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	<title>Comments for luminance</title>
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	<link>http://www.luminance.org</link>
	<description>Programming and Game Development - Kevin Gadd's Personal Blog</description>
	<lastBuildDate>Tue, 31 Aug 2010 18:32:14 +0000</lastBuildDate>
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		<title>Comment on Grappling Hook prototype by tv stream plugin</title>
		<link>http://www.luminance.org/gruedorf/2008/12/20/grappling-hook-prototype/comment-page-1#comment-969</link>
		<dc:creator>tv stream plugin</dc:creator>
		<pubDate>Tue, 31 Aug 2010 18:32:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=112#comment-969</guid>
		<description>Is the theme you use for your site available anywhere?</description>
		<content:encoded><![CDATA[<p>Is the theme you use for your site available anywhere?</p>
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		<title>Comment on Inferus by Dream Build Play Challenger &#8211; Inferus &#171; WatchPlayRead -- It's What We Do</title>
		<link>http://www.luminance.org/inferusgame/comment-page-1#comment-968</link>
		<dc:creator>Dream Build Play Challenger &#8211; Inferus &#171; WatchPlayRead -- It's What We Do</dc:creator>
		<pubDate>Mon, 30 Aug 2010 23:35:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?page_id=653#comment-968</guid>
		<description>[...] to the author&#8217;s website, the main plot of the game takes place in &#8216;The City&#8217; in which we find our hero Aram, an [...]</description>
		<content:encoded><![CDATA[<p>[...] to the author&#8217;s website, the main plot of the game takes place in &#8216;The City&#8217; in which we find our hero Aram, an [...]</p>
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		<title>Comment on Fixed XBox 360 Controller Shoulder Button Images by Jeff</title>
		<link>http://www.luminance.org/code/2009/05/31/fixed-xbox-360-controller-shoulder-button-images/comment-page-1#comment-965</link>
		<dc:creator>Jeff</dc:creator>
		<pubDate>Tue, 24 Aug 2010 01:27:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=414#comment-965</guid>
		<description>I got some referral love from this post today and just wanted to say thanks. I see you work for ArenaNet, that&#039;s rad. I&#039;m a huge fan of Guild Wars and I even started a GW fansite years ago (Crossing Tyria, which I eventually gave away).

Looking forward to GW2. Cheers!</description>
		<content:encoded><![CDATA[<p>I got some referral love from this post today and just wanted to say thanks. I see you work for ArenaNet, that&#8217;s rad. I&#8217;m a huge fan of Guild Wars and I even started a GW fansite years ago (Crossing Tyria, which I eventually gave away).</p>
<p>Looking forward to GW2. Cheers!</p>
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		<title>Comment on Inferus by Gerald</title>
		<link>http://www.luminance.org/inferusgame/comment-page-1#comment-961</link>
		<dc:creator>Gerald</dc:creator>
		<pubDate>Thu, 19 Aug 2010 12:17:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?page_id=653#comment-961</guid>
		<description>Hey man,

looks really good - why is it not on the Xbox by now?

