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	<title>Comments for Salt Games</title>
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	<link>http://www.saltgames.com</link>
	<description>Games and Experiments with Flash</description>
	<lastBuildDate>Mon, 20 Feb 2012 19:20:44 +0000</lastBuildDate>
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		<title>Comment on Simple Annotated Example of Stage3D by Sam Driver</title>
		<link>http://www.saltgames.com/2011/simple-annotated-stage3d/#comment-28307</link>
		<dc:creator>Sam Driver</dc:creator>
		<pubDate>Mon, 20 Feb 2012 19:20:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.saltgames.com/?p=539#comment-28307</guid>
		<description>Hello,
Usually that&#039;s because the SWF is not being embedded correctly in the page. When you embed it, you need to set the wmode parameter to &quot;direct&quot;.
Exactly how you do that depends on how you&#039;re embedding it, but you want to end up with: &lt;param name=&quot;wmode&quot; value=&quot;direct&quot;&gt; within the &lt;object&gt; tag that embeds your SWF.

I hope that helps you!</description>
		<content:encoded><![CDATA[<p>Hello,<br />
Usually that&#8217;s because the SWF is not being embedded correctly in the page. When you embed it, you need to set the wmode parameter to &#8220;direct&#8221;.<br />
Exactly how you do that depends on how you&#8217;re embedding it, but you want to end up with: &lt;param name=&#8221;wmode&#8221; value=&#8221;direct&#8221;&gt; within the &lt;object&gt; tag that embeds your SWF.</p>
<p>I hope that helps you!</p>
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		<title>Comment on Simple Annotated Example of Stage3D by Tareq Battat</title>
		<link>http://www.saltgames.com/2011/simple-annotated-stage3d/#comment-28306</link>
		<dc:creator>Tareq Battat</dc:creator>
		<pubDate>Sat, 18 Feb 2012 09:58:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.saltgames.com/?p=539#comment-28306</guid>
		<description>I got this error message &quot;Context3D not available&quot;.
It&#039;s work fine in stand alone FP11, but not in the web browser.
please I need some advices.
thank you in advance</description>
		<content:encoded><![CDATA[<p>I got this error message &#8220;Context3D not available&#8221;.<br />
It&#8217;s work fine in stand alone FP11, but not in the web browser.<br />
please I need some advices.<br />
thank you in advance</p>
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	</item>
	<item>
		<title>Comment on Introduction to Pixel Bender in Flash by Damion Murray</title>
		<link>http://www.saltgames.com/2010/introduction-to-pixel-bender-in-flash/#comment-28305</link>
		<dc:creator>Damion Murray</dc:creator>
		<pubDate>Wed, 15 Feb 2012 16:28:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.saltgames.com/?p=207#comment-28305</guid>
		<description>I have been looking for a pixel bender based cross-fade effect precisely like the one from your second example. Thanks a bunch.</description>
		<content:encoded><![CDATA[<p>I have been looking for a pixel bender based cross-fade effect precisely like the one from your second example. Thanks a bunch.</p>
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	</item>
	<item>
		<title>Comment on Procedural Progression by Colin</title>
		<link>http://www.saltgames.com/2009/procedural-progression/#comment-28303</link>
		<dc:creator>Colin</dc:creator>
		<pubDate>Wed, 08 Feb 2012 13:42:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.saltgames.com/?p=128#comment-28303</guid>
		<description>Forget that comment actually, I was talking rubbish, I hadn&#039;t realised that the starting point was the pink blob! Great work, maybe I&#039;ll implement something similar in a future project, thank you for the inspiration :)</description>
		<content:encoded><![CDATA[<p>Forget that comment actually, I was talking rubbish, I hadn&#8217;t realised that the starting point was the pink blob! Great work, maybe I&#8217;ll implement something similar in a future project, thank you for the inspiration :)</p>
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	<item>
		<title>Comment on Procedural Progression by Colin</title>
		<link>http://www.saltgames.com/2009/procedural-progression/#comment-28302</link>
		<dc:creator>Colin</dc:creator>
		<pubDate>Wed, 08 Feb 2012 13:40:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.saltgames.com/?p=128#comment-28302</guid>
		<description>Very good, just had a look and noticed that the generator can create side paths which bypass locks and head straight for the goal.</description>
		<content:encoded><![CDATA[<p>Very good, just had a look and noticed that the generator can create side paths which bypass locks and head straight for the goal.</p>
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	</item>
	<item>
		<title>Comment on Introduction to Pixel Bender in Flash by Paint mixing with PixelBender &#124; Purple Squirrels &#124; An interactive and motion design blog</title>
		<link>http://www.saltgames.com/2010/introduction-to-pixel-bender-in-flash/#comment-28301</link>
		<dc:creator>Paint mixing with PixelBender &#124; Purple Squirrels &#124; An interactive and motion design blog</dc:creator>
