<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" media="screen" href="/App_Themes/default/rss.xslt"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:trackback="http://madskills.com/public/xml/rss/module/trackback/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:media="http://search.yahoo.com/mrss/" xmlns:evnet="http://www.mscommunities.com/rssmodule/"><channel><title>Comment Feed for QuakeLight Preview (Continuum on Channel 9)</title><atom:link rel="self" type="application/rss+xml" href="http://channel9.msdn.com/shows/continuum/quakelightpreview/rss/default.aspx" /><image><url>http://mschnlnine.vo.llnwd.net/d1/Dev/App_Themes/C9/images/feedimage.png</url><title>Comment Feed for QuakeLight Preview (Continuum on Channel 9)</title><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/</link></image><description>QuakeLight Preview</description><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/</link><language>en-us</language><pubDate>Thu, 26 Feb 2009 16:32:29 GMT</pubDate><lastBuildDate>Thu, 26 Feb 2009 16:32:29 GMT</lastBuildDate><generator>EvNet (EvNet, Version=1.0.3608.3122, Culture=neutral, PublicKeyToken=null)</generator><item><title>Re: Re: QuakeLight Preview</title><description>Me too, this looks sweet.&lt;br&gt;</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=458921</link><pubDate>Thu, 26 Feb 2009 16:32:28 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=458921</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/458921/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Me too, this looks sweet.</evnet:previewtext><dc:creator>Nick George</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/458921/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>&lt;P&gt;Nice!!&lt;BR&gt;Impressive work!&lt;BR&gt;&lt;BR&gt;I feel nostalgic :_)&lt;/P&gt;</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=447855</link><pubDate>Tue, 09 Dec 2008 18:59:59 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=447855</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/447855/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Nice!!Impressive work!I feel nostalgic :_)</evnet:previewtext><dc:creator>Daniel Garzon</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/447855/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>&lt;P&gt;Please note that the original Quake game was running by default in a 320x240 screen resolution and most critical parts were coded in highly optimized assembly code (John Carmack).&lt;BR&gt;&lt;BR&gt;The demonstrated resolution here is 640x480 and is written in pure C#. The rendering part is as fast as possible given the current Silverlight limitations. Please note that no real optimizations were performed yet so this should improve soon.&lt;BR&gt;Also we could benefit of dual core systems provided that we tweak the rendering to be multi-threaded.&lt;BR&gt;&lt;BR&gt;In any case, on a same test case computer, the original assembly-optimized version is not running that fast with higher resolution. Of course, the OpenGL version outperforms everything with the help of hardware-accelerated 3D.&lt;/P&gt;</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435704</link><pubDate>Mon, 27 Oct 2008 13:32:45 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435704</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435704/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Please note that the original Quake game was running by default in a 320x240 screen resolution and most critical parts were coded in highly optimized assembly code (John Carmack).The demonstrated resolution here is 640x480 and is written in pure C#. The rendering part is as fast as possible given&amp;#8230;</evnet:previewtext><dc:creator>InnoveWare Solutions</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435704/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>&lt;P&gt;I wrote an SNES emulator in C# awhile back, trying to get it running as a Silverlight app.&lt;/P&gt;</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435412</link><pubDate>Sun, 26 Oct 2008 03:01:48 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435412</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435412/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>I wrote an SNES emulator in C# awhile back, trying to get it running as a Silverlight app.</evnet:previewtext><dc:creator>CreamFilling512</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435412/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>Good thing you're not using this as a demonstration of the speed of Sliverlight. 55fps on a 3ghz machine with a 12 year old game? ;)</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435405</link><pubDate>Sun, 26 Oct 2008 01:44:57 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435405</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435405/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Good thing you're not using this as a demonstration of the speed of Sliverlight. 55fps on a 3ghz machine with a 12 year old game? ;)</evnet:previewtext><dc:creator>Pon</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435405/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>This makes me want to jump in and try porting a console emulator to Silverlight / C#. &lt;br&gt;This is certainly one use of Silverlight MS never expected!