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	<title>Comments for luminance</title>
	<atom:link href="http://www.luminance.org/blog/comments/feed" rel="self" type="application/rss+xml" />
	<link>http://www.luminance.org/blog</link>
	<description>Programming and Game Development - Kevin Gadd&#039;s Blog</description>
	<lastBuildDate>Sun, 25 Mar 2012 19:57:57 +0000</lastBuildDate>
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		<title>Comment on Decoding floats in JavaScript by Kael</title>
		<link>http://www.luminance.org/blog/code/2012/03/25/decoding-floats-in-javascript/comment-page-1#comment-5296</link>
		<dc:creator>Kael</dc:creator>
		<pubDate>Sun, 25 Mar 2012 19:57:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/blog/?p=1060#comment-5296</guid>
		<description>Boris: Nope. You can do this with DataViews, but they aren&#039;t available in most browsers yet.</description>
		<content:encoded><![CDATA[<p>Boris: Nope. You can do this with DataViews, but they aren&#8217;t available in most browsers yet.</p>
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		<title>Comment on Decoding floats in JavaScript by Boris</title>
		<link>http://www.luminance.org/blog/code/2012/03/25/decoding-floats-in-javascript/comment-page-1#comment-5294</link>
		<dc:creator>Boris</dc:creator>
		<pubDate>Sun, 25 Mar 2012 19:09:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/blog/?p=1060#comment-5294</guid>
		<description>Seems like this is something typed arrays should be able to do for you, no?</description>
		<content:encoded><![CDATA[<p>Seems like this is something typed arrays should be able to do for you, no?</p>
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		<title>Comment on Tiled map loader for XNA by Wezley</title>
		<link>http://www.luminance.org/blog/code/2009/06/17/tiled-map-loader-for-xna/comment-page-1#comment-5278</link>
		<dc:creator>Wezley</dc:creator>
		<pubDate>Wed, 07 Mar 2012 04:19:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=495#comment-5278</guid>
		<description>Hey, how do you get objects to move along the tile map? does the tile map have its own x and y axis? or is it another way? if so then can you give some sort of example? I&#039;m kind of lost :/</description>
		<content:encoded><![CDATA[<p>Hey, how do you get objects to move along the tile map? does the tile map have its own x and y axis? or is it another way? if so then can you give some sort of example? I&#8217;m kind of lost :/</p>
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	<item>
		<title>Comment on Maps and more sloped surfaces by Wezley</title>
		<link>http://www.luminance.org/blog/gruedorf/2008/12/02/maps-and-more-sloped-surfaces/comment-page-1#comment-5240</link>
		<dc:creator>Wezley</dc:creator>
		<pubDate>Sun, 26 Feb 2012 22:57:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=39#comment-5240</guid>
		<description>Although that was very helpful, It is not quite what I was asking. I&#039;m sorry for making that question so vague. What I&#039;m wondering is how would I get the collision layer&#039;s tiles position, size, ect out of code? Thanks for the quick reply.</description>
		<content:encoded><![CDATA[<p>Although that was very helpful, It is not quite what I was asking. I&#8217;m sorry for making that question so vague. What I&#8217;m wondering is how would I get the collision layer&#8217;s tiles position, size, ect out of code? Thanks for the quick reply.</p>
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	<item>
		<title>Comment on Maps and more sloped surfaces by Kael</title>
		<link>http://www.luminance.org/blog/gruedorf/2008/12/02/maps-and-more-sloped-surfaces/comment-page-1#comment-5239</link>
		<dc:creator>Kael</dc:creator>
		<pubDate>Sun, 26 Feb 2012 19:59:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=39#comment-5239</guid>
		<description>Hi Wezley,

The most important concept is that you have objects moving around in your game world, and you want to identify cases where they&#039;re about to move into each other or through each other, and stop that from happening (usually by stopping the movement). There is lots of stuff describing this out on the internet, but one of my favorites is the post written by N/N+&#039;s developers, here: http://www.metanetsoftware.com/technique/tutorialA.html

