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	<title>Comments for Blue Dino Code</title>
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	<link>http://www.bluedinosaurs.com/code/blog/wordpress</link>
	<description>Wholesome and innovative game development</description>
	<lastBuildDate>Wed, 15 Feb 2012 16:37:13 +0000</lastBuildDate>
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		<title>Comment on Tutorial: Using TinyXML, Part 1 by Ekin</title>
		<link>http://www.bluedinosaurs.com/code/blog/wordpress/2012/01/tutorial-using-tinyxml-part-1/#comment-127</link>
		<dc:creator>Ekin</dc:creator>
		<pubDate>Wed, 15 Feb 2012 16:37:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluedinosaurs.com/code/blog/wordpress/?p=468#comment-127</guid>
		<description>Thanks Jonny, I appreciate it! As I mentioned previously, I am looking forward to the next installment (especially I am curious about your &#039;explode&#039; function!).</description>
		<content:encoded><![CDATA[<p>Thanks Jonny, I appreciate it! As I mentioned previously, I am looking forward to the next installment (especially I am curious about your &#8216;explode&#8217; function!).</p>
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		<title>Comment on Tutorial: Using TinyXML, Part 1 by Jonny D</title>
		<link>http://www.bluedinosaurs.com/code/blog/wordpress/2012/01/tutorial-using-tinyxml-part-1/#comment-126</link>
		<dc:creator>Jonny D</dc:creator>
		<pubDate>Sun, 12 Feb 2012 15:56:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluedinosaurs.com/code/blog/wordpress/?p=468#comment-126</guid>
		<description>Thanks Ekin.  I noticed a conspicuous lack of TinyXML tutorials that make good sense, so hopefully this will fill the gap for some.
For your first question, I would go for the comma-delimited text to be parsed separately.  You can easily use some sort of &quot;explode&quot; function (I&#039;ll show mine in the next installment, though it&#039;s no better than others you can find out there) or you can use the C strtok(), which does the same thing iteratively.
For the second question, you have to use TiXmlElement::FirstAttribute()(gives you a const TiXmlAttribute*) and loop over TiXmlAttribute::Next().  This lets you go through each attribute without knowing its name.  I&#039;ll put some of that in the next installment too, for completeness.</description>
		<content:encoded><![CDATA[<p>Thanks Ekin.&nbsp; I noticed a conspicuous lack of TinyXML tutorials that make good sense, so hopefully this will fill the gap for some.</p>
<p>For your first question, I would go for the comma-delimited text to be parsed separately.&nbsp; You can easily use some sort of &#8220;explode&#8221; function (I&#8217;ll show mine in the next installment, though it&#8217;s no better than others you can find out there) or you can use the C strtok(), which does the same thing iteratively.</p>
<p>For the second question, you have to use TiXmlElement::FirstAttribute()(gives you a const TiXmlAttribute*) and loop over TiXmlAttribute::Next().&nbsp; This lets you go through each attribute without knowing its name.&nbsp; I&#8217;ll put some of that in the next installment too, for completeness.</p>
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		<title>Comment on Tutorial: Using TinyXML, Part 1 by Ekin</title>
		<link>http://www.bluedinosaurs.com/code/blog/wordpress/2012/01/tutorial-using-tinyxml-part-1/#comment-124</link>
		<dc:creator>Ekin</dc:creator>
		<pubDate>Fri, 10 Feb 2012 22:26:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluedinosaurs.com/code/blog/wordpress/?p=468#comment-124</guid>
		<description>Hi Jonny, this short and concise tutorial is hands down the best I found on TinyXML. Eagerly waiting for the second part!!!
In the meanwhile I have a question:
I am trying to create an XML file structure for a specific application, and most of my data types can be handled by using text blocks, or by using a few attributes in a tag. However, I also have a huge array which I have to include within a tag. Let&#039;s assume the original data looks like this:
array[i]=(1,2,3,4,5,6,...,100,101,...,999,1000)
1. What would be the best way to contain such data within an XML file?
a) A huge comma seperated string block to be parsed out of TinyXML (I would still try to read the block by TinyXML) ?
1, 2, 3, 1000
b) Again a huge block with zillions of attributes one after another?
c) Probably a much better way?
2. Assuming I have the first part covered using option b, how can you loop and read through sequential attributes and write the values to an array using TinyXML and C++? Is there something like a NextAttribute() method?
I&#039;d be very glad if you can give some pointer (no pun intended) when you have time.
