XNA Games Studio Express.
Just sounds great when saying it and looks like it should be a great hit, reducing the time and effort required to build multi-platform titles (albeit Microsoft software only) and gives the community a low-cost option of getting their work seen by the outside world.
For those of you not in the know yet, I would suggest hiking over to the Microsoft XNA developers homepage for more details but in short, the studio is a add-on express studio which builds upon C# express and the .NET2/.NET compact framework (depending on what your releasing to Windows/XBOX360). It gives a wealth of support for game developers (from beginner to pro) for creating games and content and with a small yearly fee ($99 Per Year) you can test and publish you games to Xbox Live for the community to download and play.
Back now the the main subject of this blog – the Game Loop
Just recently I spend some time browsing through the rest of the XNA teams blogs (there are a few), I already knew and keep an eye out for Tom Millers Blog (good info) and also read Dave "Let’s Kill Dave" Wellers blog (for a funnier outlook on life and XNA).
But today I game across Rick Hoskin’s blog (who recently has started blogging in the team, so new he’s not even done his profile yet, lol), he’s a Pro game programmer and provides some very good insight to good programming styles, Do’s and Do Not’s.
Just goes to show hoe much thought is required to choose a good game loop from the start and how much controversy there is on the subject.