Temple Run now supports 512 MB devices
Camera comparison: Nokia Lumia 920 vs. 720 vs. Nokia N8
Windows Phone Toolkit June 2013 update – summary
Nokia RM-875 passes through the FCC, may be the EOS for the rest of the world
WSJ: Microsoft and Nokia were recently looking to merge
10 classic Xbox games from Gameloft on sale through June 25
Nokia Lumia 925 officially launched in China
Microsoft Promtes iAds-Like Window 8 Ads Within Apps
Some more details about the Windows Phone Waze beta
Nintendo 3DS Outsells Xbox 360 In May
Many people welcome the New Year by sending SMS messages to friends and loved ones. On Windows Phone we have the option of sending group messages, and many of us may be tempted to send the same message to a group of friends when the clock strikes 12.
LandofTechnology however warns that if you try and send a SMS message more than 160 characters long to multiple people you may run into SMS error 225, which is short for Service Denied.
The reason is that Windows Phone automatically convert group SMS messages to MMS messages, and it seems making them more than 160 characters can trigger this network fault (likely an anti-spam measure).
Their advice is simply to keep your message less than 160 characters and spend more time partying and less time on your phone.
Read more at LandofTechnology here.
Justin Marshall, who I suspect is a Microsoft developer, has ported glQuake to Windows Phone.
He converted the OpenGL code to Direct3D11, used by Windows Phone, and it seems it was the work of a mere few weeks, having been started during his Christmas break.
That does not of course mean the work is finished or bug free. He writes:
I tried to keep the engine as close as I could to the original, one of the big things I had to add was obviously d3d11 support but also I added fbo/ibo support. I did that because it made converting trifan to tristrip easier.
It is buggy, but it’s playable(right now to get to a level you need to set map <xyz> in autoexec.cfg, thats only because I haven’t programmed the input for the menu yet), the PVS system seams to cull out more stuff than it should, the sky, liquid and lava don’t render correctly half the time(half the time they do though), and the sound system cuts out. And the culling for models gets reversed sometimes also dont know why.
Justin writes that one of his motivations was to provide a ready-made engine for other developers to create high quality performant games on, and to that end he has made the source code freely downloadable here.
Read more about his efforts at MSDN here.