option 2: Add the &lt;b&gt;PNG&lt;/b&gt; or &lt;b&gt;JPG&lt;/b&gt; file using a file name that matches the asset name, making sure the build action is &amp;quot;Content&amp;quot;. This can be more size efficient, faster, and smaller in memory, but you cannot &amp;quot;tint&amp;quot; the drawing by specifying a drawing color. The Alpha value of the drawing color will still be honored.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt;&lt;br /&gt;    SpriteFont - There are two options for SpriteFont.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;-OR-&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 2: Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;</description><author>billreiss</author><pubDate>Thu, 30 Apr 2009 11:14:54 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090430111454A</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=26</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight 2 code, it will run anywhere that Silverlight 2 can.&lt;br /&gt;&lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;See SilverSprite in action:
&lt;ul&gt;&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;If you get your XNA game running in Silverlight, we'd love for you to submit it to Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;,our new game site for Silverlight games. Until we have a contact form on the site, you can contact me directly or here &lt;a href="http://www.bluerosegames.com/brg/contact.aspx" class="externalLink"&gt;http://www.bluerosegames.com/brg/contact.aspx&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;New for 1.0 Beta&lt;/b&gt;: support for SpriteEffects, all draw methods are now supported, improvements in sound, layerDepth is honored, DrawOrder for DrawableGameComponents is implemented, rotation of text supported, can add PNG and JPG texture files directly for textures, bug fixes, other improvements.&lt;br /&gt;&lt;br /&gt;Getting your game going:&lt;br /&gt;&lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt;&lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt;&lt;br /&gt;3. Add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample (remember the xmlns definition) :&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt;&lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt;&lt;br /&gt;    Textures - 
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;.xnb&lt;/b&gt; file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;/li&gt;
&lt;li&gt;Option 2: Add the &lt;b&gt;PNG&lt;/b&gt; or &lt;b&gt;JPG&lt;/b&gt; file using a file name that matches the asset name, making sure the build action is &amp;quot;Content&amp;quot;. This can be more size efficient, faster, and smaller in memory, but you cannot &amp;quot;tint&amp;quot; the drawing by specifying a drawing color. The Alpha value of the drawing color will still be honored.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt;&lt;br /&gt;    SpriteFont - There are two options for SpriteFont.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;-OR-&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 2: Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;</description><author>billreiss</author><pubDate>Wed, 29 Apr 2009 02:28:23 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090429022823A</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=25</link><description>&lt;div class="wikidoc"&gt;&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight 2 code, it will run anywhere that Silverlight 2 can.&lt;br /&gt;&lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;See SilverSprite in action:
&lt;ul&gt;&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;
&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;If you get your XNA game running in Silverlight, we'd love for you to submit it to Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;,our new game site for Silverlight games. Until we have a contact form on the site, you can contact me directly or here &lt;a href="http://www.bluerosegames.com/brg/contact.aspx" class="externalLink"&gt;http://www.bluerosegames.com/brg/contact.aspx&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;b&gt;New for 1.0 Beta&lt;/b&gt;: support for SpriteEffects, all draw methods are now supported, improvments in sound, layerDepth is honored, DrawOrder for DrawableGameComponents is implemented, rotation of text supported, can add PNG and JPG texture files directly for textures, bug fixes, other improvements.&lt;br /&gt;&lt;br /&gt;Getting your game going:&lt;br /&gt;&lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt;&lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt;&lt;br /&gt;3. Add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample (remember the xmlns definition) :&lt;br /&gt;&lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt;&lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt;&lt;br /&gt;    Textures - 
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;.xnb&lt;/b&gt; file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;/li&gt;
&lt;li&gt;Option 2: Add the &lt;b&gt;PNG&lt;/b&gt; or &lt;b&gt;JPG&lt;/b&gt; file using a file name that matches the asset name, making sure the build action is &amp;quot;Content&amp;quot;. This can be more size efficient, faster, and smaller in memory, but you cannot &amp;quot;tint&amp;quot; the drawing by specifying a drawing color. The Alpha value of the drawing color will still be honored.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt;&lt;br /&gt;    SpriteFont - There are two options for SpriteFont.&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 1: Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt;&lt;br /&gt;&lt;br /&gt;-OR-&lt;br /&gt;
&lt;ul&gt;&lt;li&gt;Option 2: Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;&lt;/ul&gt;
&lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt;&lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;/div&gt;</description><author>billreiss</author><pubDate>Wed, 29 Apr 2009 02:27:57 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090429022757A</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=24</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight 2 code, it will run anywhere that Silverlight 2 can.&lt;br /&gt; &lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;See SilverSprite in action:&lt;br /&gt;&lt;ul&gt;
&lt;li&gt;Farseer Physics XNA demos: &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;/li&gt;&lt;li&gt;Xbox 360 version of Dr. Popper in the browser: &lt;a href="http://www.bluerosegames.com/drpoppersilverxna.web/" class="externalLink"&gt;http://www.bluerosegames.com/drpoppersilverxna.web/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;If you get your XNA game running in Silverlight, we'd love for you to submit it to Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;,our new game site for Silverlight games. Until we have a contact form on the site, you can contact me directly or here &lt;a href="http://www.bluerosegames.com/brg/contact.aspx" class="externalLink"&gt;http://www.bluerosegames.com/brg/contact.aspx&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;Getting your game going:&lt;br /&gt; &lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt; &lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt; &lt;br /&gt;3. NEW: The Game class now inherits from Canvas, so you just need to add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample:&lt;br /&gt; &lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt; &lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt; &lt;br /&gt;    Textures - Add the .xnb file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;br /&gt; &lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt; &lt;br /&gt;    SpriteFont - &lt;b&gt;NEW&lt;/b&gt; There are two options for SpriteFont.&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;a. Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;-OR-&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;b. Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;br /&gt;
&lt;/div&gt;</description><author>billreiss</author><pubDate>Tue, 24 Mar 2009 15:14:49 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090324031449P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=23</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2. SpriteBatch based graphics only, no 3D. Since the game compiles into straight Silverlight 2 code, it will run anywhere that Silverlight 2 can.&lt;br /&gt; &lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;See SilverSprite in action here (running the Farseer Physics XNA demos): &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;br /&gt; &lt;br /&gt;If you get your XNA game running in Silverlight, we'd love for you to submit it to Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;,our new game site for Silverlight games. Until we have a contact form on the site, you can contact me directly or here &lt;a href="http://www.bluerosegames.com/brg/contact.aspx" class="externalLink"&gt;http://www.bluerosegames.com/brg/contact.aspx&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;Getting your game going:&lt;br /&gt; &lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt; &lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt; &lt;br /&gt;3. NEW: The Game class now inherits from Canvas, so you just need to add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample:&lt;br /&gt; &lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt; &lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt; &lt;br /&gt;    Textures - Add the .xnb file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;br /&gt; &lt;br /&gt;    Sound - Add the audio file (&lt;b&gt;not&lt;/b&gt; the xnb file) named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt; &lt;br /&gt;    SpriteFont - &lt;b&gt;NEW&lt;/b&gt; There are two options for SpriteFont.&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;a. Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;-OR-&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;b. Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;br /&gt;
&lt;/div&gt;</description><author>billreiss</author><pubDate>Sun, 22 Mar 2009 16:08:27 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090322040827P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=22</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2. SpriteBatch based graphics only, no 3D.&lt;br /&gt; &lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;See SilverSprite in action here (running the Farseer Physics XNA demos): &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;br /&gt; &lt;br /&gt;If you get your XNA game running in Silverlight, we'd love for you to submit it to Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;,our new game site for Silverlight games. Until we have a contact form on the site, you can contact me directly or here &lt;a href="http://www.bluerosegames.com/brg/contact.aspx" class="externalLink"&gt;http://www.bluerosegames.com/brg/contact.aspx&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;Getting your game going:&lt;br /&gt; &lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt; &lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt; &lt;br /&gt;3. NEW: The Game class now inherits from Canvas, so you just need to add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample:&lt;br /&gt; &lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt; &lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt; &lt;br /&gt;    Textures - Add the .xnb file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;br /&gt; &lt;br /&gt;    Sound - Add the audio file named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt; &lt;br /&gt;    SpriteFont - &lt;b&gt;NEW&lt;/b&gt; There are two options for SpriteFont.&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;a. Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;-OR-&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;b. Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;br /&gt;
