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	<title>Comments on: Camera Constraints</title>
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	<link>http://www.luminance.org/blog/gruedorf/2009/07/15/camera-constraints</link>
	<description>Programming and Game Development - Kevin Gadd&#039;s Blog</description>
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		<title>By: Kael</title>
		<link>http://www.luminance.org/blog/gruedorf/2009/07/15/camera-constraints/comment-page-1#comment-178</link>
		<dc:creator>Kael</dc:creator>
		<pubDate>Thu, 16 Jul 2009 01:07:25 +0000</pubDate>
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		<description>&lt;blockquote cite=&quot;#comment-body-177&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-177&quot; rel=&quot;nofollow&quot;&gt;Overkill&lt;/a&gt; :&lt;/strong&gt;
                  &lt;div class=&quot;avatar&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://www.gravatar.com/avatar/00257b890cff11d0af261929dbaa0c67?s=64&amp;d=identicon&amp;r=PG&quot; class=&quot;avatar avatar-64 photo&quot; height=&quot;64&quot; width=&quot;64&quot;/&gt;&lt;/div&gt;
         
         
         &lt;p&gt;Thanks for the explanation. I was thinking, yeah, if I were to add camera movement it’d have “bounding rectangles” but I hadn’t entirely worked it out. Your solution looks pretty awesome in action.&lt;/p&gt;
&lt;p&gt;Also, what is that red-tinted silhouette that appears as the player is walking through the level? Is that a “checkpoint” marker thing, that’s just sort of for testing purposes? Or is there something more significant about this red shadow figure that keeps teleporting places?&lt;/p&gt;
         &lt;a id=&quot;comment-reply-177&quot; rel=&quot;nofollow&quot;&gt;&lt;/a&gt;
       &lt;/blockquote&gt;

The final art for the silhouette isn&#039;t in, so I&#039;m using a transparent version of the player. It serves as a checkpoint, but it has other purposes in the design as well that I haven&#039;t implemented yet. Think of it as the remnants of the old two-character mechanic. :)</description>
		<content:encoded><![CDATA[<blockquote cite="#comment-body-177"><p>
<strong><a href="#comment-177" rel="nofollow">Overkill</a> :</strong></p>
<div class="avatar"><img alt="" src="http://www.gravatar.com/avatar/00257b890cff11d0af261929dbaa0c67?s=64&amp;d=identicon&amp;r=PG" class="avatar avatar-64 photo" height="64" width="64"/></div>
<p>Thanks for the explanation. I was thinking, yeah, if I were to add camera movement it’d have “bounding rectangles” but I hadn’t entirely worked it out. Your solution looks pretty awesome in action.</p>
<p>Also, what is that red-tinted silhouette that appears as the player is walking through the level? Is that a “checkpoint” marker thing, that’s just sort of for testing purposes? Or is there something more significant about this red shadow figure that keeps teleporting places?</p>
<p>         <a id="comment-reply-177" rel="nofollow"></a>
       </p></blockquote>
<p>The final art for the silhouette isn&#8217;t in, so I&#8217;m using a transparent version of the player. It serves as a checkpoint, but it has other purposes in the design as well that I haven&#8217;t implemented yet. Think of it as the remnants of the old two-character mechanic. <img src='http://www.luminance.org/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Overkill</title>
		<link>http://www.luminance.org/blog/gruedorf/2009/07/15/camera-constraints/comment-page-1#comment-177</link>
		<dc:creator>Overkill</dc:creator>
		<pubDate>Wed, 15 Jul 2009 14:41:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=559#comment-177</guid>
		<description>Thanks for the explanation. I was thinking, yeah, if I were to add camera movement it&#039;d have &quot;bounding rectangles&quot; but I hadn&#039;t entirely worked it out. Your solution looks pretty awesome in action.

Also, what is that red-tinted silhouette that appears as the player is walking through the level? Is that a &quot;checkpoint&quot; marker thing, that&#039;s just sort of for testing purposes? Or is there something more significant about this red shadow figure that keeps teleporting places?</description>
		<content:encoded><![CDATA[<p>Thanks for the explanation. I was thinking, yeah, if I were to add camera movement it&#8217;d have &#8220;bounding rectangles&#8221; but I hadn&#8217;t entirely worked it out. Your solution looks pretty awesome in action.</p>
<p>Also, what is that red-tinted silhouette that appears as the player is walking through the level? Is that a &#8220;checkpoint&#8221; marker thing, that&#8217;s just sort of for testing purposes? Or is there something more significant about this red shadow figure that keeps teleporting places?</p>
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