Thank you for your feedback! It can be fairly easy ported to WP8. I'm saying that because WP8 doesn't have full support for D2D, so there might be some roadblocks, but DirectXTK can be quite of some help in this case.
@Roudoudou:Thank you! The game is this big code-wise because of many "raw" feature implementations, such as the rendering stack. For the most part, you can reuse game components that are included in FallFury in much smaller projects.
Comments
Azure Notification Hubs for Mobile Applications
The sample repository mentioned in the video is located here:
https://github.com/Azure/azure-notificationhubs-samples
TWC9: Nokia, XBox One, More MSDN Azure, Designing Hub Experience and more
Thanks for the shout-out, Dan and Brian! Super pumped about coming back on campus!
MissionControl - A Flexible API for Remote Device Control
@roschler: that's some really cool stuff.
One of the great things about MissionControl is its adaptability. You can swap Phidget IR with some other hardware/SDK as long as those are either:
a) have an open network protocol, so you can send/capture specific commands.
or
b) have a .NET SDK that can be used with the server component.
MissionControl - A Flexible API for Remote Device Control
Let me know if you need help with the transition, would be more than happy to help get MissionControl up and running as a replacement
TWC9: 100MM licenses, Blue at build, VS2012.3 Go Live CTP, and more
@Zahir Tezcan: looks like an Acer Aspire S7 to me. I believe the actual model is this.
Fall Fury: Part 1 - Introduction
Works for me. If it still doesn't open, feel free to use this mirror link.
Announcing Build 2013
Fantastic news and great location choice!
Fall Fury: Part 11 - Hardware Testing & Debugging
Thank you for your feedback! It can be fairly easy ported to WP8. I'm saying that because WP8 doesn't have full support for D2D, so there might be some roadblocks, but DirectXTK can be quite of some help in this case.
Channel 9 turns 9!
Happy birthday and keep doing the awesome job that all of you guys are already doing
Fall Fury, the PDF!
@Roudoudou:Thank you! The game is this big code-wise because of many "raw" feature implementations, such as the rendering stack. For the most part, you can reuse game components that are included in FallFury in much smaller projects.
Fall Fury: Part 2 - Shaders
Thanks Clint! Learned a lot from this
Fall Fury, the PDF!
Full credit for compiling the PDF goes to @BrianPeek