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	<title>Comments for Sediverse Studios</title>
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	<link>http://sediverse.com</link>
	<description>Better living through science!</description>
	<lastBuildDate>Thu, 08 Dec 2011 00:30:14 +0000</lastBuildDate>
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		<title>Comment on Inkman &#8211; update 00 by Mello</title>
		<link>http://sediverse.com/2011/11/inkman-update-00/comment-page-1/#comment-3245</link>
		<dc:creator>Mello</dc:creator>
		<pubDate>Thu, 08 Dec 2011 00:30:14 +0000</pubDate>
		<guid isPermaLink="false">http://sediverse.com/?p=1226#comment-3245</guid>
		<description>I still miss Serious Emotional Disturbances :I</description>
		<content:encoded><![CDATA[<p>I still miss Serious Emotional Disturbances :I</p>
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		<title>Comment on Inkman &#8211; update 00 by Nine</title>
		<link>http://sediverse.com/2011/11/inkman-update-00/comment-page-1/#comment-3243</link>
		<dc:creator>Nine</dc:creator>
		<pubDate>Mon, 21 Nov 2011 19:12:10 +0000</pubDate>
		<guid isPermaLink="false">http://sediverse.com/?p=1226#comment-3243</guid>
		<description>Velocity: Spot on, it&#039;s just that it ends up being this huge ugly switch, with having to recognize orientation and then update from there. And I feel like... there&#039;s gotta be a simpler way then like 20 lines of if/else, since it all ends up with this even more giant state-checking-thing on every frame.

Bounding areas: Yeah, its collision physics, but... more like psuedo-physics. A faking of real physics. I&#039;m looking into physics frameworks for android... but so far it seems there isn&#039;t much available. Either its expensive, part of a larger program (which is also expensive) or released from a guy who doesn&#039;t speak much english.

Level saving: I don&#039;t even know where to start with JSON. I&#039;m looking into it now. And xml would just be wayyyy too complicated for a little 2D platformer. i mean like... little little.</description>
		<content:encoded><![CDATA[<p>Velocity: Spot on, it&#8217;s just that it ends up being this huge ugly switch, with having to recognize orientation and then update from there. And I feel like&#8230; there&#8217;s gotta be a simpler way then like 20 lines of if/else, since it all ends up with this even more giant state-checking-thing on every frame.</p>
<p>Bounding areas: Yeah, its collision physics, but&#8230; more like psuedo-physics. A faking of real physics. I&#8217;m looking into physics frameworks for android&#8230; but so far it seems there isn&#8217;t much available. Either its expensive, part of a larger program (which is also expensive) or released from a guy who doesn&#8217;t speak much english.</p>
<p>Level saving: I don&#8217;t even know where to start with JSON. I&#8217;m looking into it now. And xml would just be wayyyy too complicated for a little 2D platformer. i mean like&#8230; little little.</p>
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		<title>Comment on Inkman &#8211; update 00 by Bergasms</title>
		<link>http://sediverse.com/2011/11/inkman-update-00/comment-page-1/#comment-3242</link>
		<dc:creator>Bergasms</dc:creator>
		<pubDate>Mon, 21 Nov 2011 15:07:37 +0000</pubDate>
		<guid isPermaLink="false">http://sediverse.com/?p=1226#comment-3242</guid>
		<description>Ah also. Re level saving. Make it a format that can be sent over network easy. such as JSON or XML. That way when the time comes and your game becomes amazing, you can more easily set up downloadable level packs, map sharing, etc.</description>
		<content:encoded><![CDATA[<p>Ah also. Re level saving. Make it a format that can be sent over network easy. such as JSON or XML. That way when the time comes and your game becomes amazing, you can more easily set up downloadable level packs, map sharing, etc.</p>
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		<title>Comment on Inkman &#8211; update 00 by Bergasms</title>
		<link>http://sediverse.com/2011/11/inkman-update-00/comment-page-1/#comment-3241</link>
		<dc:creator>Bergasms</dc:creator>
		<pubDate>Mon, 21 Nov 2011 15:03:41 +0000</pubDate>
		<guid isPermaLink="false">http://sediverse.com/?p=1226#comment-3241</guid>
		<description>Hrmmm, without understanding too much, i guess i can have a stab at it.
- I&#039;m guessing player velocity is stored as a 2vector and it will gradually reduce toward 0? Can you not do something along the lines of v *= 0.9 each iteration to cause a pausing reduction, and just cap it at a lower bounds ( v &lt; Lower ? 0 : v) or something like that.