Cheers,
Gerald</description>
		<content:encoded><![CDATA[<p>Hey man,</p>
<p>looks really good &#8211; why is it not on the Xbox by now?</p>
<p>Cheers,<br />
Gerald</p>
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		<title>Comment on Simple Dynamic Music with XACT by XACTing Siphon Spirit &#124; Dave Matney : Forward</title>
		<link>http://www.luminance.org/code/2009/07/23/simple-dynamic-music-with-xact/comment-page-1#comment-946</link>
		<dc:creator>XACTing Siphon Spirit &#124; Dave Matney : Forward</dc:creator>
		<pubDate>Wed, 04 Aug 2010 17:18:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=604#comment-946</guid>
		<description>[...] to link this blog post by Kevin Gadd about simple dynamic audio within XACT.  If I didn&#8217;t find that, everything [...]</description>
		<content:encoded><![CDATA[<p>[...] to link this blog post by Kevin Gadd about simple dynamic audio within XACT.  If I didn&#8217;t find that, everything [...]</p>
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		<title>Comment on Simple Dynamic Music with XACT by Dave Matney</title>
		<link>http://www.luminance.org/code/2009/07/23/simple-dynamic-music-with-xact/comment-page-1#comment-945</link>
		<dc:creator>Dave Matney</dc:creator>
		<pubDate>Tue, 03 Aug 2010 22:17:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=604#comment-945</guid>
		<description>This tutorial is awesome.  I haven&#039;t seen ANYTHING explain variables or RPC Presets so well -- this has revolutionized my current project.</description>
		<content:encoded><![CDATA[<p>This tutorial is awesome.  I haven&#8217;t seen ANYTHING explain variables or RPC Presets so well &#8212; this has revolutionized my current project.</p>
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		<title>Comment on VirtualBox is pretty awesome by Your name (required)xxx</title>
		<link>http://www.luminance.org/uncategorized/2009/07/02/virtualbox-is-pretty-awesome/comment-page-1#comment-926</link>
		<dc:creator>Your name (required)xxx</dc:creator>
		<pubDate>Tue, 13 Jul 2010 04:57:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=542#comment-926</guid>
		<description>In x64 win 7 something went wrong... some programs (like dxdiag) just throw me &quot;Error: could not load BLAHBLAH.dll&quot; ... and I noticed that wined3d did not place its .dll files into system32 like its output</description>
		<content:encoded><![CDATA[<p>In x64 win 7 something went wrong&#8230; some programs (like dxdiag) just throw me &#8220;Error: could not load BLAHBLAH.dll&#8221; &#8230; and I noticed that wined3d did not place its .dll files into system32 like its output</p>
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		<title>Comment on Prince of Persia&#8217;s ending by Reza</title>
		<link>http://www.luminance.org/games/2009/01/16/prince-of-persias-ending/comment-page-1#comment-908</link>
		<dc:creator>Reza</dc:creator>
		<pubDate>Wed, 30 Jun 2010 19:14:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=178#comment-908</guid>
		<description>First of all I am persian and a sword master so i pretty much experienced my self as the prince character but about the story i agree with all the things said the point was according to the story line there could be two endings that none was totally happy or sad and both had ups and downs but the new thing about the game was that you could equally experience both endings without any emphasis on any of them and no matter how shitty cartoony the graphics or how seperate the story was from Pop1 2 3 i liked it the way it was and it gave me satisfaction and even more but about the kissing part i hoped such thing too</description>
		<content:encoded><![CDATA[<p>First of all I am persian and a sword master so i pretty much experienced my self as the prince character but about the story i agree with all the things said the point was according to the story line there could be two endings that none was totally happy or sad and both had ups and downs but the new thing about the game was that you could equally experience both endings without any emphasis on any of them and no matter how shitty cartoony the graphics or how seperate the story was from Pop1 2 3 i liked it the way it was and it gave me satisfaction and even more but about the kissing part i hoped such thing too</p>
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		<title>Comment on Changing constants at runtime by Barnaby Smith</title>
		<link>http://www.luminance.org/gruedorf/2009/03/30/changing-constants-at-runtime/comment-page-1#comment-904</link>
		<dc:creator>Barnaby Smith</dc:creator>
		<pubDate>Wed, 23 Jun 2010 10:35:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=315#comment-904</guid>
		<description>This is a very interesting post and series of comments. I&#039;ve implemented several tweakable systems in the past, but I&#039;m looking to write a better one. I&#039;ll be sure to link to this article when I post about it. :-)</description>
		<content:encoded><![CDATA[<p>This is a very interesting post and series of comments. I&#8217;ve implemented several tweakable systems in the past, but I&#8217;m looking to write a better one. I&#8217;ll be sure to link to this article when I post about it. <img src='http://www.luminance.org/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>Comment on Changing constants at runtime by Kael</title>
		<link>http://www.luminance.org/gruedorf/2009/03/30/changing-constants-at-runtime/comment-page-1#comment-903</link>
		<dc:creator>Kael</dc:creator>
		<pubDate>Mon, 21 Jun 2010 18:17:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=315#comment-903</guid>
		<description>&lt;blockquote&gt;
&lt;a href=&quot;#comment-902&quot; rel=&quot;nofollow&quot;&gt;
&lt;strong&gt;&lt;em&gt;Tom:&lt;/em&gt;&lt;/strong&gt;
&lt;/a&gt;
 &lt;p&gt;I’ll be sticking with attributes.  It’s a cleaner, faster solution, period.  Yours is very clever but not practical for commercial, high-performance, team-driven applications.&lt;/p&gt;
&lt;/blockquote&gt;I think you missed some buzzwords there like &#039;enterprise&#039;. ;)

Anyway, while I still don&#039;t see how attributes are any faster (I&#039;d like to see someone actually prove it with a benchmark), cleanliness is always a matter of personal taste, so more power to you. Maybe you should share the source code for a good attribute based alternative so people have an easy choice between both approaches? I&#039;ll gladly link to it in the post.</description>
		<content:encoded><![CDATA[<blockquote><p>
<a href="#comment-902" rel="nofollow"><br />
<strong><em>Tom:</em></strong><br />
</a></p>
<p>I’ll be sticking with attributes.  It’s a cleaner, faster solution, period.  Yours is very clever but not practical for commercial, high-performance, team-driven applications.</p>
</blockquote>
<p>I think you missed some buzzwords there like &#8216;enterprise&#8217;. <img src='http://www.luminance.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Anyway, while I still don&#8217;t see how attributes are any faster (I&#8217;d like to see someone actually prove it with a benchmark), cleanliness is always a matter of personal taste, so more power to you. Maybe you should share the source code for a good attribute based alternative so people have an easy choice between both approaches? I&#8217;ll gladly link to it in the post.</p>
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