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	<title>Comments for Nick Gravelyn</title>
	<atom:link href="http://nickgravelyn.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://nickgravelyn.com</link>
	<description>Writing Code Like It's Going Out Of Style</description>
	<pubDate>Fri, 03 Jul 2009 01:01:57 +0000</pubDate>
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		<title>Comment on Using LINQ To Find A Closest Point by emailtoid.net/i/8ebf460d/&#8230;</title>
		<link>http://nickgravelyn.com/2009/03/using-linq-to-find-a-closest-point/comment-page-1/#comment-285</link>
		<dc:creator>emailtoid.net/i/8ebf460d/&#8230;</dc:creator>
		<pubDate>Fri, 19 Jun 2009 14:34:15 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=631#comment-285</guid>
		<description>How about using Min? 
points.Min(p=&gt;Vector3.Distance(p, v))

Or skipping the let statement?
(from v in points 
 orderby Vector3.Distance(myPoint, v)
 select v).First();

But using a space partitioning datastructure is definitely the way to go, consider e.g. KD-Tree for fixed points...</description>
		<content:encoded><![CDATA[<p>How about using Min?<br />
points.Min(p=&gt;Vector3.Distance(p, v))</p>
<p>Or skipping the let statement?<br />
(from v in points<br />
 orderby Vector3.Distance(myPoint, v)<br />
 select v).First();</p>
<p>But using a space partitioning datastructure is definitely the way to go, consider e.g. KD-Tree for fixed points&#8230;</p>
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	<item>
		<title>Comment on Tile Engine Series’ New Home by JSearle</title>
		<link>http://nickgravelyn.com/2008/09/tile-engine-series-new-home/comment-page-1/#comment-284</link>
		<dc:creator>JSearle</dc:creator>
		<pubDate>Thu, 18 Jun 2009 04:52:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.nickontech.com/?p=317#comment-284</guid>
		<description>Hi Nick,

Came across your TileEngine and editor tutorials several weks ago. I watched all the videos and recently started to actually do the coding in XNA. Everything has gone well, except for one problem in the editor. The editor works as expected as far as the UI components (buttons,checkboxes,etc.) but the tile textures do not actually draw on the grid of the layer. The white boxes dissapear as if something was drawn there, but no texture appears. Have you heard of this before? Any idea what might be wrong? For your info, I tried the unmodified solution in both VS2005 and VS2008(with the help of the conversion wizard) and get the same results in both cases. Any suggestions would be appreciated. As a side note I have used your tutorials as a basis for an isometric game engine. I will check back with you when I get it more complete if you are interested. So far it only draws the tiles and allows scrolling. Thanks again.</description>
		<content:encoded><![CDATA[<p>Hi Nick,</p>
<p>Came across your TileEngine and editor tutorials several weks ago. I watched all the videos and recently started to actually do the coding in XNA. Everything has gone well, except for one problem in the editor. The editor works as expected as far as the UI components (buttons,checkboxes,etc.) but the tile textures do not actually draw on the grid of the layer. The white boxes dissapear as if something was drawn there, but no texture appears. Have you heard of this before? Any idea what might be wrong? For your info, I tried the unmodified solution in both VS2005 and VS2008(with the help of the conversion wizard) and get the same results in both cases. Any suggestions would be appreciated. As a side note I have used your tutorials as a basis for an isometric game engine. I will check back with you when I get it more complete if you are interested. So far it only draws the tiles and allows scrolling. Thanks again.</p>
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	</item>
	<item>
		<title>Comment on My E3 Press Briefing Reactions by BirdDaJedi</title>
		<link>http://nickgravelyn.com/2009/06/my-e3-press-briefing-reactions/comment-page-1/#comment-283</link>
		<dc:creator>BirdDaJedi</dc:creator>
		<pubDate>Sun, 14 Jun 2009 19:09:44 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=704#comment-283</guid>
		<description>First of all, I love your info and tutorials (long time listener, first time caller). I am fairly new to C# and XNA and had some questions that I cant seem to find in any forums, so I am pleading to you. If you could email me or contact me somehow (however you want to make contact) it would be very appreciated.</description>
		<content:encoded><![CDATA[<p>First of all, I love your info and tutorials (long time listener, first time caller). I am fairly new to C# and XNA and had some questions that I cant seem to find in any forums, so I am pleading to you. If you could email me or contact me somehow (however you want to make contact) it would be very appreciated.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Borrowing From The iPhone SDK by Danthekilla</title>
		<link>http://nickgravelyn.com/2009/05/borrowing-from-the-iphone-sdk/comment-page-1/#comment-282</link>
		<dc:creator>Danthekilla</dc:creator>
		<pubDate>Sat, 13 Jun 2009 02:48:34 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=683#comment-282</guid>
		<description>Hey i seem to get this error 6 times

Timer.cs(33,17): error CS0305: Using the generic type 'System.Action' requires '1' type arguments

Im using xna 3.1 i can't figure it out...
I used to have this working in an older project but now i get this</description>
		<content:encoded><![CDATA[<p>Hey i seem to get this error 6 times</p>
<p>Timer.cs(33,17): error CS0305: Using the generic type &#8216;System.Action&#8217; requires &#8216;1&#8242; type arguments</p>
<p>Im using xna 3.1 i can&#8217;t figure it out&#8230;<br />
I used to have this working in an older project but now i get this</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Tile Engine Series’ New Home by mouse_of_danger</title>
		<link>http://nickgravelyn.com/2008/09/tile-engine-series-new-home/comment-page-1/#comment-281</link>
		<dc:creator>mouse_of_danger</dc:creator>
		<pubDate>Fri, 05 Jun 2009 20:02:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.nickontech.com/?p=317#comment-281</guid>
		<description>Hi Nick, i have been looking for a tutorial to make sense of the tile engine (the ones on the xna related sites have made things really messy as they just keep hacking previous engines to bits). i have however hit a small problem, when downloading episode 2 video and 3 videoA the zip files seem to be empty although the download size is massize for an empty zip file. I did knotice from above that you had issues with no2 but have you had the chance to resolve them at all.