		<pubDate>Tue, 07 Feb 2012 10:13:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.saltgames.com/?p=207#comment-28301</guid>
		<description>[...] have been wanting/trying to do for a while but it never really &#8216;clicked&#8217;. But thanks to this tutorial I finally got it in a few hours and was able to write my own [...]</description>
		<content:encoded><![CDATA[<p>[...] have been wanting/trying to do for a while but it never really &#8216;clicked&#8217;. But thanks to this tutorial I finally got it in a few hours and was able to write my own [...]</p>
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		<title>Comment on A Bitwise Method For Applying Tilemaps by Light using PixelBender with Normal-, Specular- and Occlusion Mapping &#124; Andrew van der Westhuizen</title>
		<link>http://www.saltgames.com/2010/a-bitwise-method-for-applying-tilemaps/#comment-28300</link>
		<dc:creator>Light using PixelBender with Normal-, Specular- and Occlusion Mapping &#124; Andrew van der Westhuizen</dc:creator>
		<pubDate>Wed, 18 Jan 2012 12:32:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.saltgames.com/?p=184#comment-28300</guid>
		<description>[...] ever since I saw this post @saltgames. I originally found out about saltgames searching for an algorithm to do tilemapping. I never looked much further, because at the time I was playing with the tilemapping algorithm. [...]</description>
		<content:encoded><![CDATA[<p>[...] ever since I saw this post @saltgames. I originally found out about saltgames searching for an algorithm to do tilemapping. I never looked much further, because at the time I was playing with the tilemapping algorithm. [...]</p>
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	</item>
	<item>
		<title>Comment on Stage3D Shader Cheatsheet by Salt</title>
		<link>http://www.saltgames.com/2011/stage-3d-shader-cheatsheet/#comment-28298</link>
		<dc:creator>Salt</dc:creator>
		<pubDate>Wed, 11 Jan 2012 18:25:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.saltgames.com/?p=523#comment-28298</guid>
		<description>7 FS registers means that each shader can only access 8 textures at a time. However the whole project can use as many textures as as memory permits.
A typical case would be to have a single shader that is sequentially given vertex data and texture(s) for a series of batches of items to draw.</description>
		<content:encoded><![CDATA[<p>7 FS registers means that each shader can only access 8 textures at a time. However the whole project can use as many textures as as memory permits.<br />
A typical case would be to have a single shader that is sequentially given vertex data and texture(s) for a series of batches of items to draw.</p>
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		<title>Comment on Stage3D Shader Cheatsheet by Daniel</title>
		<link>http://www.saltgames.com/2011/stage-3d-shader-cheatsheet/#comment-28297</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Fri, 06 Jan 2012 00:56:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.saltgames.com/?p=523#comment-28297</guid>
		<description>Does this mean as we only have 7 fs registers that you can only store 7 textures? Seems very limiting, I must be missing something!
Also I have managed to write a fog shader with fog colour, fog start and fog end variables. (The only other one I found on google sucked)..</description>
		<content:encoded><![CDATA[<p>Does this mean as we only have 7 fs registers that you can only store 7 textures? Seems very limiting, I must be missing something!<br />
Also I have managed to write a fog shader with fog colour, fog start and fog end variables. (The only other one I found on google sucked)..</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on On the Intelligence of Maggots by Glenn Clabough</title>
		<link>http://www.saltgames.com/2009/on-the-intelligence-of-maggots/#comment-28293</link>
		<dc:creator>Glenn Clabough</dc:creator>
		<pubDate>Thu, 01 Dec 2011 07:16:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.saltgames.com/?p=50#comment-28293</guid>
		<description>I would think it easiest to hunt buy using the standard basic maze solver but amendit to instead of searching the door of the maze have it seek the players coordinants only take a few steps at a time (turns) and re solve after each player movement.
I think I would also compare distance player to aponant as to make oponant ie. aware of the player and ifnot, then aware of another objective or target. I like to also give my oponant players that second/third,more goal or function.</description>
		<content:encoded><![CDATA[<p>I would think it easiest to hunt buy using the standard basic maze solver but amendit to instead of searching the door of the maze have it seek the players coordinants only take a few steps at a time (turns) and re solve after each player movement.<br />
I think I would also compare distance player to aponant as to make oponant ie. aware of the player and ifnot, then aware of another objective or target. I like to also give my oponant players that second/third,more goal or function.</p>
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