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	<title>Comments for gafferongames.com</title>
	<atom:link href="http://gafferongames.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://gafferongames.com</link>
	<description>Glenn Fiedler&#039;s Game Development Articles and Tutorials</description>
	<lastBuildDate>Tue, 07 Sep 2010 17:03:11 +0000</lastBuildDate>
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		<item>
		<title>Comment on UDP vs. TCP by Where there&#039;s a will, be fast &#187; Simple game architecture &#8211; part 2: playing with yourself</title>
		<link>http://gafferongames.com/networking-for-game-programmers/udp-vs-tcp/#comment-2013</link>
		<dc:creator>Where there&#039;s a will, be fast &#187; Simple game architecture &#8211; part 2: playing with yourself</dc:creator>
		<pubDate>Tue, 07 Sep 2010 17:03:11 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.wordpress.com/?page_id=84#comment-2013</guid>
		<description>[...] Gaffer on Games [...]</description>
		<content:encoded><![CDATA[<p>[...] Gaffer on Games [...]</p>
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		<title>Comment on Fix Your Timestep! by Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/fix-your-timestep/#comment-1989</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Tue, 07 Sep 2010 03:39:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/fix-your-timestep/#comment-1989</guid>
		<description>There is more to come... an analysis of input latency and multithreaded approaches etc. but these will have to wait for a bit later. I felt the old article was getting a bit stale and I&#039;m a bit happier with it now! cheers</description>
		<content:encoded><![CDATA[<p>There is more to come&#8230; an analysis of input latency and multithreaded approaches etc. but these will have to wait for a bit later. I felt the old article was getting a bit stale and I&#8217;m a bit happier with it now! cheers</p>
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	<item>
		<title>Comment on Fix Your Timestep! by Mitchell</title>
		<link>http://gafferongames.com/game-physics/fix-your-timestep/#comment-1974</link>
		<dc:creator>Mitchell</dc:creator>
		<pubDate>Mon, 06 Sep 2010 21:58:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/fix-your-timestep/#comment-1974</guid>
		<description>Yea, that&#039;s what I meant, thanks a lot for covering it, I understand it better now.</description>
		<content:encoded><![CDATA[<p>Yea, that&#8217;s what I meant, thanks a lot for covering it, I understand it better now.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Fix Your Timestep! by Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/fix-your-timestep/#comment-1968</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Mon, 06 Sep 2010 18:50:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/fix-your-timestep/#comment-1968</guid>
		<description>I&#039;ve published the article update, let me know what you think!</description>
		<content:encoded><![CDATA[<p>I&#8217;ve published the article update, let me know what you think!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Fix Your Timestep! by Glenn Fiedler</title>
		<link>http://gafferongames.com/game-physics/fix-your-timestep/#comment-1940</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Mon, 06 Sep 2010 03:18:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/fix-your-timestep/#comment-1940</guid>
		<description>It&#039;s a lot simpler but it does not step forward with fixed delta time. If you don&#039;t care about completely fixed delta time then it&#039;s a perfectly good technique. I have a reworked version of this article which includes this as one of the options discussed.</description>
		<content:encoded><![CDATA[<p>It&#8217;s a lot simpler but it does not step forward with fixed delta time. If you don&#8217;t care about completely fixed delta time then it&#8217;s a perfectly good technique. I have a reworked version of this article which includes this as one of the options discussed.</p>
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	<item>
		<title>Comment on Fix Your Timestep! by Mitchell</title>
		<link>http://gafferongames.com/game-physics/fix-your-timestep/#comment-1915</link>
		<dc:creator>Mitchell</dc:creator>
		<pubDate>Sat, 04 Sep 2010 23:56:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gaffer.org/wordpress/fix-your-timestep/#comment-1915</guid>
		<description>Wouldn&#039;t it be a lot simpler to just have a max time delta, so a physics step is never bigger than that maximum? Like this, keeping with your pseudocode:

double currentTime = hires_time_in_seconds();
State state;
double maxdt = 1.0 / 60.0;

while ( !quit )
{
    double newTime = hires_time_in_seconds();
    double dt = newTime - currentTime;
    currentTime = newTime;

    while (dt &gt; maxdt) {
        state.physicsStep(maxdt);
        dt -= maxdt;
    }
    state.physicsStep(dt);

