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	<title>Comments on: iPhone Game Programming &#8211; Tutorial 3 &#8211; SpriteSheet Class</title>
	<atom:link href="http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/</link>
	<description>iPhone Game Development - Web Development</description>
	<lastBuildDate>Sat, 04 Feb 2012 20:13:45 +0000</lastBuildDate>
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	<item>
		<title>By: kar</title>
		<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/comment-page-7/#comment-7261</link>
		<dc:creator>kar</dc:creator>
		<pubDate>Sun, 07 Aug 2011 21:22:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=319#comment-7261</guid>
		<description>AWesome Sir!</description>
		<content:encoded><![CDATA[<p>AWesome Sir!</p>
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	<item>
		<title>By: Pyro</title>
		<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/comment-page-7/#comment-7153</link>
		<dc:creator>Pyro</dc:creator>
		<pubDate>Thu, 16 Jun 2011 06:37:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=319#comment-7153</guid>
		<description>Love the tutorials, but since they are for iOS programming would be nice if could watch them on ipad2</description>
		<content:encoded><![CDATA[<p>Love the tutorials, but since they are for iOS programming would be nice if could watch them on ipad2</p>
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	</item>
	<item>
		<title>By: IlyaK</title>
		<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/comment-page-7/#comment-7066</link>
		<dc:creator>IlyaK</dc:creator>
		<pubDate>Wed, 18 May 2011 12:20:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=319#comment-7066</guid>
		<description>Hi Mike,

I tried my best to remove the animation methods/variables and to put mainGameLoop in didFinishLaunching (WithOptions) in the AppDelegate class but that didn&#039;t do the trick. Should I worry about replacing the standard iPhone animation loop stuff with the while(true) loop you have set up in mainGameLoop, or do you think it&#039;s fine the way the template presents it? I&#039;m really stuck on this one.

Thank you,
Ilya</description>
		<content:encoded><![CDATA[<p>Hi Mike,</p>
<p>I tried my best to remove the animation methods/variables and to put mainGameLoop in didFinishLaunching (WithOptions) in the AppDelegate class but that didn&#8217;t do the trick. Should I worry about replacing the standard iPhone animation loop stuff with the while(true) loop you have set up in mainGameLoop, or do you think it&#8217;s fine the way the template presents it? I&#8217;m really stuck on this one.</p>
<p>Thank you,<br />
Ilya</p>
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	</item>
	<item>
		<title>By: IlyaK</title>
		<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/comment-page-7/#comment-7054</link>
		<dc:creator>IlyaK</dc:creator>
		<pubDate>Tue, 17 May 2011 11:56:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=319#comment-7054</guid>
		<description>Hi,

Does anyone have any suggestions about how to remove the timer/animation stuff when using Xcode 4? The animation/timer stuff is used in other methods and it&#039;s hard to tell what is/isn&#039;t needed when making these changes.

Thank you,
Ilya</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>Does anyone have any suggestions about how to remove the timer/animation stuff when using Xcode 4? The animation/timer stuff is used in other methods and it&#8217;s hard to tell what is/isn&#8217;t needed when making these changes.</p>
<p>Thank you,<br />
Ilya</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: yojimbo311</title>
		<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/comment-page-7/#comment-6534</link>
		<dc:creator>yojimbo311</dc:creator>
		<pubDate>Fri, 18 Mar 2011 01:55:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=319#comment-6534</guid>
		<description>My apologies, that was a bad example I provided and was due to a typo I had made in the code and I was too quick to point a finger :(.

That trick does indeed work for the most part, but the new template did make it a little confusing for me to implement correctly.</description>
		<content:encoded><![CDATA[<p>My apologies, that was a bad example I provided and was due to a typo I had made in the code and I was too quick to point a finger :(.</p>
<p>That trick does indeed work for the most part, but the new template did make it a little confusing for me to implement correctly.</p>
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	</item>
	<item>
		<title>By: yojimbo311</title>
		<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/comment-page-7/#comment-6532</link>
		<dc:creator>yojimbo311</dc:creator>
		<pubDate>Fri, 18 Mar 2011 01:40:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=319#comment-6532</guid>
		<description>Sorry Mike,

I think the tutorials are great, but the XCode 4 templates introduce a significant number of differences that can create a great deal of confusion.