&lt;/div&gt;</description><author>billreiss</author><pubDate>Sun, 22 Mar 2009 15:52:32 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090322035232P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=21</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2. SpriteBatch based graphics only, no 3D.&lt;br /&gt; &lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;See SilverSprite in action here (running the Farseer Physics XNA demos): &lt;a href="http://www.bluerosegames.com/silverspritefarseerdemo" class="externalLink"&gt;http://www.bluerosegames.com/silverspritefarseerdemo&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; &lt;br /&gt; &lt;br /&gt;More here soon, including more samples and instructions on how to use this. Every time I try a new game, the library gets a little more complete so I'm sure there are some holes right now.&lt;br /&gt; &lt;br /&gt;If you get your XNA game running in Silverlight, we'd love for you to submit it to Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;,our new game site for Silverlight games. Until we have a contact form on the site, you can contact me directly or here &lt;a href="http://www.bluerosegames.com/brg/contact.aspx" class="externalLink"&gt;http://www.bluerosegames.com/brg/contact.aspx&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;Getting your game going:&lt;br /&gt; &lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt; &lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt; &lt;br /&gt;3. NEW: The Game class now inherits from Canvas, so you just need to add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample:&lt;br /&gt; &lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt; &lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt; &lt;br /&gt;    Textures - Add the .xnb file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;br /&gt; &lt;br /&gt;    Sound - Add the audio file named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt; &lt;br /&gt;    SpriteFont - &lt;b&gt;NEW&lt;/b&gt; There are two options for SpriteFont.&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;a. Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;-OR-&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;b. Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;br /&gt;
&lt;/div&gt;</description><author>billreiss</author><pubDate>Sun, 22 Mar 2009 12:01:10 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090322120110P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=20</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2. SpriteBatch based graphics only, no 3D.&lt;br /&gt; &lt;br /&gt;Watch the Channel 9 video on SilverSprite here: &lt;a href="http://channel9.msdn.com/shows/Continuum/SilverSprite/" class="externalLink"&gt;http://channel9.msdn.com/shows/Continuum/SilverSprite/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;More here soon, including more samples and instructions on how to use this. Every time I try a new game, the library gets a little more complete so I'm sure there are some holes right now.&lt;br /&gt; &lt;br /&gt;If you get your XNA game running in Silverlight, we'd love for you to submit it to Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;,our new game site for Silverlight games. Until we have a contact form on the site, you can contact me directly or here &lt;a href="http://www.bluerosegames.com/brg/contact.aspx" class="externalLink"&gt;http://www.bluerosegames.com/brg/contact.aspx&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;Getting your game going:&lt;br /&gt; &lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt; &lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt; &lt;br /&gt;3. NEW: The Game class now inherits from Canvas, so you just need to add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample:&lt;br /&gt; &lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt; &lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt; &lt;br /&gt;    Textures - Add the .xnb file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;br /&gt; &lt;br /&gt;    Sound - Add the audio file named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt; &lt;br /&gt;    SpriteFont - &lt;b&gt;NEW&lt;/b&gt; There are two options for SpriteFont.&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;a. Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;-OR-&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;b. Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;br /&gt;
&lt;/div&gt;</description><author>billreiss</author><pubDate>Sat, 21 Mar 2009 16:41:20 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090321044120P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=19</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2. SpriteBatch based graphics only, no 3D.&lt;br /&gt; &lt;br /&gt;More here soon, including more samples and instructions on how to use this. Every time I try a new game, the library gets a little more complete so I'm sure there are some holes right now.&lt;br /&gt; &lt;br /&gt;If you get your XNA game running in Silverlight, we'd love for you to submit it to Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;,our new game site for Silverlight games. Until we have a contact form on the site, you can contact me directly or here &lt;a href="http://www.bluerosegames.com/brg/contact.aspx" class="externalLink"&gt;http://www.bluerosegames.com/brg/contact.aspx&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;Getting your game going:&lt;br /&gt; &lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt; &lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt; &lt;br /&gt;3. NEW: The Game class now inherits from Canvas, so you just need to add your Game class (by default this is Game1) to your XAML or in code. Here is an example from the snake game sample:&lt;br /&gt; &lt;br /&gt;&lt;pre&gt;
&amp;lt;UserControl x:Class=&amp;quot;SnakeGameSilverSprite.Page&amp;quot;