&lt;br&gt;</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435400</link><pubDate>Sun, 26 Oct 2008 00:39:37 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435400</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435400/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>This makes me want to jump in and try porting a console emulator to Silverlight / C#. This is certainly one use of Silverlight MS never expected!</evnet:previewtext><dc:creator>MagnumOpus</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435400/Trackback.aspx</trackback:ping></item><item><title>Re: Re: Re: Re: Re: Re: QuakeLight Preview</title><description>Only one core, so if it scaled&amp;nbsp;linearly, since I was getting around 55 fps, you would get around 29 fps.&amp;nbsp; But tha't probably over simplifying it quite a bit. :)</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435361</link><pubDate>Sat, 25 Oct 2008 17:00:50 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435361</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435361/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Only one core, so if it scaled&amp;nbsp;linearly, since I was getting around 55 fps, you would get around 29 fps.&amp;nbsp; But tha't probably over simplifying it quite a bit. :)</evnet:previewtext><dc:creator>Adam Kinney</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435361/Trackback.aspx</trackback:ping></item><item><title>Re: Re: Re: Re: Re: QuakeLight Preview</title><description>How many cores? :)&amp;nbsp;I'd be interested in the performance on a 1.6GHz single core, cause Silverlight is horribly slow there.&amp;nbsp;:(&lt;BR&gt;How many frames per second&amp;nbsp;would you get? :P</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435344</link><pubDate>Sat, 25 Oct 2008 11:20:58 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435344</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435344/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>How many cores? :)&amp;nbsp;I'd be interested in the performance on a 1.6GHz single core, cause Silverlight is horribly slow there.&amp;nbsp;:(How many frames per second&amp;nbsp;would you get? :P</evnet:previewtext><dc:creator>Dorian Muthig</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435344/Trackback.aspx</trackback:ping></item><item><title>Re: Re: QuakeLight Preview</title><description>&lt;P&gt;Are you going to be at PDC?&amp;nbsp; I could show it to you live if you wanted :)&lt;/P&gt;</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435332</link><pubDate>Sat, 25 Oct 2008 06:55:22 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435332</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435332/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Are you going to be at PDC?&amp;nbsp; I could show it to you live if you wanted :)</evnet:previewtext><dc:creator>Adam Kinney</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435332/Trackback.aspx</trackback:ping></item><item><title>Re: Re: Re: Re: QuakeLight Preview</title><description>The machine&amp;nbsp;I&amp;nbsp;used while shooting the video has&amp;nbsp;a 3.0 GHz processor and&amp;nbsp;4GB of RAM.&amp;nbsp; That was also running on&amp;nbsp;my secondary monitor as the primary monitor was displaying my script.&amp;nbsp; (Just kidding there was no script, just fumes from the permanent marker).</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435331</link><pubDate>Sat, 25 Oct 2008 06:53:53 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435331</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435331/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>The machine&amp;nbsp;I&amp;nbsp;used while shooting the video has&amp;nbsp;a 3.0 GHz processor and&amp;nbsp;4GB of RAM.&amp;nbsp; That was also running on&amp;nbsp;my secondary monitor as the primary monitor was displaying my script.&amp;nbsp; (Just kidding there was no script, just fumes from the permanent marker).</evnet:previewtext><dc:creator>Adam Kinney</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435331/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>Obviously faked.&lt;BR&gt;&lt;BR&gt;=P&lt;BR&gt;&lt;BR&gt;Awesome post, this makes Silverlight look amazing in my opinion.&lt;BR&gt;&lt;BR&gt;Wonder if this will draw John Carmack into developing for the platform...</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435309</link><pubDate>Sat, 25 Oct 2008 03:00:40 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435309</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435309/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Obviously faked.=PAwesome post, this makes Silverlight look amazing in my opinion.Wonder if this will draw John Carmack into developing for the platform...</evnet:previewtext><dc:creator>LightRider</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435309/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>Can't wait to get an opportunity to review the code. Please show this as a live demo @ PDC 2008!</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435305</link><pubDate>Sat, 25 Oct 2008 01:51:44 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435305</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435305/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Can't wait to get an opportunity to review the code. Please show this as a live demo @ PDC 2008!