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	<title>Comments for The Instruction Limit</title>
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	<link>http://theinstructionlimit.com</link>
	<description>Tech talk and game programming by Renaud Bédard</description>
	<lastBuildDate>Wed, 08 Feb 2012 00:08:52 +0000</lastBuildDate>
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		<title>Comment on Last.fm Scrobble Fetcher &amp; Mapper by ASG</title>
		<link>http://theinstructionlimit.com/lastfm-scrobble-fetcher-mapper#comment-504</link>
		<dc:creator>ASG</dc:creator>
		<pubDate>Wed, 08 Feb 2012 00:08:52 +0000</pubDate>
		<guid isPermaLink="false">http://theinstructionlimit.com/?p=146#comment-504</guid>
		<description>You are a lifesaver!  Thank you so much for making this gem!</description>
		<content:encoded><![CDATA[<p>You are a lifesaver!  Thank you so much for making this gem!</p>
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		<title>Comment on A Replacement for Coroutines in Unity + C# by Renaud Bédard</title>
		<link>http://theinstructionlimit.com/a-replacement-for-coroutines#comment-502</link>
		<dc:creator>Renaud Bédard</dc:creator>
		<pubDate>Thu, 02 Feb 2012 22:33:13 +0000</pubDate>
		<guid isPermaLink="false">http://theinstructionlimit.com/?p=828#comment-502</guid>
		<description>Seeing as my stuff was shamelessly taken from YOUR &lt;a href=&quot;http://blog.nickgravelyn.com/2009/07/interpolation-polishs-best-friend/&quot; rel=&quot;nofollow&quot;&gt;interpolators&lt;/a&gt;, this just loops the loop :D
I really like your implementation!</description>
		<content:encoded><![CDATA[<p>Seeing as my stuff was shamelessly taken from YOUR <a href="http://blog.nickgravelyn.com/2009/07/interpolation-polishs-best-friend/" rel="nofollow">interpolators</a>, this just loops the loop :D<br />
I really like your implementation!</p>
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		<title>Comment on A Replacement for Coroutines in Unity + C# by Nick Gravelyn</title>
		<link>http://theinstructionlimit.com/a-replacement-for-coroutines#comment-501</link>
		<dc:creator>Nick Gravelyn</dc:creator>
		<pubDate>Thu, 02 Feb 2012 22:15:57 +0000</pubDate>
		<guid isPermaLink="false">http://theinstructionlimit.com/?p=828#comment-501</guid>
		<description>I shamelessly took your idea and went a few steps further: http://theoneswiththelight.com/2012/unity-taskmanager/. I&#039;m pretty sure it&#039;s garbage free, allows for multiple task managers (so you can easily scope tasks and disable task managers when you go paused), and allows for chaining up all sorts of behaviors with its fluent API. 

:)</description>
		<content:encoded><![CDATA[<p>I shamelessly took your idea and went a few steps further: <a href="http://theoneswiththelight.com/2012/unity-taskmanager/" rel="nofollow">http://theoneswiththelight.com/2012/unity-taskmanager/</a>. I&#8217;m pretty sure it&#8217;s garbage free, allows for multiple task managers (so you can easily scope tasks and disable task managers when you go paused), and allows for chaining up all sorts of behaviors with its fluent API. </p>
<p>:)</p>
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		<title>Comment on A Replacement for Coroutines in Unity + C# by Renaud Bédard</title>
		<link>http://theinstructionlimit.com/a-replacement-for-coroutines#comment-500</link>
		<dc:creator>Renaud Bédard</dc:creator>
		<pubDate>Thu, 02 Feb 2012 14:46:28 +0000</pubDate>
		<guid isPermaLink="false">http://theinstructionlimit.com/?p=828#comment-500</guid>
		<description>Aha! Glad to hear it :D
Hooking to an existing object is a great idea, and addresses the problem of garbage (one short-lived object per waiter isn&#039;t very nice for the GC). I&#039;ll try it when I have a chance!</description>
		<content:encoded><![CDATA[<p>Aha! Glad to hear it :D<br />
Hooking to an existing object is a great idea, and addresses the problem of garbage (one short-lived object per waiter isn&#8217;t very nice for the GC). I&#8217;ll try it when I have a chance!</p>
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		<title>Comment on Volkenssen &#8211; Global Game Jam 2012 by Renaud Bédard</title>
		<link>http://theinstructionlimit.com/volkenssen-global-game-jam-2012#comment-499</link>
		<dc:creator>Renaud Bédard</dc:creator>
		<pubDate>Thu, 02 Feb 2012 14:44:12 +0000</pubDate>
		<guid isPermaLink="false">http://theinstructionlimit.com/?p=815#comment-499</guid>
		<description>Of course! :)
Just make sure to credit &lt;a href=&quot;http://wiki.xxiivv.com/&quot; title=&quot;His website&quot; rel=&quot;nofollow&quot;&gt;Aliceffekt&lt;/a&gt; as well.</description>
		<content:encoded><![CDATA[<p>Of course! :)<br />
Just make sure to credit <a href="http://wiki.xxiivv.com/" title="His website" rel="nofollow">Aliceffekt</a> as well.</p>
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		<title>Comment on Volkenssen &#8211; Global Game Jam 2012 by Andrew</title>
		<link>http://theinstructionlimit.com/volkenssen-global-game-jam-2012#comment-497</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Thu, 02 Feb 2012 08:11:43 +0000</pubDate>
		<guid isPermaLink="false">http://theinstructionlimit.com/?p=815#comment-497</guid>
		<description>Volkenessen looks like an amazing game, especially for being made in just 30 hours or so. The video makes it look very retro and quirky. I&#039;ll download it right now and try it out. I wonder if there&#039;s any chance I could feature it on the Indie Punch website under the indie game section? Let me know.

