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	<title>Comments on: Jumpcore: A starting point for SDL/OpenGL games</title>
	<atom:link href="http://msm.runhello.com/?feed=rss2&#038;p=64" rel="self" type="application/rss+xml" />
	<link>http://msm.runhello.com/?p=64</link>
	<description></description>
	<lastBuildDate>Sun, 05 Sep 2010 04:00:32 +0000</lastBuildDate>
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		<title>By: nononono</title>
		<link>http://msm.runhello.com/?p=64&#038;cpage=1#comment-111176</link>
		<dc:creator>nononono</dc:creator>
		<pubDate>Mon, 04 Jan 2010 06:42:25 +0000</pubDate>
		<guid isPermaLink="false">http://msm.grumpybumpers.com/?p=64#comment-111176</guid>
		<description>Of course, since Jumpcore is coming from the genius (nay, shall I say god among men?) who gave us Jumpman, and includes in the larger version a physics engine which fails so very beautifully in the face of unlimited acceleration (see path 26 of Jump Story or play with things a bit yourself in the editor if you don’t know what I mean), there are good reasons to think about using it as the basis for games.</description>
		<content:encoded><![CDATA[<p>Of course, since Jumpcore is coming from the genius (nay, shall I say god among men?) who gave us Jumpman, and includes in the larger version a physics engine which fails so very beautifully in the face of unlimited acceleration (see path 26 of Jump Story or play with things a bit yourself in the editor if you don’t know what I mean), there are good reasons to think about using it as the basis for games.</p>
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		<title>By: David</title>
		<link>http://msm.runhello.com/?p=64&#038;cpage=1#comment-107877</link>
		<dc:creator>David</dc:creator>
		<pubDate>Sun, 08 Nov 2009 23:32:48 +0000</pubDate>
		<guid isPermaLink="false">http://msm.grumpybumpers.com/?p=64#comment-107877</guid>
		<description>this typewriter toy is great! it&#039;s actually a pretty good writing exercise tool; it&#039;d be good for one of those free writes that were popular in middle school. since the program constantly destroys any attempt of mine to organize my thoughts, it&#039;s perfect for stream-of-consciousness writing. I just played with it straight for about a half hour, very engaged.</description>
		<content:encoded><![CDATA[<p>this typewriter toy is great! it&#8217;s actually a pretty good writing exercise tool; it&#8217;d be good for one of those free writes that were popular in middle school. since the program constantly destroys any attempt of mine to organize my thoughts, it&#8217;s perfect for stream-of-consciousness writing. I just played with it straight for about a half hour, very engaged.</p>
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		<title>By: Peter</title>
		<link>http://msm.runhello.com/?p=64&#038;cpage=1#comment-100627</link>
		<dc:creator>Peter</dc:creator>
		<pubDate>Wed, 19 Aug 2009 23:43:44 +0000</pubDate>
		<guid isPermaLink="false">http://msm.grumpybumpers.com/?p=64#comment-100627</guid>
		<description>I confess that I haven&#039;t taken a look at the code yet, but this looks a lot like löve on the face of it. Of course, Jumpcore is more suited to a programmer who knows how to work with OpenGL, SDL, etc., because all of the functionality is presumably right there out in the open, whereas löve wraps it all and thus doesn&#039;t make everything directly available, but for those interested in programming games who aren&#039;t up to the challenges involved in learning/using SDL/OpenGL etc., löve might just be the thing to use.

Of course, since Jumpcore is coming from the genius (nay, shall I say god among men?) who gave us Jumpman, and includes in the larger version a physics engine which fails so very beautifully in the face of unlimited acceleration (see path 26 of Jump Story or play with things a bit yourself in the editor if you don&#039;t know what I mean), there are good reasons to think about using it as the basis for games.</description>
		<content:encoded><![CDATA[<p>I confess that I haven&#8217;t taken a look at the code yet, but this looks a lot like löve on the face of it. Of course, Jumpcore is more suited to a programmer who knows how to work with OpenGL, SDL, etc., because all of the functionality is presumably right there out in the open, whereas löve wraps it all and thus doesn&#8217;t make everything directly available, but for those interested in programming games who aren&#8217;t up to the challenges involved in learning/using SDL/OpenGL etc., löve might just be the thing to use.</p>
<p>Of course, since Jumpcore is coming from the genius (nay, shall I say god among men?) who gave us Jumpman, and includes in the larger version a physics engine which fails so very beautifully in the face of unlimited acceleration (see path 26 of Jump Story or play with things a bit yourself in the editor if you don&#8217;t know what I mean), there are good reasons to think about using it as the basis for games.</p>
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		<title>By: mcc</title>
		<link>http://msm.runhello.com/?p=64&#038;cpage=1#comment-98488</link>
		<dc:creator>mcc</dc:creator>
		<pubDate>Sun, 02 Aug 2009 02:09:34 +0000</pubDate>
		<guid isPermaLink="false">http://msm.grumpybumpers.com/?p=64#comment-98488</guid>
		<description>Chris Barts: Thanks, that helps. I will look into it.</description>
		<content:encoded><![CDATA[<p>Chris Barts: Thanks, that helps. I will look into it.</p>
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		<title>By: Chris Barts</title>
		<link>http://msm.runhello.com/?p=64&#038;cpage=1#comment-97914</link>
		<dc:creator>Chris Barts</dc:creator>
		<pubDate>Mon, 27 Jul 2009 04:26:34 +0000</pubDate>
		<guid isPermaLink="false">http://msm.grumpybumpers.com/?p=64#comment-97914</guid>
		<description>The build fails on 64-bit Linux with:

../slice.h: In member function ‘size_t __gnu_cxx::hash::operator()(const void*) const’:
../slice.h:41: error: cast from ‘const void*’ to ‘unsigned int’ loses precision
../main.cpp: In function ‘void wheeled(cpShape*, void*)’:
../main.cpp:104: error: cast from ‘void*’ to ‘int’ loses precision</description>
		<content:encoded><![CDATA[<p>The build fails on 64-bit Linux with:</p>
<p>../slice.h: In member function ‘size_t __gnu_cxx::hash::operator()(const void*) const’:<br />
../slice.h:41: error: cast from ‘const void*’ to ‘unsigned int’ loses precision<br />
../main.cpp: In function ‘void wheeled(cpShape*, void*)’:<br />
../main.cpp:104: error: cast from ‘void*’ to ‘int’ loses precision</p>
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	<item>
		<title>By: Mattias Gustavsson</title>
		<link>http://msm.runhello.com/?p=64&#038;cpage=1#comment-95093</link>
		<dc:creator>Mattias Gustavsson</dc:creator>
		<pubDate>Wed, 01 Jul 2009 15:50:06 +0000</pubDate>
		<guid isPermaLink="false">http://msm.grumpybumpers.com/?p=64#comment-95093</guid>
		<description>Good stuff :-)

Also, just wanted to point out that Pixie is not SDL-based: it&#039;s using DirectX directly (or if DirectX is unavailable, falls back on Windows GDI)</description>
		<content:encoded><![CDATA[<p>Good stuff <img src='http://msm.runhello.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Also, just wanted to point out that Pixie is not SDL-based: it&#8217;s using DirectX directly (or if DirectX is unavailable, falls back on Windows GDI)</p>
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