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	<title>Comments for Kyle Schouviller</title>
	<atom:link href="http://www.kyleschouviller.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kyleschouviller.com</link>
	<description></description>
	<pubDate>Fri, 12 Mar 2010 00:34:53 +0000</pubDate>
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		<title>Comment on Custom Vertex Formats on the Xbox 360 by Isaiah Cheranichit</title>
		<link>http://www.kyleschouviller.com/xna/custom-vertex-formats-on-the-xbox-360/comment-page-1/#comment-25075</link>
		<dc:creator>Isaiah Cheranichit</dc:creator>
		<pubDate>Sun, 28 Feb 2010 18:57:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.kyleschouviller.com/index.php/custom-vertex-formats-on-the-xbox-360/#comment-25075</guid>
		<description>Do you want FREE MS Points?</description>
		<content:encoded><![CDATA[<p>Do you want FREE MS Points?</p>
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	</item>
	<item>
		<title>Comment on Quadtree Code Design by Alina</title>
		<link>http://www.kyleschouviller.com/xna/quadtree-code-design/comment-page-1/#comment-24872</link>
		<dc:creator>Alina</dc:creator>
		<pubDate>Tue, 02 Feb 2010 08:11:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.kyleschouviller.com/index.php/quadtree-code-design/#comment-24872</guid>
		<description>Wow, wow, wow! Couldn't of been explained and understood any better, thank you for putting so much work into this! (^_^)</description>
		<content:encoded><![CDATA[<p>Wow, wow, wow! Couldn&#8217;t of been explained and understood any better, thank you for putting so much work into this! (^_^)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Interaction Design by Kyle Schouviller</title>
		<link>http://www.kyleschouviller.com/uncategorized/interaction-design/comment-page-1/#comment-24648</link>
		<dc:creator>Kyle Schouviller</dc:creator>
		<pubDate>Wed, 06 Jan 2010 18:27:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.kyleschouviller.com/uncategorized/interaction-design/#comment-24648</guid>
		<description>Added! (About a month late - haven't checked here in a while - have had construction going on at my place and lots of Christmas to do).</description>
		<content:encoded><![CDATA[<p>Added! (About a month late - haven&#8217;t checked here in a while - have had construction going on at my place and lots of Christmas to do).</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on QuadTree (Source Included) by Mathieu</title>
		<link>http://www.kyleschouviller.com/wsuxna/quadtree-source-included/comment-page-1/#comment-24499</link>
		<dc:creator>Mathieu</dc:creator>
		<pubDate>Thu, 24 Dec 2009 12:31:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.kyleschouviller.com/index.php/quadtree-source-included/#comment-24499</guid>
		<description>gg dude</description>
		<content:encoded><![CDATA[<p>gg dude</p>
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	<item>
		<title>Comment on Interaction Design by Aaron Schultz</title>
		<link>http://www.kyleschouviller.com/uncategorized/interaction-design/comment-page-1/#comment-24385</link>
		<dc:creator>Aaron Schultz</dc:creator>
		<pubDate>Tue, 08 Dec 2009 22:45:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.kyleschouviller.com/uncategorized/interaction-design/#comment-24385</guid>
		<description>Absolutely agreed. I notice it every time all of my friends get up in arms about a new Resident Evil game, and I just have to look at them and ask "How can you play that?" The controls are absolutely atrocious. It's disheartening to see titles that could otherwise be interesting turn to crap because of poor interfaces. I loved Mass Effect, but I cringe every time I have to open up the inventory, rifle through selling/deleting things to free up space, and watch how the cursor jumps all the way to the top of the list after each change. Its likely something that could have been changed in a few lines of code.