For instance the runloop trick you spend a good chunk of time explaining is not usable with the new template (at least not without a significant amount of additional digging).  Trying to implement the changes against an XCode 4 template results in renderScene updates occurring only when a user event occurs (this includes adding the performSelectorOnMainThread fix).

I realize the debate over using the templated timers vs. managing your main loop is ongoing, and will likely remain so, but if you could at least leave a note for those new to the tutorials to steer clear of that whole thing while following along, I think it would prevent many issues.</description>
		<content:encoded><![CDATA[<p>Sorry Mike,</p>
<p>I think the tutorials are great, but the XCode 4 templates introduce a significant number of differences that can create a great deal of confusion.</p>
<p>For instance the runloop trick you spend a good chunk of time explaining is not usable with the new template (at least not without a significant amount of additional digging).  Trying to implement the changes against an XCode 4 template results in renderScene updates occurring only when a user event occurs (this includes adding the performSelectorOnMainThread fix).</p>
<p>I realize the debate over using the templated timers vs. managing your main loop is ongoing, and will likely remain so, but if you could at least leave a note for those new to the tutorials to steer clear of that whole thing while following along, I think it would prevent many issues.</p>
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	</item>
	<item>
		<title>By: mike</title>
		<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/comment-page-6/#comment-6069</link>
		<dc:creator>mike</dc:creator>
		<pubDate>Fri, 04 Mar 2011 09:00:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=319#comment-6069</guid>
		<description>Thanks :o)

I wish I had more time to update then, but apart from the XCode template being different, everything else is just as valid as when I first created them and I&#039;m pleased they are still proving to be useful.

Mike</description>
		<content:encoded><![CDATA[<p>Thanks :o)</p>
<p>I wish I had more time to update then, but apart from the XCode template being different, everything else is just as valid as when I first created them and I&#8217;m pleased they are still proving to be useful.</p>
<p>Mike</p>
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	</item>
	<item>
		<title>By: theO</title>
		<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/comment-page-6/#comment-6068</link>
		<dc:creator>theO</dc:creator>
		<pubDate>Fri, 04 Mar 2011 08:32:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=319#comment-6068</guid>
		<description>these tutorials are really really great!
Thank you mike~</description>
		<content:encoded><![CDATA[<p>these tutorials are really really great!<br />
Thank you mike~</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: jcyu</title>
		<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/comment-page-6/#comment-4296</link>
		<dc:creator>jcyu</dc:creator>
		<pubDate>Tue, 26 Oct 2010 08:05:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=319#comment-4296</guid>
		<description>hey mike great tutorials!!! 
im wondering if you have figured out why the code in OGLGameAppDelegate needs to be changed from [glView mainGameLoop] to [glView performSelectorOnMainThread:@selector(mainGameLoop) withObject:nil waitUntilDone:NO];</description>
		<content:encoded><![CDATA[<p>hey mike great tutorials!!!<br />
im wondering if you have figured out why the code in OGLGameAppDelegate needs to be changed from [glView mainGameLoop] to [glView performSelectorOnMainThread:@selector(mainGameLoop) withObject:nil waitUntilDone:NO];</p>
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	</item>
	<item>
		<title>By: David</title>
		<link>http://www.71squared.com/2009/03/iphone-game-programming-tutorial-3-spritesheet-class/comment-page-6/#comment-4269</link>
		<dc:creator>David</dc:creator>
		<pubDate>Thu, 21 Oct 2010 23:53:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.71squared.co.uk/?p=319#comment-4269</guid>
		<description>Thanks very much for these tutorials, Mike.

A comment on getSpriteAtX, and best practices....

X and Y should really be reserved for pixel coordinates.  To avoid confusion, a better naming would be:

getSpriteAtColumn(GLuint)column row:(GLuint)row;

Same thing with renderAt...

Cheers.</description>
		<content:encoded><![CDATA[<p>Thanks very much for these tutorials, Mike.</p>
<p>A comment on getSpriteAtX, and best practices&#8230;.</p>
<p>X and Y should really be reserved for pixel coordinates.  To avoid confusion, a better naming would be:</p>
<p>getSpriteAtColumn(GLuint)column row:(GLuint)row;</p>
<p>Same thing with renderAt&#8230;</p>
<p>Cheers.</p>
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