    render(state);
}</description>
		<content:encoded><![CDATA[<p>Wouldn&#8217;t it be a lot simpler to just have a max time delta, so a physics step is never bigger than that maximum? Like this, keeping with your pseudocode:</p>
<p>double currentTime = hires_time_in_seconds();<br />
State state;<br />
double maxdt = 1.0 / 60.0;</p>
<p>while ( !quit )<br />
{<br />
    double newTime = hires_time_in_seconds();<br />
    double dt = newTime &#8211; currentTime;<br />
    currentTime = newTime;</p>
<p>    while (dt &gt; maxdt) {<br />
        state.physicsStep(maxdt);<br />
        dt -= maxdt;<br />
    }<br />
    state.physicsStep(dt);</p>
<p>    render(state);<br />
}</p>
]]></content:encoded>
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	<item>
		<title>Comment on GDC 2010 Networked Physics Slides + Demo by Marcelo</title>
		<link>http://gafferongames.com/2010/03/11/gdc-2010-networked-physics-slides-demo/#comment-1795</link>
		<dc:creator>Marcelo</dc:creator>
		<pubDate>Mon, 30 Aug 2010 06:07:18 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?p=1402#comment-1795</guid>
		<description>Hey, Glenn.

I&#039;ve put the first version of the instructions and code up on github, here: http://github.com/malvim/fiedlerscubes, if you want to take a look.

Thanks!</description>
		<content:encoded><![CDATA[<p>Hey, Glenn.</p>
<p>I&#8217;ve put the first version of the instructions and code up on github, here: <a href="http://github.com/malvim/fiedlerscubes" rel="nofollow">http://github.com/malvim/fiedlerscubes</a>, if you want to take a look.</p>
<p>Thanks!</p>
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	</item>
	<item>
		<title>Comment on GDC 2010 Networked Physics Slides + Demo by Glenn Fiedler</title>
		<link>http://gafferongames.com/2010/03/11/gdc-2010-networked-physics-slides-demo/#comment-1720</link>
		<dc:creator>Glenn Fiedler</dc:creator>
		<pubDate>Thu, 26 Aug 2010 05:42:51 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?p=1402#comment-1720</guid>
		<description>of course, feel free - thanks</description>
		<content:encoded><![CDATA[<p>of course, feel free &#8211; thanks</p>
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	</item>
	<item>
		<title>Comment on GDC 2010 Networked Physics Slides + Demo by Marcelo</title>
		<link>http://gafferongames.com/2010/03/11/gdc-2010-networked-physics-slides-demo/#comment-1696</link>
		<dc:creator>Marcelo</dc:creator>
		<pubDate>Tue, 24 Aug 2010 20:27:07 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?p=1402#comment-1696</guid>
		<description>Hi, Glenn.

I pinged you on twitter about this, but it was just too short! So I hope it&#039;s ok to ask you here as well:

Since I had some difficulty in compiling your demo on my machine, I have written some instructions and put ode&#039;s source along your files as well.

Would it be ok for me to publish that on github for other people that might have the same problem? I would, obviously, link to this article on your site. The intention is merely to help others that might be trying to learn from your code, as I am.

Thanks!</description>
		<content:encoded><![CDATA[<p>Hi, Glenn.</p>
<p>I pinged you on twitter about this, but it was just too short! So I hope it&#8217;s ok to ask you here as well:</p>
<p>Since I had some difficulty in compiling your demo on my machine, I have written some instructions and put ode&#8217;s source along your files as well.</p>
<p>Would it be ok for me to publish that on github for other people that might have the same problem? I would, obviously, link to this article on your site. The intention is merely to help others that might be trying to learn from your code, as I am.</p>
<p>Thanks!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on GDC 2010 Networked Physics Slides + Demo by Marcelo</title>
		<link>http://gafferongames.com/2010/03/11/gdc-2010-networked-physics-slides-demo/#comment-1425</link>
		<dc:creator>Marcelo</dc:creator>
		<pubDate>Sat, 14 Aug 2010 17:42:38 +0000</pubDate>
		<guid isPermaLink="false">http://gafferongames.com/?p=1402#comment-1425</guid>
		<description>Yeah, I really could not run from MacPorts&#039; ode, but I was able to compile ode to a library with help from this link: http://brockwoolf.com/blog/compile-ode-0-11-0-on-mac-os-x-10-6;
Instead of the dll, I used config=releasesinglelib and compiled the demo using the resulting ode lib.

Thanks again for these demos!

Cheers.</description>
		<content:encoded><![CDATA[<p>Yeah, I really could not run from MacPorts&#8217; ode, but I was able to compile ode to a library with help from this link: <a href="http://brockwoolf.com/blog/compile-ode-0-11-0-on-mac-os-x-10-6" rel="nofollow">http://brockwoolf.com/blog/compile-ode-0-11-0-on-mac-os-x-10-6</a>;<br />
Instead of the dll, I used config=releasesinglelib and compiled the demo using the resulting ode lib.</p>
<p>Thanks again for these demos!</p>
<p>Cheers.</p>
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