On the topic of usability though, can we get a search bar for this blog?</description>
		<content:encoded><![CDATA[<p>Absolutely agreed. I notice it every time all of my friends get up in arms about a new Resident Evil game, and I just have to look at them and ask &#8220;How can you play that?&#8221; The controls are absolutely atrocious. It&#8217;s disheartening to see titles that could otherwise be interesting turn to crap because of poor interfaces. I loved Mass Effect, but I cringe every time I have to open up the inventory, rifle through selling/deleting things to free up space, and watch how the cursor jumps all the way to the top of the list after each change. Its likely something that could have been changed in a few lines of code.</p>
<p>On the topic of usability though, can we get a search bar for this blog?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Wisp Source by Luis</title>
		<link>http://www.kyleschouviller.com/xna/wisp-source/comment-page-1/#comment-24127</link>
		<dc:creator>Luis</dc:creator>
		<pubDate>Wed, 28 Oct 2009 21:56:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.kyleschouviller.com/xna/wisp-source/#comment-24127</guid>
		<description>working for 3.1 in three steps change the dll file, fix all warnings and update content</description>
		<content:encoded><![CDATA[<p>working for 3.1 in three steps change the dll file, fix all warnings and update content</p>
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	<item>
		<title>Comment on QuadTree (Source Included) by Aaron Schultz</title>
		<link>http://www.kyleschouviller.com/wsuxna/quadtree-source-included/comment-page-1/#comment-24107</link>
		<dc:creator>Aaron Schultz</dc:creator>
		<pubDate>Sun, 25 Oct 2009 07:12:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.kyleschouviller.com/index.php/quadtree-source-included/#comment-24107</guid>
		<description>Just wondering, but you mentioned changing the passing of Lists to use the ref keyword. Isn't that unnecessary, since List is a reference type? As far as I understand it, adding the keyword is only necessary when dealing with value types, which are copied by default.

Otherwise, great post. Probably the best run-down and tutorial on Quadtrees I have ever read. I implemented your system awhile back on a game project for class that had several hundred moving particles of different scales all doing collision, and with modifications to handle position changing it worked amazingly well. There was a point where having lots of empty nodes was a problem, but running a quick cull on all empty nodes each frame solved the issue.</description>
		<content:encoded><![CDATA[<p>Just wondering, but you mentioned changing the passing of Lists to use the ref keyword. Isn&#8217;t that unnecessary, since List is a reference type? As far as I understand it, adding the keyword is only necessary when dealing with value types, which are copied by default.</p>
<p>Otherwise, great post. Probably the best run-down and tutorial on Quadtrees I have ever read. I implemented your system awhile back on a game project for class that had several hundred moving particles of different scales all doing collision, and with modifications to handle position changing it worked amazingly well. There was a point where having lots of empty nodes was a problem, but running a quick cull on all empty nodes each frame solved the issue.</p>
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	</item>
	<item>
		<title>Comment on QuadTree (Source Included) by TruongThanhTung</title>
		<link>http://www.kyleschouviller.com/wsuxna/quadtree-source-included/comment-page-1/#comment-24093</link>
		<dc:creator>TruongThanhTung</dc:creator>
		<pubDate>Tue, 20 Oct 2009 17:03:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.kyleschouviller.com/index.php/quadtree-source-included/#comment-24093</guid>
		<description>thank you so much, it helps me how to make store my world game. Thanks,</description>
		<content:encoded><![CDATA[<p>thank you so much, it helps me how to make store my world game. Thanks,</p>
]]></content:encoded>
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	<item>
		<title>Comment on XNA 3.0: MP3/WMA/WAV support! by me</title>
		<link>http://www.kyleschouviller.com/uncategorized/xna-30-mp3wmawav-support/comment-page-1/#comment-24087</link>
		<dc:creator>me</dc:creator>
		<pubDate>Mon, 19 Oct 2009 08:07:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.kyleschouviller.com/uncategorized/xna-30-mp3wmawav-support/#comment-24087</guid>
		<description>Thanks for that...!</description>
		<content:encoded><![CDATA[<p>Thanks for that&#8230;!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on QuadTree (Source Included) by [XNA] Detecci&#243;n de colisiones por descomposici&#243;n del espacio en una rejilla de v&#243;xeles - Jesús Bosch</title>
		<link>http://www.kyleschouviller.com/wsuxna/quadtree-source-included/comment-page-1/#comment-24020</link>
		<dc:creator>[XNA] Detecci&#243;n de colisiones por descomposici&#243;n del espacio en una rejilla de v&#243;xeles - Jesús Bosch</dc:creator>
		<pubDate>Sat, 26 Sep 2009 10:15:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.kyleschouviller.com/index.php/quadtree-source-included/#comment-24020</guid>
		<description>[...] en el caso en el que dos objetos se encuentren en el mismo voxel. &#191;Parecido con el Quadtree? Bastante, la diferencia est&#225; en que aqu&#237; no hay voxels [...]</description>
		<content:encoded><![CDATA[<p>[...] en el caso en el que dos objetos se encuentren en el mismo voxel. &iquest;Parecido con el Quadtree? Bastante, la diferencia est&aacute; en que aqu&iacute; no hay voxels [...]</p>
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