<?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 Scott Petrovic</title>
	<atom:link href="http://www.scottpetrovic.com/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.scottpetrovic.com/blog</link>
	<description>Life as a Designer</description>
	<lastBuildDate>Fri, 30 Dec 2011 19:31:14 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.2.1</generator>
<xhtml:meta xmlns:xhtml="http://www.w3.org/1999/xhtml" name="robots" content="noindex" />
	<item>
		<title>Comment on Unity3D: 3rd person basic movement/rotation w/source by Mchanist</title>
		<link>http://www.scottpetrovic.com/blog/2009/11/unity3d-3rd-person-basic-movementrotation-wsource/comment-page-1/#comment-1517</link>
		<dc:creator>Mchanist</dc:creator>
		<pubDate>Fri, 30 Dec 2011 19:31:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.scottpetrovic.com/blog/?p=866#comment-1517</guid>
		<description>Heya,

Thanks for this! This tutorial was very helpful, I&#039;ve been trying to get away from the Prefab thirdperson control system for a while now :)

Super helpful!</description>
		<content:encoded><![CDATA[<p>Heya,</p>
<p>Thanks for this! This tutorial was very helpful, I&#8217;ve been trying to get away from the Prefab thirdperson control system for a while now :)</p>
<p>Super helpful!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity 3 Game Development Hotshot book &#8211; Chapter 1 Review by Scott Petrovic</title>
		<link>http://www.scottpetrovic.com/blog/2011/10/unity-3-game-development-hotshot-book-chapter-1-review/comment-page-1/#comment-1487</link>
		<dc:creator>Scott Petrovic</dc:creator>
		<pubDate>Thu, 24 Nov 2011 17:05:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.scottpetrovic.com/blog/?p=1640#comment-1487</guid>
		<description>no, the book doesn&#039;t come with any type of CD or DVD. With all of the books that I have ever bought from Pakt Publishing, they give you a URL to download the content. The URL is at beginning of the book before it starts getting into the content. It has the project files for each chapter. The thing I used the most was grabbing the completed scripts so I wouldn&#039;t have to write out all of the code again. hope that helps.</description>
		<content:encoded><![CDATA[<p>no, the book doesn&#8217;t come with any type of CD or DVD. With all of the books that I have ever bought from Pakt Publishing, they give you a URL to download the content. The URL is at beginning of the book before it starts getting into the content. It has the project files for each chapter. The thing I used the most was grabbing the completed scripts so I wouldn&#8217;t have to write out all of the code again. hope that helps.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity 3 Game Development Hotshot book &#8211; Chapter 1 Review by Ed</title>
		<link>http://www.scottpetrovic.com/blog/2011/10/unity-3-game-development-hotshot-book-chapter-1-review/comment-page-1/#comment-1485</link>
		<dc:creator>Ed</dc:creator>
		<pubDate>Wed, 23 Nov 2011 18:35:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.scottpetrovic.com/blog/?p=1640#comment-1485</guid>
		<description>Does the kindle version come with some sort of dvd with the contents?</description>
		<content:encoded><![CDATA[<p>Does the kindle version come with some sort of dvd with the contents?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity 3 Game Development Hotshot book &#8211; Chapter 1 Review by Scott Petrovic</title>
		<link>http://www.scottpetrovic.com/blog/2011/10/unity-3-game-development-hotshot-book-chapter-1-review/comment-page-1/#comment-1473</link>
		<dc:creator>Scott Petrovic</dc:creator>
		<pubDate>Thu, 03 Nov 2011 03:11:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.scottpetrovic.com/blog/?p=1640#comment-1473</guid>
		<description>wow, you are right. I didn&#039;t realize the int division would also return an int. Removing the Math.ceil() function doesn&#039;t affect the animation at all. You really looked at this code with a fine-toothed comb. I just got the basic idea and moved on before. Good job.</description>
		<content:encoded><![CDATA[<p>wow, you are right. I didn&#8217;t realize the int division would also return an int. Removing the Math.ceil() function doesn&#8217;t affect the animation at all. You really looked at this code with a fine-toothed comb. I just got the basic idea and moved on before. Good job.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity 3 Game Development Hotshot book &#8211; Chapter 1 Review by Pheo</title>
		<link>http://www.scottpetrovic.com/blog/2011/10/unity-3-game-development-hotshot-book-chapter-1-review/comment-page-1/#comment-1471</link>
		<dc:creator>Pheo</dc:creator>
		<pubDate>Wed, 02 Nov 2011 11:00:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.scottpetrovic.com/blog/?p=1640#comment-1471</guid>
		<description>4/3 = 1 ... not 1.333 since both 4 and 3 are integers, unless you are doing 4.0/3 = 1.3333.
I hope you see my point.