Hope this helps!</description>
		<content:encoded><![CDATA[<p>Hi Wezley,</p>
<p>The most important concept is that you have objects moving around in your game world, and you want to identify cases where they&#8217;re about to move into each other or through each other, and stop that from happening (usually by stopping the movement). There is lots of stuff describing this out on the internet, but one of my favorites is the post written by N/N+&#8217;s developers, here: <a href="http://www.metanetsoftware.com/technique/tutorialA.html" rel="nofollow">http://www.metanetsoftware.com/technique/tutorialA.html</a></p>
<p>Hope this helps!</p>
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	<item>
		<title>Comment on Maps and more sloped surfaces by Wezley</title>
		<link>http://www.luminance.org/blog/gruedorf/2008/12/02/maps-and-more-sloped-surfaces/comment-page-1#comment-5238</link>
		<dc:creator>Wezley</dc:creator>
		<pubDate>Sun, 26 Feb 2012 19:56:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=39#comment-5238</guid>
		<description>Hello, I was wondering. How would I setup collusion detection for my game?
Thanks!</description>
		<content:encoded><![CDATA[<p>Hello, I was wondering. How would I setup collusion detection for my game?<br />
Thanks!</p>
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	</item>
	<item>
		<title>Comment on A Journey Into Linker Hell, And A Mistake by Archaeopteryx</title>
		<link>http://www.luminance.org/blog/code/2011/08/01/a-journey-into-linker-hell-and-a-mistake/comment-page-1#comment-4741</link>
		<dc:creator>Archaeopteryx</dc:creator>
		<pubDate>Thu, 04 Aug 2011 08:28:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=1013#comment-4741</guid>
		<description>Could https://bugzilla.mozilla.org/show_bug.cgi?id=479148 be the shutdown you see?</description>
		<content:encoded><![CDATA[<p>Could <a href="https://bugzilla.mozilla.org/show_bug.cgi?id=479148" rel="nofollow">https://bugzilla.mozilla.org/show_bug.cgi?id=479148</a> be the shutdown you see?</p>
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		<title>Comment on A Journey Into Linker Hell, And A Mistake by Trillian</title>
		<link>http://www.luminance.org/blog/code/2011/08/01/a-journey-into-linker-hell-and-a-mistake/comment-page-1#comment-4738</link>
		<dc:creator>Trillian</dc:creator>
		<pubDate>Tue, 02 Aug 2011 21:45:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=1013#comment-4738</guid>
		<description>This sounds like my daily job, but it was still interesting to see your way of approaching the problem. Thanks for the tips!</description>
		<content:encoded><![CDATA[<p>This sounds like my daily job, but it was still interesting to see your way of approaching the problem. Thanks for the tips!</p>
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		<title>Comment on A Journey Into Linker Hell, And A Mistake by Brant Gurganus</title>
		<link>http://www.luminance.org/blog/code/2011/08/01/a-journey-into-linker-hell-and-a-mistake/comment-page-1#comment-4736</link>
		<dc:creator>Brant Gurganus</dc:creator>
		<pubDate>Tue, 02 Aug 2011 13:38:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=1013#comment-4736</guid>
		<description>I ran into a similar dual heap issue in the past. We were using a project with GTK/GLIB using the pre-compiled libraries. The issue is that GLIB exposes (at least at the time) g_malloc but not g_free. As a result, it&#039;s impossible to free the memory without a crash as the prebuilt GTK/GLIB links against msvcrt.dll (something that shouldn&#039;t be done) and the main project builds against a version-specific C library like msvcrt700.dll. So you crash if you try to free that memory. So my lesson there is if you ever do an API that exposes a resource like that, you also need to expose the resource release mechanism as well. Otherwise, you either have a crash from mismatched heaps or a memory leak from unfreed memory.</description>
		<content:encoded><![CDATA[<p>I ran into a similar dual heap issue in the past. We were using a project with GTK/GLIB using the pre-compiled libraries. The issue is that GLIB exposes (at least at the time) g_malloc but not g_free. As a result, it&#8217;s impossible to free the memory without a crash as the prebuilt GTK/GLIB links against msvcrt.dll (something that shouldn&#8217;t be done) and the main project builds against a version-specific C library like msvcrt700.dll. So you crash if you try to free that memory. So my lesson there is if you ever do an API that exposes a resource like that, you also need to expose the resource release mechanism as well. Otherwise, you either have a crash from mismatched heaps or a memory leak from unfreed memory.</p>
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	</item>
	<item>
		<title>Comment on A Journey Into Linker Hell, And A Mistake by Neil Rashbrook</title>
		<link>http://www.luminance.org/blog/code/2011/08/01/a-journey-into-linker-hell-and-a-mistake/comment-page-1#comment-4735</link>
		<dc:creator>Neil Rashbrook</dc:creator>
		<pubDate>Tue, 02 Aug 2011 11:46:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=1013#comment-4735</guid>
		<description>In theory you can link NSPR and XUL against different CRTs because NSPR exposes free functions for all of its allocators, and most of the codebase takes care to match its allocators, although there are still one or two places that don&#039;t.

In jemalloc builds this isn&#039;t a problem, because both NSPR and XUL are tricked into linking against the jemalloc allocator.</description>
		<content:encoded><![CDATA[<p>In theory you can link NSPR and XUL against different CRTs because NSPR exposes free functions for all of its allocators, and most of the codebase takes care to match its allocators, although there are still one or two places that don&#8217;t.</p>
<p>In jemalloc builds this isn&#8217;t a problem, because both NSPR and XUL are tricked into linking against the jemalloc allocator.</p>
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