<?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 for Badlogic Games</title>
	<atom:link href="http://apistudios.com/hosted/marzec/badlogic/wordpress/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>http://apistudios.com/hosted/marzec/badlogic/wordpress</link>
	<description></description>
	<lastBuildDate>Thu, 09 Sep 2010 08:35:50 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
	<item>
		<title>Comment on Fat Zombie! by Mario</title>
		<link>http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=878&#038;cpage=1#comment-522</link>
		<dc:creator>Mario</dc:creator>
		<pubDate>Thu, 09 Sep 2010 08:35:50 +0000</pubDate>
		<guid isPermaLink="false">http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=878#comment-522</guid>
		<description>I hear you, release engineering can be tedious. I don&#039;t mind you posting about your progress here, keep it coming!</description>
		<content:encoded><![CDATA[<p>I hear you, release engineering can be tedious. I don&#8217;t mind you posting about your progress here, keep it coming!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Fat Zombie! by Mike Leahy</title>
		<link>http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=878&#038;cpage=1#comment-520</link>
		<dc:creator>Mike Leahy</dc:creator>
		<pubDate>Thu, 09 Sep 2010 03:18:12 +0000</pubDate>
		<guid isPermaLink="false">http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=878#comment-520</guid>
		<description>Very nice.. MD5 is on my list to support and was the primary format I was looking at supporting prior to the Cal3D talk which is something I wasn&#039;t familiar with offhand until you and Robert brought it up. I do plan to try and offer support for a wide range of formats and such, but all that is forthcoming on my side. Still in release engineering over here and it turned out to be a lot more work than initially thought; it wasn&#039;t a straight repacking into components as initially thought, but the results are very nice and totally modular. Beyond getting my beastie launched with a nice web site and dealing with what will be a novel way to host the source code (looking at a massively distributed repository arrangement on GitHub mediated by Gradle which uses Ivy under the hood; Ant/Ivy alone won&#039;t cut it) another big goal of mine is to work out the cross-platform unifying nature of OpenGL 4.1 and OpenGL ES 2.0 and solidly move all new graphics engine level dev to a programmable pipeline that transparently works cross-platform. I&#039;m excited that GL is back to being a superset, but a little investigation is in order. Hah.. Can&#039;t wait to launch my site and blog too so I can have my own forum for status updates; hope you don&#039;t mind (if so let me know).. It&#039;s always a pleasure to hear about what you are up to though as Android &amp; Java (cross-platform) in general can use as many open source initiatives in this direction as possible. :)</description>
		<content:encoded><![CDATA[<p>Very nice.. MD5 is on my list to support and was the primary format I was looking at supporting prior to the Cal3D talk which is something I wasn&#8217;t familiar with offhand until you and Robert brought it up. I do plan to try and offer support for a wide range of formats and such, but all that is forthcoming on my side. Still in release engineering over here and it turned out to be a lot more work than initially thought; it wasn&#8217;t a straight repacking into components as initially thought, but the results are very nice and totally modular. Beyond getting my beastie launched with a nice web site and dealing with what will be a novel way to host the source code (looking at a massively distributed repository arrangement on GitHub mediated by Gradle which uses Ivy under the hood; Ant/Ivy alone won&#8217;t cut it) another big goal of mine is to work out the cross-platform unifying nature of OpenGL 4.1 and OpenGL ES 2.0 and solidly move all new graphics engine level dev to a programmable pipeline that transparently works cross-platform. I&#8217;m excited that GL is back to being a superset, but a little investigation is in order. Hah.. Can&#8217;t wait to launch my site and blog too so I can have my own forum for status updates; hope you don&#8217;t mind (if so let me know).. It&#8217;s always a pleasure to hear about what you are up to though as Android &amp; Java (cross-platform) in general can use as many open source initiatives in this direction as possible. <img src='http://apistudios.com/hosted/marzec/badlogic/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why mobile gaming is different by Paul</title>
		<link>http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874&#038;cpage=1#comment-519</link>
		<dc:creator>Paul</dc:creator>
		<pubDate>Wed, 08 Sep 2010 18:39:47 +0000</pubDate>
		<guid isPermaLink="false">http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874#comment-519</guid>
		<description>Its a game called Blow up, you can get a lite version for free to see it in action. It happens when you drag the TNT onto the screen.