</evnet:previewtext><dc:creator>ZroBug</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435305/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>&lt;P&gt;Nice nice, I hope more old school&amp;nbsp;games ported to silverlight.&lt;/P&gt;</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435285</link><pubDate>Fri, 24 Oct 2008 22:25:06 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435285</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435285/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Nice nice, I hope more old school&amp;nbsp;games ported to silverlight.</evnet:previewtext><dc:creator>magicalclick</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435285/Trackback.aspx</trackback:ping></item><item><title>Re: Re: QuakeLight Preview</title><description>Cool.&amp;nbsp; When do can we play?</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435257</link><pubDate>Fri, 24 Oct 2008 20:07:45 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435257</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435257/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Cool.&amp;nbsp; When do can we play?</evnet:previewtext><dc:creator>William Stacey</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435257/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>Incredible.&lt;BR&gt;C</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435246</link><pubDate>Fri, 24 Oct 2008 19:18:49 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435246</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435246/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Incredible.C</evnet:previewtext><dc:creator>Charles</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435246/Trackback.aspx</trackback:ping></item><item><title>Re: Re: Re: QuakeLight Preview</title><description>I also wonder what machine he is getting this FPS on.&amp;nbsp; Furthermore, Silverlight does have some multithreading capabilities that I could see being used to speed up the rendering really well.&lt;BR&gt;&lt;BR&gt;Maybe also he is using an optimized data structure.&amp;nbsp; For example, Analysis Services 2008 is using the probability based bloom structures for sets with NULL/Empty records.&amp;nbsp; Just by moving to this structure cubes with sparse data performa 20-30% faster.&amp;nbsp; &lt;BR&gt;&lt;BR&gt;I wonder if something like that is going on where if it is doing simple png rendering with buffered rendering on other threads with some advanced probability data structures to figure out movement.</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435203</link><pubDate>Fri, 24 Oct 2008 15:51:32 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435203</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435203/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>I also wonder what machine he is getting this FPS on.&amp;nbsp; Furthermore, Silverlight does have some multithreading capabilities that I could see being used to speed up the rendering really well.Maybe also he is using an optimized data structure.&amp;nbsp; For example, Analysis Services 2008 is using the&amp;#8230;</evnet:previewtext><dc:creator>Bart Czernicki</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435203/Trackback.aspx</trackback:ping></item><item><title>Re: Re: QuakeLight Preview</title><description>Unless there's some super-secret reasonable way of getting a bitmap onto the screen in Silverlight, I'm sure he's encoding each frame as a PNG.&amp;nbsp; It's not as bad as it could be if you make no effort to do the lossless compression, but there's still got to be some time wasted there.&amp;nbsp; I would love to know what % of time is spent on that piece.&lt;br&gt;</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435199</link><pubDate>Fri, 24 Oct 2008 15:20:28 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435199</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435199/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Unless there's some super-secret reasonable way of getting a bitmap onto the screen in Silverlight, I'm sure he's encoding each frame as a PNG.&amp;nbsp; It's not as bad as it could be if you make no effort to do the lossless compression, but there's still got to be some time wasted there.&amp;nbsp; I would&amp;#8230;</evnet:previewtext><dc:creator>tgrand</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435199/Trackback.aspx</trackback:ping></item><item><title>Re: Re: Re: QuakeLight Preview</title><description>No, the author of Quakelight already stated that they are not doing that. They ported Quake's software renderer into C# like I said. I suppose people forget that games used to have software rendering engines. There won't be a Quakelight3 for example.</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435125</link><pubDate>Fri, 24 Oct 2008 02:18:40 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435125</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435125/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>No, the author of Quakelight already stated that they are not doing that. They ported Quake's software renderer into C# like I said. I suppose people forget that games used to have software rendering engines. There won't be a Quakelight3 for example.</evnet:previewtext><dc:creator>rhm</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435125/Trackback.aspx</trackback:ping></item><item><title>Re: Re: QuakeLight Preview</title><description>rhm:&amp;nbsp; in part i'd say the "secret" is that quake used Open GL and SIlverlight/ WPF has primitives that are in some ways like OGL ones.