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	<title>Comments on: Postmortem</title>
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	<link>http://www.ludumdare.com/compo/2010/04/29/postmortem-4/</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
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		<title>By: NightFlyer Games &#187; Ludum Dare 17 Results are Released</title>
		<link>http://www.ludumdare.com/compo/2010/04/29/postmortem-4/comment-page-1/#comment-14239</link>
		<dc:creator>NightFlyer Games &#187; Ludum Dare 17 Results are Released</dc:creator>
		<pubDate>Mon, 10 May 2010 03:24:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=20244#comment-14239</guid>
		<description>[...] The numbers are generally consistent with how I thought I had placed. Invasive wasn&#8217;t much fun to play, and it had a trivial but tedious winning strategy. Graphically it wasn&#8217;t very special, and it had no Audio at all!  You can find my post-mortem discussion here. [...]</description>
		<content:encoded><![CDATA[<p>[...] The numbers are generally consistent with how I thought I had placed. Invasive wasn&#8217;t much fun to play, and it had a trivial but tedious winning strategy. Graphically it wasn&#8217;t very special, and it had no Audio at all!  You can find my post-mortem discussion here. [...]</p>
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		<title>By: Hamumu</title>
		<link>http://www.ludumdare.com/compo/2010/04/29/postmortem-4/comment-page-1/#comment-14157</link>
		<dc:creator>Hamumu</dc:creator>
		<pubDate>Tue, 04 May 2010 17:57:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=20244#comment-14157</guid>
		<description>I don&#039;t worry about quitting early... I&#039;m an old man, and about halfway through Sunday (in my timezone, LD ends at 7pm on Sunday), I always decide that&#039;s good enough and just polish up a couple of loose ends, zip it up and go for a walk.  I always find that by that point, I&#039;m just completely burned.  I could get more done, but why smash yourself when the actual work week is starting the next morning?  Of course, I also take it really easy on that next work day too.  LD is a mentally draining experience!</description>
		<content:encoded><![CDATA[<p>I don&#8217;t worry about quitting early&#8230; I&#8217;m an old man, and about halfway through Sunday (in my timezone, LD ends at 7pm on Sunday), I always decide that&#8217;s good enough and just polish up a couple of loose ends, zip it up and go for a walk.  I always find that by that point, I&#8217;m just completely burned.  I could get more done, but why smash yourself when the actual work week is starting the next morning?  Of course, I also take it really easy on that next work day too.  LD is a mentally draining experience!</p>
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	<item>
		<title>By: TFernando</title>
		<link>http://www.ludumdare.com/compo/2010/04/29/postmortem-4/comment-page-1/#comment-14061</link>
		<dc:creator>TFernando</dc:creator>
		<pubDate>Sat, 01 May 2010 06:19:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=20244#comment-14061</guid>
		<description>AFAIK, AS3 doesn&#039;t allow for C-style pointers, BUT... I could store in each map cell the array index for each object in the cell. 

At the moment, those indicies change as the arrays grow and shrink, but I could make them fixed with a little additional overhead for each add/remove (I&#039;d have to flag dead objects and over-write them rather than just splicing them off.) Since the add/remove happens infrequently compared to the collision checks that should be a decent trade in exchange for flattening the nest.

Thank you!</description>
		<content:encoded><![CDATA[<p>AFAIK, AS3 doesn&#8217;t allow for C-style pointers, BUT&#8230; I could store in each map cell the array index for each object in the cell. </p>
<p>At the moment, those indicies change as the arrays grow and shrink, but I could make them fixed with a little additional overhead for each add/remove (I&#8217;d have to flag dead objects and over-write them rather than just splicing them off.) Since the add/remove happens infrequently compared to the collision checks that should be a decent trade in exchange for flattening the nest.</p>
<p>Thank you!</p>
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	<item>
		<title>By: jplur</title>
		<link>http://www.ludumdare.com/compo/2010/04/29/postmortem-4/comment-page-1/#comment-14044</link>
		<dc:creator>jplur</dc:creator>
		<pubDate>Fri, 30 Apr 2010 16:48:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=20244#comment-14044</guid>
		<description>Interesting post mortem.

Regarding the collision checks, if the map grid can store pointers to objects inside it, (and kiwis store a pointer to the tile they are on) then you can slim it down a bit.

For EACH kiwi:
    if other things in kiwi&#039;s tile:
        interact with them</description>
		<content:encoded><![CDATA[<p>Interesting post mortem.</p>
<p>Regarding the collision checks, if the map grid can store pointers to objects inside it, (and kiwis store a pointer to the tile they are on) then you can slim it down a bit.</p>
<p>For EACH kiwi:<br />
    if other things in kiwi&#8217;s tile:<br />
        interact with them</p>
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