Cheers!</description>
		<content:encoded><![CDATA[<p>Its a game called Blow up, you can get a lite version for free to see it in action. It happens when you drag the TNT onto the screen.</p>
<p>Cheers!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why mobile gaming is different by Mario</title>
		<link>http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874&#038;cpage=1#comment-518</link>
		<dc:creator>Mario</dc:creator>
		<pubDate>Wed, 08 Sep 2010 18:24:31 +0000</pubDate>
		<guid isPermaLink="false">http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874#comment-518</guid>
		<description>I&#039;ve seen the first one in action in a couple of games, one being Battle Bears. It takes some time getting used to it but it eventually works out ok. The second option sounds very interesting especially given the little available space you have overall on those small screens. Could you name the game that used this technique? I&#039;d be very interested in seeing it in action.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve seen the first one in action in a couple of games, one being Battle Bears. It takes some time getting used to it but it eventually works out ok. The second option sounds very interesting especially given the little available space you have overall on those small screens. Could you name the game that used this technique? I&#8217;d be very interested in seeing it in action.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why mobile gaming is different by Paul</title>
		<link>http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874&#038;cpage=1#comment-517</link>
		<dc:creator>Paul</dc:creator>
		<pubDate>Wed, 08 Sep 2010 16:38:23 +0000</pubDate>
		<guid isPermaLink="false">http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874#comment-517</guid>
		<description>An annoying problem for sure. I&#039;ve seen a couple of developers do things to try and avoid the occlusion problem, one shifted the touch point up so you were &#039;touching&#039; the screen above where your finger is located.

The other used a secondary view port in the top right of the screen that showed the area under your touch, I quite liked that one.</description>
		<content:encoded><![CDATA[<p>An annoying problem for sure. I&#8217;ve seen a couple of developers do things to try and avoid the occlusion problem, one shifted the touch point up so you were &#8216;touching&#8217; the screen above where your finger is located.</p>
<p>The other used a secondary view port in the top right of the screen that showed the area under your touch, I quite liked that one.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why mobile gaming is different by Mario</title>
		<link>http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874&#038;cpage=1#comment-516</link>
		<dc:creator>Mario</dc:creator>
		<pubDate>Wed, 08 Sep 2010 12:24:27 +0000</pubDate>
		<guid isPermaLink="false">http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874#comment-516</guid>
		<description>well, the goal is it to fill up n% of space to beat a level while not getting eaten by the enemies. In Qix the enemies attacked your cursor thing which was under your active control, in fill up they attack you while you build the next ball. The concept is thus very similar imo.</description>
		<content:encoded><![CDATA[<p>well, the goal is it to fill up n% of space to beat a level while not getting eaten by the enemies. In Qix the enemies attacked your cursor thing which was under your active control, in fill up they attack you while you build the next ball. The concept is thus very similar imo.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why mobile gaming is different by Moritz Post</title>
		<link>http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874&#038;cpage=1#comment-515</link>
		<dc:creator>Moritz Post</dc:creator>
		<pubDate>Wed, 08 Sep 2010 07:47:27 +0000</pubDate>
		<guid isPermaLink="false">http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874#comment-515</guid>
		<description>+1 für Qix! :) But i do not really see how the game  you are describing mimics qix. anyways... nice prototyping. :)</description>
		<content:encoded><![CDATA[<p>+1 für Qix! <img src='http://apistudios.com/hosted/marzec/badlogic/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  But i do not really see how the game  you are describing mimics qix. anyways&#8230; nice prototyping. <img src='http://apistudios.com/hosted/marzec/badlogic/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Why mobile gaming is different by Tweets that mention Why mobile gaming is different -- Topsy.com</title>
		<link>http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874&#038;cpage=1#comment-514</link>
		<dc:creator>Tweets that mention Why mobile gaming is different -- Topsy.com</dc:creator>
		<pubDate>Wed, 08 Sep 2010 01:11:10 +0000</pubDate>
		<guid isPermaLink="false">http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=874#comment-514</guid>
		<description>[...] This post was mentioned on Twitter by Planet Android, Rene Nachtnebel ✔, Xoopia.com, Jon Simon, Android NewsFlash and others. Android NewsFlash said: #Android Why mobile gaming is different http://dlvr.it/4t2QS [...]</description>
		<content:encoded><![CDATA[<p>[...] This post was mentioned on Twitter by Planet Android, Rene Nachtnebel ✔, Xoopia.com, Jon Simon, Android NewsFlash and others. Android NewsFlash said: #Android Why mobile gaming is different <a href="http://dlvr.it/4t2QS" rel="nofollow">http://dlvr.it/4t2QS</a> [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Libmpg123 on Android by Mario</title>
		<link>http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=446&#038;cpage=1#comment-512</link>
		<dc:creator>Mario</dc:creator>
		<pubDate>Tue, 07 Sep 2010 11:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=446#comment-512</guid>
		<description>1) The prime use is for decoding mp3s for doing audio analysis. You can use it to decode your mp3s for playback too of course but will hog your cpu as it&#039;s not hardware accelerated (e.g. a dsp that does the actual encoding instead of the cpu). 
2) given a 196kbit/s mp3 with a length of 9 minutes it takes my motorola milestone about 18 seconds to decode it. The process uses 100% cpu of course and nothing else is running in the meantime in this same process (e.g. a rendering thread or what have you). 