- Bounding areas. This sounds like you are talking about collision physics? My first instinct would be to say... find if there is an implementation of something like Box2D and use that, physics libraries are everywhere, and often have rigid body physics heavily optimized.... but where is the fun in that. 

If you want to reduce the number of checks, you can organise you information into quadtrees (2d octrees). Each quad is an area on the screen that has four sub-quads and so on down to some level you define. This way, if nothing changes in the parent quad, then nothing changes in the child quads. You can quicjly narrow down where you need to do calculations and where you can leave it alone.

So yeah... I love game programming. Currently leveraging open gl es shaders to make the gpu do things it is not meant to for a game I&#039;m working on (can anyone say calculating 2d wave propagation in an arbitrary 3d environment?)</description>
		<content:encoded><![CDATA[<p>Hrmmm, without understanding too much, i guess i can have a stab at it.<br />
- I&#8217;m guessing player velocity is stored as a 2vector and it will gradually reduce toward 0? Can you not do something along the lines of v *= 0.9 each iteration to cause a pausing reduction, and just cap it at a lower bounds ( v < Lower ? 0 : v) or something like that.</p>
<p>- Bounding areas. This sounds like you are talking about collision physics? My first instinct would be to say&#8230; find if there is an implementation of something like Box2D and use that, physics libraries are everywhere, and often have rigid body physics heavily optimized&#8230;. but where is the fun in that. </p>
<p>If you want to reduce the number of checks, you can organise you information into quadtrees (2d octrees). Each quad is an area on the screen that has four sub-quads and so on down to some level you define. This way, if nothing changes in the parent quad, then nothing changes in the child quads. You can quicjly narrow down where you need to do calculations and where you can leave it alone.</p>
<p>So yeah&#8230; I love game programming. Currently leveraging open gl es shaders to make the gpu do things it is not meant to for a game I&#8217;m working on (can anyone say calculating 2d wave propagation in an arbitrary 3d environment?)</p>
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	<item>
		<title>Comment on How you doin? by Bergasms</title>
		<link>http://sediverse.com/2011/11/how-you-doin/comment-page-1/#comment-3240</link>
		<dc:creator>Bergasms</dc:creator>
		<pubDate>Fri, 18 Nov 2011 12:36:01 +0000</pubDate>
		<guid isPermaLink="false">http://sediverse.com/?p=1224#comment-3240</guid>
		<description>If you have enough of an understanding to do android, you should be able to get along with ios and objective C no worries. The only limit is having a mac, i guess.

Also, where there is a compiler, there is a way. Can you incorporate adds into loading screens? things like that.