Regards!
Andrew</description>
		<content:encoded><![CDATA[<p>Volkenessen looks like an amazing game, especially for being made in just 30 hours or so. The video makes it look very retro and quirky. I&#8217;ll download it right now and try it out. I wonder if there&#8217;s any chance I could feature it on the Indie Punch website under the indie game section? Let me know.</p>
<p>Regards!<br />
Andrew</p>
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		<title>Comment on A Replacement for Coroutines in Unity + C# by stephen</title>
		<link>http://theinstructionlimit.com/a-replacement-for-coroutines#comment-496</link>
		<dc:creator>stephen</dc:creator>
		<pubDate>Thu, 02 Feb 2012 06:35:47 +0000</pubDate>
		<guid isPermaLink="false">http://theinstructionlimit.com/?p=828#comment-496</guid>
		<description>Dude, when we worked together last year I liked your waiters so much that I reimplemented a lightweight variant of them in Unity too. I didn&#039;t share the code because, uh, I&#039;m still sort of shy about sharing code for some reason, but now I feel silly for not at least sending it to you/telling you about it!

In my variant, I have an overloaded version of the instantiation method that allows you to attach the new component to an arbitrary GameObject -- which can be useful in cases where an object affected by the action might be destroyed, or is otherwise mutable in a such a way that would require the interruption of the action before it&#039;s through.</description>
		<content:encoded><![CDATA[<p>Dude, when we worked together last year I liked your waiters so much that I reimplemented a lightweight variant of them in Unity too. I didn&#8217;t share the code because, uh, I&#8217;m still sort of shy about sharing code for some reason, but now I feel silly for not at least sending it to you/telling you about it!</p>
<p>In my variant, I have an overloaded version of the instantiation method that allows you to attach the new component to an arbitrary GameObject &#8212; which can be useful in cases where an object affected by the action might be destroyed, or is otherwise mutable in a such a way that would require the interruption of the action before it&#8217;s through.</p>
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		<title>Comment on A Replacement for Coroutines in Unity + C# by Renaud Bédard</title>
		<link>http://theinstructionlimit.com/a-replacement-for-coroutines#comment-495</link>
		<dc:creator>Renaud Bédard</dc:creator>
		<pubDate>Wed, 01 Feb 2012 21:58:30 +0000</pubDate>
		<guid isPermaLink="false">http://theinstructionlimit.com/?p=828#comment-495</guid>
		<description>Yeah, I should&#039;ve researched what I&#039;m complaining about more before posting. I&#039;ll try to reproduce my problems and post back.
I also agree that the approaches are different, but out of habit I&#039;ve never felt the need to have more than what my Waiters provide.
I&#039;ve been linked a comprehensive article on coroutines and how they work on twitter, looks like I have some studying to do. :P</description>
		<content:encoded><![CDATA[<p>Yeah, I should&#8217;ve researched what I&#8217;m complaining about more before posting. I&#8217;ll try to reproduce my problems and post back.<br />
I also agree that the approaches are different, but out of habit I&#8217;ve never felt the need to have more than what my Waiters provide.<br />
I&#8217;ve been linked a comprehensive article on coroutines and how they work on twitter, looks like I have some studying to do. :P</p>
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		<title>Comment on A Replacement for Coroutines in Unity + C# by Adrian</title>
		<link>http://theinstructionlimit.com/a-replacement-for-coroutines#comment-494</link>
		<dc:creator>Adrian</dc:creator>
		<pubDate>Wed, 01 Feb 2012 21:55:30 +0000</pubDate>
		<guid isPermaLink="false">http://theinstructionlimit.com/?p=828#comment-494</guid>
		<description>I agree that coroutines are unwieldy to handle in C# but I never had an issue with them not working. Do you have an example where you struggled with using them?

I like the approach of using delegates to define the wait condition, which gives great freedom to implement different conditions. However, this approach looses the sequential nature of coroutines, which is great to script sequences of actions spread over time. It seems to me be two approaches are quite different in what they&#039;re trying to achieve.</description>
		<content:encoded><![CDATA[<p>I agree that coroutines are unwieldy to handle in C# but I never had an issue with them not working. Do you have an example where you struggled with using them?</p>
<p>I like the approach of using delegates to define the wait condition, which gives great freedom to implement different conditions. However, this approach looses the sequential nature of coroutines, which is great to script sequences of actions spread over time. It seems to me be two approaches are quite different in what they&#8217;re trying to achieve.</p>
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		<title>Comment on Volkenssen &#8211; Global Game Jam 2012 by Renaud Bédard</title>
		<link>http://theinstructionlimit.com/volkenssen-global-game-jam-2012#comment-492</link>
		<dc:creator>Renaud Bédard</dc:creator>
		<pubDate>Wed, 01 Feb 2012 15:49:59 +0000</pubDate>
		<guid isPermaLink="false">http://theinstructionlimit.com/?p=815#comment-492</guid>
		<description>1. No idea. Probably? I don&#039;t know enough about custom geometry generation in Unity, or large-scale project building, to know if it&#039;d be possible. From what I&#039;ve seen Castle Story do (http://www.sauropodstudio.com/), I&#039;m guessing there would be a way.

2. Mais oui j&#039;suis à Montréal :)</description>
		<content:encoded><![CDATA[<p>1. No idea. Probably? I don&#8217;t know enough about custom geometry generation in Unity, or large-scale project building, to know if it&#8217;d be possible. From what I&#8217;ve seen Castle Story do (<a href="http://www.sauropodstudio.com/" rel="nofollow">http://www.sauropodstudio.com/</a>), I&#8217;m guessing there would be a way.</p>
<p>2. Mais oui j&#8217;suis à Montréal :)</p>
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