<?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 on: A Basic Game Architecture</title>
	<atom:link href="http://obviam.net/index.php/2-1-a-little-about-game-architecture/feed/" rel="self" type="application/rss+xml" />
	<link>http://obviam.net/index.php/2-1-a-little-about-game-architecture/?utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=2-1-a-little-about-game-architecture</link>
	<description>Sharing game making with the masses</description>
	<lastBuildDate>Fri, 18 May 2012 21:33:24 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0</generator>
	<item>
		<title>By: Getting Started in Android Game Development with libgdx &#8211; Create a Working Prototype in a Day &#8211; Part 1 &#124; Against the Grain &#8211; Game Development</title>
		<link>http://obviam.net/index.php/2-1-a-little-about-game-architecture/comment-page-1/#comment-865</link>
		<dc:creator>Getting Started in Android Game Development with libgdx &#8211; Create a Working Prototype in a Day &#8211; Part 1 &#124; Against the Grain &#8211; Game Development</dc:creator>
		<pubDate>Tue, 28 Feb 2012 19:53:44 +0000</pubDate>
		<guid isPermaLink="false">http://obviam.net/?p=146#comment-865</guid>
		<description>[...] very straight forward architecture based around an continuous loop. You can find out more about the architecture and the loop here and [...]</description>
		<content:encoded><![CDATA[<p>[...] very straight forward architecture based around an continuous loop. You can find out more about the architecture and the loop here and [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Building Games Using the MVC Pattern &#8211; Tutorial and Introduction &#124; Against the Grain &#8211; Game Development</title>
		<link>http://obviam.net/index.php/2-1-a-little-about-game-architecture/comment-page-1/#comment-822</link>
		<dc:creator>Building Games Using the MVC Pattern &#8211; Tutorial and Introduction &#124; Against the Grain &#8211; Game Development</dc:creator>
		<pubDate>Sun, 05 Feb 2012 15:41:11 +0000</pubDate>
		<guid isPermaLink="false">http://obviam.net/?p=146#comment-822</guid>
		<description>[...] know from the typical game architecture that the main loop acts as a super controller, which updates the states and then renders the [...]</description>
		<content:encoded><![CDATA[<p>[...] know from the typical game architecture that the main loop acts as a super controller, which updates the states and then renders the [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: chirag patel</title>
		<link>http://obviam.net/index.php/2-1-a-little-about-game-architecture/comment-page-1/#comment-454</link>
		<dc:creator>chirag patel</dc:creator>
		<pubDate>Fri, 29 Jul 2011 13:51:55 +0000</pubDate>
		<guid isPermaLink="false">http://obviam.net/?p=146#comment-454</guid>
		<description>it very help full me for understanding basic about gaming. .thnx dear.</description>
		<content:encoded><![CDATA[<p>it very help full me for understanding basic about gaming. .thnx dear.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Android Game Development &#124; &#124; Useful Resources</title>
		<link>http://obviam.net/index.php/2-1-a-little-about-game-architecture/comment-page-1/#comment-441</link>
		<dc:creator>Android Game Development &#124; &#124; Useful Resources</dc:creator>
		<pubDate>Wed, 13 Jul 2011 19:41:47 +0000</pubDate>
		<guid isPermaLink="false">http://obviam.net/?p=146#comment-441</guid>
		<description>[...] Reference: A Basic Game Architecture from our JCG partner Tamas Jano from “Against The Grain” blog. [...]</description>
		<content:encoded><![CDATA[<p>[...] Reference: A Basic Game Architecture from our JCG partner Tamas Jano from “Against The Grain” blog. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Impaler</title>
		<link>http://obviam.net/index.php/2-1-a-little-about-game-architecture/comment-page-1/#comment-315</link>
		<dc:creator>Impaler</dc:creator>
		<pubDate>Wed, 06 Apr 2011 09:05:17 +0000</pubDate>
		<guid isPermaLink="false">http://obviam.net/?p=146#comment-315</guid>
		<description>I would implement a very thin input layer and depending on the complexity of the input, would use a queue or just direct variables.