all in all really helpful thanks</description>
		<content:encoded><![CDATA[<p>Hi Nick, i have been looking for a tutorial to make sense of the tile engine (the ones on the xna related sites have made things really messy as they just keep hacking previous engines to bits). i have however hit a small problem, when downloading episode 2 video and 3 videoA the zip files seem to be empty although the download size is massize for an empty zip file. I did knotice from above that you had issues with no2 but have you had the chance to resolve them at all.</p>
<p>all in all really helpful thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on My Singleton Base Class by Nick</title>
		<link>http://nickgravelyn.com/2009/05/my-singleton-base-class/comment-page-1/#comment-280</link>
		<dc:creator>Nick</dc:creator>
		<pubDate>Thu, 04 Jun 2009 20:18:56 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=694#comment-280</guid>
		<description>If you are going to want just one of your components to be a singleton, I'd say just implement the singleton design for that one type. If you have a bunch of components you want to be singletons, I'd make a SingletonGameComponent class which derives from GameComponent and adds in the singleton behavior. You could do the same with DrawableGameComponent to make a SingletonDrawableGameComponent if you wanted.</description>
		<content:encoded><![CDATA[<p>If you are going to want just one of your components to be a singleton, I&#8217;d say just implement the singleton design for that one type. If you have a bunch of components you want to be singletons, I&#8217;d make a SingletonGameComponent class which derives from GameComponent and adds in the singleton behavior. You could do the same with DrawableGameComponent to make a SingletonDrawableGameComponent if you wanted.</p>
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		<title>Comment on My Singleton Base Class by nstod</title>
		<link>http://nickgravelyn.com/2009/05/my-singleton-base-class/comment-page-1/#comment-279</link>
		<dc:creator>nstod</dc:creator>
		<pubDate>Thu, 04 Jun 2009 20:12:47 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=694#comment-279</guid>
		<description>Nick,

Got a question for you.  Let's say I wanted a Singleton GameComponent.  I obviously can't inherit from both, and I'm having a hard time thinking up a design without re-creating the Singleton class for each type where I would need to inherit from multiple classes (I have a GameBase class that inherits from Game that I think would be helpful to make a Singleton, as well).  Any ideas?</description>
		<content:encoded><![CDATA[<p>Nick,</p>
<p>Got a question for you.  Let&#8217;s say I wanted a Singleton GameComponent.  I obviously can&#8217;t inherit from both, and I&#8217;m having a hard time thinking up a design without re-creating the Singleton class for each type where I would need to inherit from multiple classes (I have a GameBase class that inherits from Game that I think would be helpful to make a Singleton, as well).  Any ideas?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why I Hate The App Store Gamer by openid.aol.com/itsBigDaddi&#8230;</title>
		<link>http://nickgravelyn.com/2009/05/why-i-hate-the-app-store-gamer/comment-page-1/#comment-278</link>
		<dc:creator>openid.aol.com/itsBigDaddi&#8230;</dc:creator>
		<pubDate>Tue, 02 Jun 2009 15:48:36 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=686#comment-278</guid>
		<description>Hey Nick, I certtainly hope this doesn't start happening in the XBLCG. I have resisted updating my game to add content whatever and have come up with enough changes to issue a new game, Drum Kit 2! : )</description>
		<content:encoded><![CDATA[<p>Hey Nick, I certtainly hope this doesn&#8217;t start happening in the XBLCG. I have resisted updating my game to add content whatever and have come up with enough changes to issue a new game, Drum Kit 2! : )</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on My Singleton Base Class by Michael Cummings</title>
		<link>http://nickgravelyn.com/2009/05/my-singleton-base-class/comment-page-1/#comment-277</link>
		<dc:creator>Michael Cummings</dc:creator>
		<pubDate>Tue, 02 Jun 2009 14:48:28 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=694#comment-277</guid>
		<description>Nick,
   Only thing I can think of is that this may not be thread safe. My implementation is a little more involved than yours ( I like the simplicity ) but does provide a threadsafe instatiation.

http://blog.magenic.com/blogs/michaelc/archive/2006/03/11/Simple-but-it-works.aspx</description>
		<content:encoded><![CDATA[<p>Nick,<br />
   Only thing I can think of is that this may not be thread safe. My implementation is a little more involved than yours ( I like the simplicity ) but does provide a threadsafe instatiation.</p>
<p><a href="http://blog.magenic.com/blogs/michaelc/archive/2006/03/11/Simple-but-it-works.aspx" rel="nofollow">http://blog.magenic.com/blogs/michaelc/archive/2006/03/11/Simple-but-it-works.aspx</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on My Singleton Base Class by Bjoern</title>
		<link>http://nickgravelyn.com/2009/05/my-singleton-base-class/comment-page-1/#comment-276</link>
		<dc:creator>Bjoern</dc:creator>
		<pubDate>Fri, 29 May 2009 18:10:03 +0000</pubDate>
		<guid isPermaLink="false">http://nickgravelyn.com/?p=694#comment-276</guid>
		<description>A cleaner way would be to use an IoC container instead of a Singleton.</description>
		<content:encoded><![CDATA[<p>A cleaner way would be to use an IoC container instead of a Singleton.</p>
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