Also, if you need to vent off the webspace, you got my email, feel free to drop one.</description>
		<content:encoded><![CDATA[<p>If you have enough of an understanding to do android, you should be able to get along with ios and objective C no worries. The only limit is having a mac, i guess.</p>
<p>Also, where there is a compiler, there is a way. Can you incorporate adds into loading screens? things like that.</p>
<p>Also, if you need to vent off the webspace, you got my email, feel free to drop one.</p>
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		<title>Comment on Seriously, try it. by Nine</title>
		<link>http://sediverse.com/2011/11/seriously-try-it/comment-page-1/#comment-3239</link>
		<dc:creator>Nine</dc:creator>
		<pubDate>Tue, 15 Nov 2011 04:31:11 +0000</pubDate>
		<guid isPermaLink="false">http://sediverse.com/?p=1219#comment-3239</guid>
		<description>Unfortunately, no an IP ban won&#039;t work in the current spam case (I would be banning my own subnet). It seems be more a problem of &quot;I need to complain to the guys that host the site&quot; thing.</description>
		<content:encoded><![CDATA[<p>Unfortunately, no an IP ban won&#8217;t work in the current spam case (I would be banning my own subnet). It seems be more a problem of &#8220;I need to complain to the guys that host the site&#8221; thing.</p>
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	<item>
		<title>Comment on Seriously, try it. by Nine</title>
		<link>http://sediverse.com/2011/11/seriously-try-it/comment-page-1/#comment-3238</link>
		<dc:creator>Nine</dc:creator>
		<pubDate>Tue, 15 Nov 2011 04:28:42 +0000</pubDate>
		<guid isPermaLink="false">http://sediverse.com/?p=1219#comment-3238</guid>
		<description>Okay, that commenting leash has been loosened a bit. I didn&#039;t even know it did that until you guys brought it up. That was one of the settings that got away... it was looking for &quot;At least 80 english words&quot;... Which is... somewhat... amusing, considering the site for the widget has some of the worst spelling offenses i&#039;ve seen on a professional site.</description>
		<content:encoded><![CDATA[<p>Okay, that commenting leash has been loosened a bit. I didn&#8217;t even know it did that until you guys brought it up. That was one of the settings that got away&#8230; it was looking for &#8220;At least 80 english words&#8221;&#8230; Which is&#8230; somewhat&#8230; amusing, considering the site for the widget has some of the worst spelling offenses i&#8217;ve seen on a professional site.</p>
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		<title>Comment on Seriously, try it. by Bergasms</title>
		<link>http://sediverse.com/2011/11/seriously-try-it/comment-page-1/#comment-3237</link>
		<dc:creator>Bergasms</dc:creator>
		<pubDate>Tue, 15 Nov 2011 01:58:06 +0000</pubDate>
		<guid isPermaLink="false">http://sediverse.com/?p=1219#comment-3237</guid>
		<description>Mmmm, lunch and dinner. Also, according to word press, the quality of the first sentence is too poor. Word press is a grammar &#039;person who believes that the Aryan race is superior and believes Jewish folk should be exterminated&#039;! It also censors a certain word starting with N.</description>
		<content:encoded><![CDATA[<p>Mmmm, lunch and dinner. Also, according to word press, the quality of the first sentence is too poor. Word press is a grammar &#8216;person who believes that the Aryan race is superior and believes Jewish folk should be exterminated&#8217;! It also censors a certain word starting with N.</p>
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		<title>Comment on Seriously, try it. by Alla Breve</title>
		<link>http://sediverse.com/2011/11/seriously-try-it/comment-page-1/#comment-3236</link>
		<dc:creator>Alla Breve</dc:creator>
		<pubDate>Mon, 14 Nov 2011 16:09:44 +0000</pubDate>
		<guid isPermaLink="false">http://sediverse.com/?p=1219#comment-3236</guid>
		<description>Is an IP ban possible?  Also I am entertained by the &quot;the quality of this text is too poor&quot; thing on the side.</description>
		<content:encoded><![CDATA[<p>Is an IP ban possible?  Also I am entertained by the &#8220;the quality of this text is too poor&#8221; thing on the side.</p>
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		<title>Comment on I think I missed something there&#8230; by Nine</title>
		<link>http://sediverse.com/2011/10/i-think-i-missed-something-there/comment-page-1/#comment-3231</link>
		<dc:creator>Nine</dc:creator>
		<pubDate>Thu, 06 Oct 2011 00:32:10 +0000</pubDate>
		<guid isPermaLink="false">http://sediverse.com/?p=1212#comment-3231</guid>
		<description>Just normal &#039;ol Java.Android. OpenGL will probably end up being my go-to for 3d stuff though. But since I&#039;m probably sticking to 2D stuff for a while (until I can get somebody to do models/find a place to get models at a reasonable price) I&#039;ll probably just end up leveraging OpenGL for special FX like particles and UI depth... Like... an OpenGL layer on top of a flat render.

Or something. Either way, the Android API has a surprising number of game related things, even though they&#039;re not specifically labelled as such.

As for Unity... oh boy. lol. If I could get a few people together locally, I would totally jump all in for Unity. I&#039;ve been putzing around with it for a couple years at this point. Unityscript is actually part of the reason I chose Java to be my entry point for programming. *sings* mmmmeeeeemmmmooorrrryyyyyyy.... alllll allloonnneee iiinnn thheee moooonnnnnliiiiiggghhhhtttt...</description>
		<content:encoded><![CDATA[<p>Just normal &#8216;ol Java.Android. OpenGL will probably end up being my go-to for 3d stuff though. But since I&#8217;m probably sticking to 2D stuff for a while (until I can get somebody to do models/find a place to get models at a reasonable price) I&#8217;ll probably just end up leveraging OpenGL for special FX like particles and UI depth&#8230; Like&#8230; an OpenGL layer on top of a flat render.</p>
<p>Or something. Either way, the Android API has a surprising number of game related things, even though they&#8217;re not specifically labelled as such.</p>
<p>As for Unity&#8230; oh boy. lol. If I could get a few people together locally, I would totally jump all in for Unity. I&#8217;ve been putzing around with it for a couple years at this point. Unityscript is actually part of the reason I chose Java to be my entry point for programming. *sings* mmmmeeeeemmmmooorrrryyyyyyy&#8230;. alllll allloonnneee iiinnn thheee moooonnnnnliiiiiggghhhhtttt&#8230;</p>
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