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	<title>Comments on: Bold Pixel Engine v0.9 refactor</title>
	<atom:link href="http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor/feed" rel="self" type="application/rss+xml" />
	<link>http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor</link>
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		<title>By: Tweets that mention Bold Pixel Engine v0.9 refactor &#124; Vortix Games Blog -- Topsy.com</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor/comment-page-1#comment-387</link>
		<dc:creator>Tweets that mention Bold Pixel Engine v0.9 refactor &#124; Vortix Games Blog -- Topsy.com</dc:creator>
		<pubDate>Mon, 01 Feb 2010 20:44:05 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=570#comment-387</guid>
		<description>[...] This post was mentioned on Twitter by Joseph Burchett, Vortix Games and Joseph Burchett, Diogo Neves. Diogo Neves said: RT @vortixgames: Bold Pixel Engine v0.9 refactor http://tinyurl.com/y8549yl [...]</description>
		<content:encoded><![CDATA[<p>[...] This post was mentioned on Twitter by Joseph Burchett, Vortix Games and Joseph Burchett, Diogo Neves. Diogo Neves said: RT @vortixgames: Bold Pixel Engine v0.9 refactor <a href="http://tinyurl.com/y8549yl" rel="nofollow">http://tinyurl.com/y8549yl</a> [...]</p>
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		<title>By: Vlad</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor/comment-page-1#comment-385</link>
		<dc:creator>Vlad</dc:creator>
		<pubDate>Sun, 31 Jan 2010 23:37:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=570#comment-385</guid>
		<description>@zrb: Actually the Entity class was once called Actor. Pretty old-school :D But Entity evolved to more things, since it can be a pixel, a texture (animated or not) or even a particle emitter.</description>
		<content:encoded><![CDATA[<p>@zrb: Actually the Entity class was once called Actor. Pretty old-school <img src='http://blog.vortixgames.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />  But Entity evolved to more things, since it can be a pixel, a texture (animated or not) or even a particle emitter.</p>
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		<title>By: MichaelJW</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor/comment-page-1#comment-384</link>
		<dc:creator>MichaelJW</dc:creator>
		<pubDate>Sun, 31 Jan 2010 23:32:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=570#comment-384</guid>
		<description>Ahh, you pass a class. I see, that makes sense now. Neat :)</description>
		<content:encoded><![CDATA[<p>Ahh, you pass a class. I see, that makes sense now. Neat <img src='http://blog.vortixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: zrb</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor/comment-page-1#comment-383</link>
		<dc:creator>zrb</dc:creator>
		<pubDate>Sun, 31 Jan 2010 23:23:15 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=570#comment-383</guid>
		<description>Looks intuitive to me, I like how you used the word actor, haven&#039;t heard/read it in game design since the last time I looked at blender 3D&#039;s game engine.

Looks like a good engine :)</description>
		<content:encoded><![CDATA[<p>Looks intuitive to me, I like how you used the word actor, haven&#8217;t heard/read it in game design since the last time I looked at blender 3D&#8217;s game engine.</p>
<p>Looks like a good engine <img src='http://blog.vortixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Vlad</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor/comment-page-1#comment-382</link>
		<dc:creator>Vlad</dc:creator>
		<pubDate>Sun, 31 Jan 2010 23:06:26 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=570#comment-382</guid>
		<description>Thanks Yanis! :) And yes, it is perfectly understandable English, quite good also. :)</description>
		<content:encoded><![CDATA[<p>Thanks Yanis! <img src='http://blog.vortixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  And yes, it is perfectly understandable English, quite good also. <img src='http://blog.vortixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Yanis Benson</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor/comment-page-1#comment-381</link>
		<dc:creator>Yanis Benson</dc:creator>
		<pubDate>Sun, 31 Jan 2010 23:04:02 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=570#comment-381</guid>
		<description>Yeah, pretty intuitive. It&#039;s kinda what I wanted to see for a long time. (As far as I can see now.) Made some parts by myself but never linked them together in useable and intuitive way. But the parts was following the same philosophy, decomposition to logical elements and manipulating them, not some complex native.
I&#039;m looking into porting(perhaps extending porting) it to haxe after release. Not sure if I will have time though.