&lt;BR&gt;I'd bet they had to make a kind of Maping from the quake engine calls that in turn called OGL to a C# classes that call the Silverlight / WPF bits.&lt;BR&gt;&lt;BR&gt;not trivial but I bet it's not byte[] in most cases....&lt;BR&gt;&lt;BR&gt;Quake had for example Textures as brushes on a surface to fill a triange/ mesh &lt;BR&gt;Silverlight has an ImageBrush that can fill an enclosed path rect, triangle etc....&lt;BR&gt;</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435096</link><pubDate>Thu, 23 Oct 2008 21:06:01 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435096</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435096/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>rhm:&amp;nbsp; in part i'd say the "secret" is that quake used Open GL and SIlverlight/ WPF has primitives that are in some ways like OGL ones.I'd bet they had to make a kind of Maping from the quake engine calls that in turn called OGL to a C# classes that call the Silverlight / WPF bits.not trivial&amp;#8230;</evnet:previewtext><dc:creator>figuerres</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435096/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>This is awesome :)</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435076</link><pubDate>Thu, 23 Oct 2008 20:04:24 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435076</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435076/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>This is awesome :)</evnet:previewtext><dc:creator>Dan Fernandez</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435076/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>&lt;P&gt;My interests in silverlight have just gone up! :)&lt;/P&gt;</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435056</link><pubDate>Thu, 23 Oct 2008 18:02:46 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435056</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435056/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>My interests in silverlight have just gone up! :)</evnet:previewtext><dc:creator>You can&amp;#39;t handle my name</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435056/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>I'm looking forward to seeing how this is done. I mean obviously you can re-write the Quake software renderer in C# and have it write to a&amp;nbsp;byte[] in place of video memory and with PCs being as fast as they are today compared with 1995, that will get you a decent fps at the resolutions demonstrated. No contoversy there. But what I don't get is how you get that byte array on screen in Silverlight 2, because I've been through all the API documentation and I just can't see a way other than&amp;nbsp;turning each frame into a PNG and then having it decoded by the framework again and that surely wouldn't be fast enough.</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435002</link><pubDate>Thu, 23 Oct 2008 13:15:26 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=435002</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/435002/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>I'm looking forward to seeing how this is done. I mean obviously you can re-write the Quake software renderer in C# and have it write to a&amp;nbsp;byte[] in place of video memory and with PCs being as fast as they are today compared with 1995, that will get you a decent fps at the resolutions&amp;#8230;</evnet:previewtext><dc:creator>rhm</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/435002/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>Amazing! Why isn't this somewhere more prominent, like the front page or something? If anything is an in-your-face demonstration of the power of Silverlight 2, this is it.&lt;BR&gt;&lt;BR&gt;Edit: I guess it is on the front page. Didn't notice it before.</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=434971</link><pubDate>Thu, 23 Oct 2008 10:04:04 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=434971</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/434971/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Amazing! Why isn't this somewhere more prominent, like the front page or something? If anything is an in-your-face demonstration of the power of Silverlight 2, this is it.Edit: I guess it is on the front page. Didn't notice it before.</evnet:previewtext><dc:creator>Bas</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/434971/Trackback.aspx</trackback:ping></item><item><title>Re: QuakeLight Preview</title><description>Nice. I hope we are going to see this in the wild :) Awesome work by Julien.</description><comments></comments><link>http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=434956</link><pubDate>Thu, 23 Oct 2008 07:35:13 GMT</pubDate><guid isPermaLink="false">http://channel9.msdn.com/shows/Continuum/QuakeLightPreview/?CommentID=434956</guid><evnet:views>0</evnet:views><evnet:viewtrackingurl>http://channel9.msdn.com/434956/WebViewBug.aspx?EVT=0</evnet:viewtrackingurl><evnet:previewtext>Nice. I hope we are going to see this in the wild :) Awesome work by Julien.</evnet:previewtext><dc:creator>Christian Liensberger</dc:creator><slash:comments>0</slash:comments><wfw:commentRss></wfw:commentRss><trackback:ping>http://channel9.msdn.com/434956/Trackback.aspx</trackback:ping></item></channel></rss>