If you don&#039;t believe, put a print() or Debug.Log():

   Debug.Log(in_curFrame/in_gridX);

You will see that it never returns a float. So Math.ceil() here is redundant. Instead, because we are doing an integer division, we will always get a &quot;round-down&quot; result.</description>
		<content:encoded><![CDATA[<p>4/3 = 1 &#8230; not 1.333 since both 4 and 3 are integers, unless you are doing 4.0/3 = 1.3333.<br />
I hope you see my point.</p>
<p>If you don&#8217;t believe, put a print() or Debug.Log():</p>
<p>   Debug.Log(in_curFrame/in_gridX);</p>
<p>You will see that it never returns a float. So Math.ceil() here is redundant. Instead, because we are doing an integer division, we will always get a &#8220;round-down&#8221; result.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity 3 Game Development Hotshot book &#8211; Chapter 1 Review by Scott Petrovic</title>
		<link>http://www.scottpetrovic.com/blog/2011/10/unity-3-game-development-hotshot-book-chapter-1-review/comment-page-1/#comment-1470</link>
		<dc:creator>Scott Petrovic</dc:creator>
		<pubDate>Tue, 01 Nov 2011 23:45:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.scottpetrovic.com/blog/?p=1640#comment-1470</guid>
		<description>hi Pheo,

To understand it, I first think it is good to understand what each variable is

in_gridY = the total number of rows in the sprite map ( images will be across and stacked if more than 1)

in_curFrame = current state of the animation. If the sprite map is 3 horizontal by 2 vertical (6 states), this number could range from 1-6.

in_gridX = total number of images that go horizontal across the image map

The only time that conditional will be ran is if the sprite map has stacked images like a two story building would be stacked. 

If a sprite map has 6 states(3 on the top, 3 on the bottom), the manager needs to know which row it is in. The bottom or the top? 

Dividing the current state (in_curFrame) by the amount of horizontal states (3 in my example), it can find out if the  image location is on the bottom or top. If it is on state 4, doing the Math.Ceil() will return 2, since 4/3 is more than one. 

Going with our 3 x 2 sprite map, the main thing to see is that it divides the current element by the total elements horizontally. All it needs to know is that if the current state is 4, it needs to go to the bottom row to get the right image. The whole number is all that matters. You will always round up since there is no image at 3 1/2 places. 

I don&#039;t know if that was confusing, probably a picture would explain this a little more concisely and clearly.</description>
		<content:encoded><![CDATA[<p>hi Pheo,</p>
<p>To understand it, I first think it is good to understand what each variable is</p>
<p>in_gridY = the total number of rows in the sprite map ( images will be across and stacked if more than 1)</p>
<p>in_curFrame = current state of the animation. If the sprite map is 3 horizontal by 2 vertical (6 states), this number could range from 1-6.</p>
<p>in_gridX = total number of images that go horizontal across the image map</p>
<p>The only time that conditional will be ran is if the sprite map has stacked images like a two story building would be stacked. </p>
<p>If a sprite map has 6 states(3 on the top, 3 on the bottom), the manager needs to know which row it is in. The bottom or the top? </p>
<p>Dividing the current state (in_curFrame) by the amount of horizontal states (3 in my example), it can find out if the  image location is on the bottom or top. If it is on state 4, doing the Math.Ceil() will return 2, since 4/3 is more than one. </p>
<p>Going with our 3 x 2 sprite map, the main thing to see is that it divides the current element by the total elements horizontally. All it needs to know is that if the current state is 4, it needs to go to the bottom row to get the right image. The whole number is all that matters. You will always round up since there is no image at 3 1/2 places. </p>
<p>I don&#8217;t know if that was confusing, probably a picture would explain this a little more concisely and clearly.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity 3 Game Development Hotshot book &#8211; Chapter 1 Review by Pheo</title>
		<link>http://www.scottpetrovic.com/blog/2011/10/unity-3-game-development-hotshot-book-chapter-1-review/comment-page-1/#comment-1469</link>
		<dc:creator>Pheo</dc:creator>
		<pubDate>Tue, 01 Nov 2011 02:44:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.scottpetrovic.com/blog/?p=1640#comment-1469</guid>
		<description>I have read chapter 1. Pretty exciting. But i don&#039;t quite understand why the author scripted his code in certain way that makes little sense to me. For example, for the CharacterController_2D.js, to loop a series of pics (in a single texture jpg) through a plane gameobject, he wrote (line 77-80):

        if (in_gridY &gt; 1) {
 //If there is more than one grid on the y-axis update the texture
	in_col = Mathf.Ceil(in_curFrame/in_gridX);
		}

