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<?xml-stylesheet type="text/xsl" href="https://www.dotnetzone.gr:443/cs/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>XNA Game Development (Decentralize)</title><link>https://www.dotnetzone.gr:443/cs/blogs/iwannis/archive/2009/12/23/xna-game-development-decentralize.aspx</link><description>In the previous post , we have talked about drawing and moving 2D textures on the XNA window. In this post, we will explore the basic architecture that XNA uses in order to separate the game logic from the sprite logic. So prior to reading this post,</description><dc:language>el</dc:language><generator>CommunityServer 2.1 SP3 (Build: 20423.1)</generator></channel></rss>