    xmlns=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml/presentation&amp;quot; 
    xmlns:x=&amp;quot;http://schemas.microsoft.com/winfx/2006/xaml&amp;quot; 
    Width=&amp;quot;400&amp;quot; Height=&amp;quot;300&amp;quot; xmlns:game=&amp;quot;clr-namespace:SnakeGame&amp;quot;&amp;gt;
    &amp;lt;Grid x:Name=&amp;quot;LayoutRoot&amp;quot; Background=&amp;quot;White&amp;quot;&amp;gt;
        &amp;lt;Canvas&amp;gt;
            &amp;lt;game:Game1 x:Name=&amp;quot;game&amp;quot;/&amp;gt;
        &amp;lt;/Canvas&amp;gt;
    &amp;lt;/Grid&amp;gt;
&amp;lt;/UserControl&amp;gt;
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt; &lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt; &lt;br /&gt;    Textures - Add the .xnb file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;br /&gt; &lt;br /&gt;    Sound - Add the audio file named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt; &lt;br /&gt;    SpriteFont - &lt;b&gt;NEW&lt;/b&gt; There are two options for SpriteFont.&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;a. Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;-OR-&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;b. Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;br /&gt;
&lt;/div&gt;</description><author>billreiss</author><pubDate>Sat, 21 Mar 2009 16:36:41 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090321043641P</guid></item><item><title>Updated Wiki: Home</title><link>http://silversprite.codeplex.com/Wiki/View.aspx?title=Home&amp;version=18</link><description>&lt;div class="wikidoc"&gt;
&lt;b&gt;Project Description&lt;/b&gt;&lt;br /&gt;Run XNA games without code changes in Silverlight 2. SpriteBatch based graphics only, no 3D.&lt;br /&gt; &lt;br /&gt;More here soon, including more samples and instructions on how to use this. Every time I try a new game, the library gets a little more complete so I'm sure there are some holes right now.&lt;br /&gt; &lt;br /&gt;If you get your XNA game running in Silverlight, we'd love for you to submit it to Silver Arcade &lt;a href="http://www.silverarcade.com" class="externalLink"&gt;http://www.silverarcade.com&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;,our new game site for Silverlight games. Until we have a contact form on the site, you can contact me directly or here &lt;a href="http://www.bluerosegames.com/brg/contact.aspx" class="externalLink"&gt;http://www.bluerosegames.com/brg/contact.aspx&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt; &lt;br /&gt;Getting your game going:&lt;br /&gt; &lt;br /&gt;1. Add all of your source files to your Silverlight application. You can add these &amp;quot;as link&amp;quot; if you want to share them with both XNA and Silverlight.&lt;br /&gt; &lt;br /&gt;2. Replace Microsoft.Xna.Framework with SilverArcade.SilverSprite everywhere in your code. You can wrap these in a #if SILVERLIGHT if you want it to compile for both XNA and SilverSprite.&lt;br /&gt; &lt;br /&gt;3. NEW: The Game class now inherits from Canvas, so you just need to add your Game class (by default this is Game1) to your XAML or in code. &lt;br /&gt; &lt;br /&gt;4. Add content to your silverlight app:&lt;br /&gt; &lt;br /&gt;    Eventually I'd like to read the xnb files for everything if possible. For now, adding content is a bit messy.&lt;br /&gt; &lt;br /&gt;    Textures - Add the .xnb file built by the Windows XNA Debug project, only uncompressed xnb files right now. The texture itself can be compressed, in XNA this is a property you can set, and it can make the texture file 4 to 8 times smaller. Make sure the build action is set to &amp;quot;Content&amp;quot;.&lt;br /&gt; &lt;br /&gt;    Sound - Add the audio file named the same as the asset name to the project, make sure the build action is set to &amp;quot;Content&amp;quot;. Only mp3 and wma right now.&lt;br /&gt; &lt;br /&gt;    SpriteFont - &lt;b&gt;NEW&lt;/b&gt; There are two options for SpriteFont.&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;a. Add the &lt;b&gt;spritefont&lt;/b&gt; file to the project, setting build action to &amp;quot;Content&amp;quot;. This will use Silverlight's built in text support. If you are using a font that is not one of the built in Silverlight fonts, add the &lt;b&gt;ttf&lt;/b&gt; file to the project as a resource.  You'll also need an extra line of code after creating your game class to map the XNA font name to the Silverlight FontFamily. It will look like this (taken from the snake game sample):&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;pre&gt;
            game.AddFont(&amp;quot;Becker Black NF&amp;quot;, &amp;quot;./Becker Black NF.ttf#Becker Black NF&amp;quot;);
&lt;/pre&gt; &lt;br /&gt; &lt;br /&gt;-OR-&lt;br /&gt; &lt;br /&gt;&lt;ul&gt;
&lt;li&gt;b. Add the &lt;b&gt;xnb&lt;/b&gt; file for the spritefont to the project, setting build action to &amp;quot;Content&amp;quot;. This is required for bitmap fonts. Bitmap fonts won't perform quite as well, and you need to be careful if drawing a font with multiple random colors, because a bitmap is generated for each color.&lt;/li&gt;
&lt;/ul&gt; &lt;br /&gt;&lt;b&gt;Some things just don't work at all, like XACT sound and networking. If you use a lot of different draw colors when drawing textures, a bitmap is created for each unique color (sorry it's the nature of the beast right now in Silverlight) and they're never cleaned up currently, so you can run into some major memory growth if you're not careful.&lt;/b&gt;&lt;br /&gt; &lt;br /&gt;A good amount of the code, especially things like Vector2 and math classes come from the Mono.Xna &lt;a href="http://code.google.com/p/monoxna/" class="externalLink"&gt;http://code.google.com/p/monoxna/&lt;span class="externalLinkIcon"&gt;&lt;/span&gt;&lt;/a&gt; library.&lt;br /&gt;
&lt;/div&gt;</description><author>billreiss</author><pubDate>Sat, 21 Mar 2009 16:29:00 GMT</pubDate><guid isPermaLink="false">Updated Wiki: Home 20090321042900P</guid></item></channel></rss>