The problem is in_curFrame and in_gridX are both integers, and so in_curFrame/in_gridX will always return integer, e.g. 1/2 returns 0 and not 0.5. And so why Mathf.ceil???</description>
		<content:encoded><![CDATA[<p>I have read chapter 1. Pretty exciting. But i don&#8217;t quite understand why the author scripted his code in certain way that makes little sense to me. For example, for the CharacterController_2D.js, to loop a series of pics (in a single texture jpg) through a plane gameobject, he wrote (line 77-80):</p>
<p>        if (in_gridY &gt; 1) {<br />
 //If there is more than one grid on the y-axis update the texture<br />
	in_col = Mathf.Ceil(in_curFrame/in_gridX);<br />
		}</p>
<p>The problem is in_curFrame and in_gridX are both integers, and so in_curFrame/in_gridX will always return integer, e.g. 1/2 returns 0 and not 0.5. And so why Mathf.ceil???</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity 3 Game Development Hotshot book &#8211; Chapter 1 Review by Scott Petrovic</title>
		<link>http://www.scottpetrovic.com/blog/2011/10/unity-3-game-development-hotshot-book-chapter-1-review/comment-page-1/#comment-1451</link>
		<dc:creator>Scott Petrovic</dc:creator>
		<pubDate>Mon, 10 Oct 2011 23:37:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.scottpetrovic.com/blog/?p=1640#comment-1451</guid>
		<description>Thanks for the comment! hey Jesse. the project is being done from the ground up. There isn&#039;t much to it. There are just a few arrays that are being used that store the different states. There is an offsetTexture function for materials that he uses to make the animations work. Everything else are using other controllers to deal with the mouse and keyboard input.</description>
		<content:encoded><![CDATA[<p>Thanks for the comment! hey Jesse. the project is being done from the ground up. There isn&#8217;t much to it. There are just a few arrays that are being used that store the different states. There is an offsetTexture function for materials that he uses to make the animations work. Everything else are using other controllers to deal with the mouse and keyboard input.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity 3 Game Development Hotshot book &#8211; Chapter 1 Review by Jesse Chounard</title>
		<link>http://www.scottpetrovic.com/blog/2011/10/unity-3-game-development-hotshot-book-chapter-1-review/comment-page-1/#comment-1449</link>
		<dc:creator>Jesse Chounard</dc:creator>
		<pubDate>Mon, 10 Oct 2011 05:54:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.scottpetrovic.com/blog/?p=1640#comment-1449</guid>
		<description>I see the the first project is in 2d. That&#039;s pretty exciting to me. Are they using any of the 2d frameworks, or building it all from scratch? Also, is there any special mention about keeping resource usage down for mobile platforms?

If so, I think I&#039;d be interested in buying a copy too. (I haven&#039;t started on my next game yet, so I could switch to Unity. It&#039;s something I&#039;ve considered.)</description>
		<content:encoded><![CDATA[<p>I see the the first project is in 2d. That&#8217;s pretty exciting to me. Are they using any of the 2d frameworks, or building it all from scratch? Also, is there any special mention about keeping resource usage down for mobile platforms?</p>
<p>If so, I think I&#8217;d be interested in buying a copy too. (I haven&#8217;t started on my next game yet, so I could switch to Unity. It&#8217;s something I&#8217;ve considered.)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Use Calibre to combine all of your Google Reader blogs by Michael</title>
		<link>http://www.scottpetrovic.com/blog/2011/07/use-calibre-to-combine-all-of-your-google-reader-blogs/comment-page-1/#comment-1427</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Wed, 31 Aug 2011 08:37:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.scottpetrovic.com/blog/?p=1554#comment-1427</guid>
		<description>There is a way of doing it but I can&#039;t remember the exact steps. If you type in full text rss into google though you&#039;ll find the solution, you basically have to put the rss feed link through one of those services and it&#039;ll give you a link for full text, now you add that link tO google and it&#039;ll download the full article instead of just a preview.</description>
		<content:encoded><![CDATA[<p>There is a way of doing it but I can&#8217;t remember the exact steps. If you type in full text rss into google though you&#8217;ll find the solution, you basically have to put the rss feed link through one of those services and it&#8217;ll give you a link for full text, now you add that link tO google and it&#8217;ll download the full article instead of just a preview.</p>
]]></content:encoded>
	</item>
</channel>
</rss>

