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Kodu originated as a project in Microsoft Research. The choice of releasing on the Xbox informed much of the early UI development since everything needed to be done using a game controller. Since porting to the PC, support for keyboard, mouse, and touch have been added. The goal for Kodu has always been to be as easy as possible for new users. Guided by this goal, we've tended to design new features so that they are simple and understandable rather than more complex and complete.

The heart of Kodu is the tile-based programming language. The kode is continuously evaluated so that it immediately reacts to any changes in the state of the world. For instance, the sample below shows how to program a character to find and eat all the apples in the game world. Line 1 says that if the character sees an apple, it should move toward it. Naga Siren mixset Lion mix set Dread of the Glea Arena Champion. Eternal Purgatory. Arsenal of the De Samurai Soul. Elemental Fury Mu Aghanim Battle Pass Shambling Draug.

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