P.S Sorry for my bad English, hope it&#039;s understandable.</description>
		<content:encoded><![CDATA[<p>Yeah, pretty intuitive. It&#8217;s kinda what I wanted to see for a long time. (As far as I can see now.) Made some parts by myself but never linked them together in useable and intuitive way. But the parts was following the same philosophy, decomposition to logical elements and manipulating them, not some complex native.<br />
I&#8217;m looking into porting(perhaps extending porting) it to haxe after release. Not sure if I will have time though.</p>
<p>P.S Sorry for my bad English, hope it&#8217;s understandable.</p>
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		<title>By: Vlad</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor/comment-page-1#comment-379</link>
		<dc:creator>Vlad</dc:creator>
		<pubDate>Sun, 31 Jan 2010 17:27:31 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=570#comment-379</guid>
		<description>Thanks guys. Let me explain the thing about idle and animation.

&#039;idle&#039; is a MovieClip in the library with the linkage defined as &#039;idle&#039;. When I tell the Texture Manager to create a texture collection from that library I have to pass a Class object. Texture Manager creates the movie clip from the class and one texture per frame. All those textures together are a texture collection and the uint that is returned is a index to that texture collection.

When I tell a entity (in this example &#039;actor&#039; is an entity object) to loop a animation, what I&#039;m asking to loop is the index of that texture collection. The entity and its internal classes will handle the rest and run the animation, time based, regardless of the Flash Player framerate.

I didn&#039;t want to explain this in the post because I wanted to know if it was intuitive. Hope this explanation makes sense. :)</description>
		<content:encoded><![CDATA[<p>Thanks guys. Let me explain the thing about idle and animation.</p>
<p>&#8216;idle&#8217; is a MovieClip in the library with the linkage defined as &#8216;idle&#8217;. When I tell the Texture Manager to create a texture collection from that library I have to pass a Class object. Texture Manager creates the movie clip from the class and one texture per frame. All those textures together are a texture collection and the uint that is returned is a index to that texture collection.</p>
<p>When I tell a entity (in this example &#8216;actor&#8217; is an entity object) to loop a animation, what I&#8217;m asking to loop is the index of that texture collection. The entity and its internal classes will handle the rest and run the animation, time based, regardless of the Flash Player framerate.</p>
<p>I didn&#8217;t want to explain this in the post because I wanted to know if it was intuitive. Hope this explanation makes sense. <img src='http://blog.vortixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: MichaelJW</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor/comment-page-1#comment-376</link>
		<dc:creator>MichaelJW</dc:creator>
		<pubDate>Sun, 31 Jan 2010 01:34:25 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=570#comment-376</guid>
		<description>Awesome!

Yeah it mostly looks simple and intuitive, except what is &quot;idle&quot; and where does it come from? I don&#039;t see it defined/instantiated anywhere. Some kind of MC, I guess -- auto-declared, perhaps.</description>
		<content:encoded><![CDATA[<p>Awesome!</p>
<p>Yeah it mostly looks simple and intuitive, except what is &#8220;idle&#8221; and where does it come from? I don&#8217;t see it defined/instantiated anywhere. Some kind of MC, I guess &#8212; auto-declared, perhaps.</p>
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		<title>By: Daniel Sidhion</title>
		<link>http://blog.vortixgames.com/bold-pixel-engine-v0-9-refactor/comment-page-1#comment-375</link>
		<dc:creator>Daniel Sidhion</dc:creator>
		<pubDate>Sun, 31 Jan 2010 00:01:24 +0000</pubDate>
		<guid isPermaLink="false">http://blog.vortixgames.com/?p=570#comment-375</guid>
		<description>Hey! Good news that the engine will be released soon, I&#039;m waiting to get my hands in it! =)
The code looks very intuitive (except the animation part. I didn&#039;t get it yet), and seems to be simple and easy to work. Nice work!</description>
		<content:encoded><![CDATA[<p>Hey! Good news that the engine will be released soon, I&#8217;m waiting to get my hands in it! =)<br />
The code looks very intuitive (except the animation part. I didn&#8217;t get it yet), and seems to be simple and easy to work. Nice work!</p>
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