For me the primary use was to decode a user selected mp3 from the sd card once, analyse it and then create a level from it. This process is done once per mp3, the result is stored in compressed form and loaded the next time the user selects the same mp3. Think Audiosurf.

hth,
Mario</description>
		<content:encoded><![CDATA[<p>1) The prime use is for decoding mp3s for doing audio analysis. You can use it to decode your mp3s for playback too of course but will hog your cpu as it&#8217;s not hardware accelerated (e.g. a dsp that does the actual encoding instead of the cpu).<br />
2) given a 196kbit/s mp3 with a length of 9 minutes it takes my motorola milestone about 18 seconds to decode it. The process uses 100% cpu of course and nothing else is running in the meantime in this same process (e.g. a rendering thread or what have you). </p>
<p>For me the primary use was to decode a user selected mp3 from the sd card once, analyse it and then create a level from it. This process is done once per mp3, the result is stored in compressed form and loaded the next time the user selects the same mp3. Think Audiosurf.</p>
<p>hth,<br />
Mario</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Libmpg123 on Android by dany</title>
		<link>http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=446&#038;cpage=1#comment-511</link>
		<dc:creator>dany</dc:creator>
		<pubDate>Tue, 07 Sep 2010 04:23:47 +0000</pubDate>
		<guid isPermaLink="false">http://apistudios.com/hosted/marzec/badlogic/wordpress/?p=446#comment-511</guid>
		<description>So the prime use is for gaming? which is probably small sound effect buffers?
Can you please explain, what you&#039;ve said, that you decoded a 9 minute mp3 in 18 seconds on the Motorola Milestone, I think I&#039;ve missed something.

thanks!</description>
		<content:encoded><![CDATA[<p>So the prime use is for gaming? which is probably small sound effect buffers?<br />
Can you please explain, what you&#8217;ve said, that you decoded a 9 minute mp3 in 18 seconds on the Motorola Milestone, I think I&#8217;ve missed something.</p>
<p>thanks!</p>
]]></content:encoded>
	</item>
</channel>
</rss>
