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	<title>Comments on: Animation lib</title>
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	<link>http://gushh.net/blog/2009/08/06/animation-lib/</link>
	<description>This blog is about software, electronics and game development.</description>
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		<title>By: GuShH</title>
		<link>http://gushh.net/blog/2009/08/06/animation-lib/comment-page-1/#comment-71</link>
		<dc:creator>GuShH</dc:creator>
		<pubDate>Wed, 12 Aug 2009 06:34:40 +0000</pubDate>
		<guid isPermaLink="false">http://gushh.net/blog/?p=192#comment-71</guid>
		<description>Thanks for the suggestion. It seems like a useful addition, I&#039;ll be adding it eventually. Good to know it works for you.

Animations are timed through TimeLapse which uses two timing methods depending on the current platform, under Windows it uses timeGetTime() however we&#039;re not defining a resolution, so this could be the problem in your case. Although if you need &quot;very fast&quot; animations you might want to look into the performance counter, needless to say it&#039;s beyond the scope of this little library but should it prove a requirement, I&#039;ll modify it accordingly.

The &quot;sprite library&quot; is a wrapper around the official libs, providing atlas support (sprite sheets), it was initially designed for a friend with retro games in mind (no alpha channel, etc) so I&#039;ll probably end up modifying it quite a bit before release. It only supports uniform grids to avoid using metadata. A more thorough solution would be to pack the sprites and automatically generate the metadata however it&#039;s once again beyond the scope of the library.

Cheers.</description>
		<content:encoded><![CDATA[<p>Thanks for the suggestion. It seems like a useful addition, I&#8217;ll be adding it eventually. Good to know it works for you.</p>
<p>Animations are timed through TimeLapse which uses two timing methods depending on the current platform, under Windows it uses timeGetTime() however we&#8217;re not defining a resolution, so this could be the problem in your case. Although if you need &#8220;very fast&#8221; animations you might want to look into the performance counter, needless to say it&#8217;s beyond the scope of this little library but should it prove a requirement, I&#8217;ll modify it accordingly.</p>
<p>The &#8220;sprite library&#8221; is a wrapper around the official libs, providing atlas support (sprite sheets), it was initially designed for a friend with retro games in mind (no alpha channel, etc) so I&#8217;ll probably end up modifying it quite a bit before release. It only supports uniform grids to avoid using metadata. A more thorough solution would be to pack the sprites and automatically generate the metadata however it&#8217;s once again beyond the scope of the library.</p>
<p>Cheers.</p>
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		<title>By: thebearcat</title>
		<link>http://gushh.net/blog/2009/08/06/animation-lib/comment-page-1/#comment-70</link>
		<dc:creator>thebearcat</dc:creator>
		<pubDate>Tue, 11 Aug 2009 04:55:58 +0000</pubDate>
		<guid isPermaLink="false">http://gushh.net/blog/?p=192#comment-70</guid>
		<description>This is great stuff!! thanks!!

I implemented it in my game and it works flawlessly! its way better than what i had.
I wouldn&#039;t mind to have a delay option so after the frames are played the animation waits X amount of time but other than that its a great idea!

One thing i noticed is that you cant do fast animations with this code, how can i go around that? oh and will you release the sprite library?, what is it about?, did you implement a whole framework?, do tell!</description>
		<content:encoded><![CDATA[<p>This is great stuff!! thanks!!</p>
<p>I implemented it in my game and it works flawlessly! its way better than what i had.<br />
I wouldn&#8217;t mind to have a delay option so after the frames are played the animation waits X amount of time but other than that its a great idea!</p>
<p>One thing i noticed is that you cant do fast animations with this code, how can i go around that? oh and will you release the sprite library?, what is it about?, did you implement a whole framework?, do tell!</p>
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