<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: This Is a Small Step For a Zombie, But a Big Step For a Developer</title>
	<atom:link href="http://www.gameproducer.net/2008/10/23/this-is-a-small-step-for-a-zombie-but-a-big-step-for-developer/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2008/10/23/this-is-a-small-step-for-a-zombie-but-a-big-step-for-developer/</link>
	<description>I bake games. Indie style.</description>
	<lastBuildDate>Thu, 16 May 2013 13:23:44 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
	<item>
		<title>By: Sargon</title>
		<link>http://www.gameproducer.net/2008/10/23/this-is-a-small-step-for-a-zombie-but-a-big-step-for-developer/comment-page-1/#comment-131438</link>
		<dc:creator>Sargon</dc:creator>
		<pubDate>Mon, 27 Oct 2008 15:17:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=1656#comment-131438</guid>
		<description>I think textures do take time to load, but not because what you might have thought.
I found(and I might be wrong about this), that decompressing the texture files into a raw bit map, might take alot longer than reading a raw texture bitmap from the hard disk.
Reading from a hard disk that is not SCSI could take as fast as 70MB/Sec.
A SCSI HD would read at about 1.5GB/Sec.
While using the CPU to decompress textures might be suprisngly slow, in some cases.</description>
		<content:encoded><![CDATA[<p>I think textures do take time to load, but not because what you might have thought.<br />
I found(and I might be wrong about this), that decompressing the texture files into a raw bit map, might take alot longer than reading a raw texture bitmap from the hard disk.<br />
Reading from a hard disk that is not SCSI could take as fast as 70MB/Sec.<br />
A SCSI HD would read at about 1.5GB/Sec.<br />
While using the CPU to decompress textures might be suprisngly slow, in some cases.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Juuso Hietalahti</title>
		<link>http://www.gameproducer.net/2008/10/23/this-is-a-small-step-for-a-zombie-but-a-big-step-for-developer/comment-page-1/#comment-131371</link>
		<dc:creator>Juuso Hietalahti</dc:creator>
		<pubDate>Fri, 24 Oct 2008 03:37:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=1656#comment-131371</guid>
		<description>psycho: good tips.

Leadwerks. ODE has worked greatly for me (and it&#039;s something I&#039;ve used in the past - so I&#039;m familiar with it) so I see no reason to change it to newton, but thanks for tip. I&#039;m sure others appreciate your tips as well.

Jake: yeh.</description>
		<content:encoded><![CDATA[<p>psycho: good tips.</p>
<p>Leadwerks. ODE has worked greatly for me (and it&#8217;s something I&#8217;ve used in the past &#8211; so I&#8217;m familiar with it) so I see no reason to change it to newton, but thanks for tip. I&#8217;m sure others appreciate your tips as well.</p>
<p>Jake: yeh.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2008/10/23/this-is-a-small-step-for-a-zombie-but-a-big-step-for-developer/comment-page-1/#comment-131368</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Thu, 23 Oct 2008 23:37:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=1656#comment-131368</guid>
		<description>Good advice and sounds like you&#039;ve been enjoying yourself.</description>
		<content:encoded><![CDATA[<p>Good advice and sounds like you&#8217;ve been enjoying yourself.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Leadwerks</title>
		<link>http://www.gameproducer.net/2008/10/23/this-is-a-small-step-for-a-zombie-but-a-big-step-for-developer/comment-page-1/#comment-131366</link>
		<dc:creator>Leadwerks</dc:creator>
		<pubDate>Thu, 23 Oct 2008 20:36:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=1656#comment-131366</guid>
		<description>You might want to try this comparison of ODE and Newton Game Dynamics before you get too heavily embedded in ODE:
http://www.leadwerks.com/files/IntelDemo_DTC_runtime.zip

I have tried ODE, PhysX, and Tokamak, and I found Newton to be much more stable than anything else.</description>
		<content:encoded><![CDATA[<p>You might want to try this comparison of ODE and Newton Game Dynamics before you get too heavily embedded in ODE:<br />
<a href="http://www.leadwerks.com/files/IntelDemo_DTC_runtime.zip" rel="nofollow">http://www.leadwerks.com/files/IntelDemo_DTC_runtime.zip</a></p>
<p>I have tried ODE, PhysX, and Tokamak, and I found Newton to be much more stable than anything else.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: psycho</title>
		<link>http://www.gameproducer.net/2008/10/23/this-is-a-small-step-for-a-zombie-but-a-big-step-for-developer/comment-page-1/#comment-131364</link>
		<dc:creator>psycho</dc:creator>
		<pubDate>Thu, 23 Oct 2008 18:53:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/?p=1656#comment-131364</guid>
		<description>loading - i&#039;m not sure whats the bottleneck of loading, but it could be textures, so in that case, you can use some default texture for everything.. and compiling should not be a problem in well designed code, it should always compile only the changed files (so if you dont change some core engine stuff, it should be quick).. also try /MP for compilator to use multiple cores, halves the time on dual cores..)
but yeah, prototype outside :)</description>
		<content:encoded><![CDATA[<p>loading &#8211; i&#8217;m not sure whats the bottleneck of loading, but it could be textures, so in that case, you can use some default texture for everything.. and compiling should not be a problem in well designed code, it should always compile only the changed files (so if you dont change some core engine stuff, it should be quick).. also try /MP for compilator to use multiple cores, halves the time on dual cores..)<br />
but yeah, prototype outside :)</p>
]]></content:encoded>
	</item>
</channel>
</rss>