For example if you would use 4 regions of the screens for up, down, left, right, the input layer would have 4 boolean variables for the directions (isUp, isLeft, isRight, isDown) and would set them to true every time the respective region has the ACTION_POINTER_DOWN and false otherwise. The update() will read these values and act accordingly.
If it&#039;s more complex I would use a queuing middleware.</description>
		<content:encoded><![CDATA[<p>I would implement a very thin input layer and depending on the complexity of the input, would use a queue or just direct variables.<br />
For example if you would use 4 regions of the screens for up, down, left, right, the input layer would have 4 boolean variables for the directions (isUp, isLeft, isRight, isDown) and would set them to true every time the respective region has the ACTION_POINTER_DOWN and false otherwise. The update() will read these values and act accordingly.<br />
If it&#8217;s more complex I would use a queuing middleware.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Leandro Peralta</title>
		<link>http://obviam.net/index.php/2-1-a-little-about-game-architecture/comment-page-1/#comment-313</link>
		<dc:creator>Leandro Peralta</dc:creator>
		<pubDate>Tue, 05 Apr 2011 20:27:59 +0000</pubDate>
		<guid isPermaLink="false">http://obviam.net/?p=146#comment-313</guid>
		<description>I really like this site. I&#039;m working on my first game project for Android now and I cannot figure our how to implement an efficient input layer. Should I make direct call to the GameEngine class from the onTouchEvent method of the activity or would it be better to implement a class that holds a queue for the input in the middle?</description>
		<content:encoded><![CDATA[<p>I really like this site. I&#8217;m working on my first game project for Android now and I cannot figure our how to implement an efficient input layer. Should I make direct call to the GameEngine class from the onTouchEvent method of the activity or would it be better to implement a class that holds a queue for the input in the middle?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Impaler</title>
		<link>http://obviam.net/index.php/2-1-a-little-about-game-architecture/comment-page-1/#comment-292</link>
		<dc:creator>Impaler</dc:creator>
		<pubDate>Mon, 28 Mar 2011 08:33:36 +0000</pubDate>
		<guid isPermaLink="false">http://obviam.net/?p=146#comment-292</guid>
		<description>The higher FPS you achieve the smoother the graphics gets.
If it&#039;s very heavy on graphics then it&#039;s likely that the FPS will drop and then it is advised to plan for a lower one.</description>
		<content:encoded><![CDATA[<p>The higher FPS you achieve the smoother the graphics gets.<br />
If it&#8217;s very heavy on graphics then it&#8217;s likely that the FPS will drop and then it is advised to plan for a lower one.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: harvey</title>
		<link>http://obviam.net/index.php/2-1-a-little-about-game-architecture/comment-page-1/#comment-291</link>
		<dc:creator>harvey</dc:creator>
		<pubDate>Mon, 28 Mar 2011 08:20:46 +0000</pubDate>
		<guid isPermaLink="false">http://obviam.net/?p=146#comment-291</guid>
		<description>Hi,

30FPS? why not 25FPS? Do you know the replica island ?

it set 25 FPS</description>
		<content:encoded><![CDATA[<p>Hi,</p>
<p>30FPS? why not 25FPS? Do you know the replica island ?</p>
<p>it set 25 FPS</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Best explanation of FPS</title>
		<link>http://obviam.net/index.php/2-1-a-little-about-game-architecture/comment-page-1/#comment-112</link>
		<dc:creator>Best explanation of FPS</dc:creator>
		<pubDate>Mon, 13 Dec 2010 06:35:05 +0000</pubDate>
		<guid isPermaLink="false">http://obviam.net/?p=146#comment-112</guid>
		<description>[...] Just imagine someone walking and close your eyes for exactly one second. After opening your eyes you will see the person in the position after one second. This is a 2FPS. Source &#8211; http://obviam.net/index.php/2-1-a-little-about-game-architecture/ [...]</description>
		<content:encoded><![CDATA[<p>[...] Just imagine someone walking and close your eyes for exactly one second. After opening your eyes you will see the person in the position after one second. This is a 2FPS. Source &#8211; <a href="http://obviam.net/index.php/2-1-a-little-about-game-architecture/" rel="nofollow">http://obviam.net/index.php/2-1-a-little-about-game-architecture/</a> [...]</p>
]]></content:encoded>
	</item>
</channel>
</rss>