Thanks!</description>
		<content:encoded><![CDATA[<p>Hi Jonny, this short and concise tutorial is hands down the best I found on TinyXML. Eagerly waiting for the second part!!!</p>
<p>In the meanwhile I have a question:</p>
<p>I am trying to create an XML file structure for a specific application, and most of my data types can be handled by using text blocks, or by using a few attributes in a tag. However, I also have a huge array which I have to include within a tag. Let&#8217;s assume the original data looks like this:</p>
<p>array[i]=(1,2,3,4,5,6,&#8230;,100,101,&#8230;,999,1000)</p>
<p>1. What would be the best way to contain such data within an XML file? </p>
<p>a) A huge comma seperated string block to be parsed out of TinyXML (I would still try to read the block by TinyXML) ?<br />
1, 2, 3, 1000 </p>
<p>b) Again a huge block with zillions of attributes one after another?</p>
<p>c) Probably a much better way?</p>
<p>2. Assuming I have the first part covered using option b, how can you loop and read through sequential attributes and write the values to an array using TinyXML and C++? Is there something like a NextAttribute() method?</p>
<p>I&#8217;d be very glad if you can give some pointer (no pun intended) when you have time.</p>
<p>Thanks!</p>
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		<title>Comment on Tutorial: Using TinyXML, Part 1 by Jonny D</title>
		<link>http://www.bluedinosaurs.com/code/blog/wordpress/2012/01/tutorial-using-tinyxml-part-1/#comment-121</link>
		<dc:creator>Jonny D</dc:creator>
		<pubDate>Mon, 30 Jan 2012 19:17:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluedinosaurs.com/code/blog/wordpress/?p=468#comment-121</guid>
		<description>Is that the .NET FileDialog class?  I&#039;ve never used it, but MSDN has some stuff on converting a System::String (like OpenXML-&gt;FileName) to std::string (&lt;a href=&quot;http://msdn.microsoft.com/en-us/library/1b4az623(v=vs.80).aspx&quot; rel=&quot;nofollow&quot;&gt;http://msdn.microsoft.com/en-us/library/1b4az623(v=vs.80).aspx&lt;/a&gt;) and char* (&lt;a href=&quot;http://msdn.microsoft.com/en-US/library/d1ae6tz5(v=vs.80).aspx&quot; rel=&quot;nofollow&quot;&gt;http://msdn.microsoft.com/en-US/library/d1ae6tz5(v=vs.80).aspx&lt;/a&gt;).  I wouldn&#039;t expect UNICODE support in the file name.</description>
		<content:encoded><![CDATA[<p>Is that the .NET FileDialog class?&nbsp; I&#8217;ve never used it, but MSDN has some stuff on converting a System::String (like OpenXML->FileName) to std::string (<a href="http://msdn.microsoft.com/en-us/library/1b4az623(v=vs.80).aspx" rel="nofollow">http://msdn.microsoft.com/en-us/library/1b4az623(v=vs.80).aspx</a>) and char* (<a href="http://msdn.microsoft.com/en-US/library/d1ae6tz5(v=vs.80).aspx" rel="nofollow">http://msdn.microsoft.com/en-US/library/d1ae6tz5(v=vs.80).aspx</a>).&nbsp; I wouldn&#8217;t expect UNICODE support in the file name.</p>
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		<title>Comment on Tutorial: Using TinyXML, Part 1 by BBG</title>
		<link>http://www.bluedinosaurs.com/code/blog/wordpress/2012/01/tutorial-using-tinyxml-part-1/#comment-120</link>
		<dc:creator>BBG</dc:creator>
		<pubDate>Mon, 30 Jan 2012 18:54:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluedinosaurs.com/code/blog/wordpress/?p=468#comment-120</guid>
		<description>Is there a way to load the file from a file dialog?
I tried doing something like
xmlFile.LoadF(OpenXML-&gt;FileName);
OpenXML being the file dialog...but it doesn&#039;t seem to be working</description>
		<content:encoded><![CDATA[<p>Is there a way to load the file from a file dialog?</p>
<p>I tried doing something like<br />
xmlFile.LoadF(OpenXML-&gt;FileName);</p>
<p>OpenXML being the file dialog&#8230;but it doesn&#8217;t seem to be working</p>
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		<title>Comment on Tutorial: Using TinyXML, Part 1 by Jonny D</title>
		<link>http://www.bluedinosaurs.com/code/blog/wordpress/2012/01/tutorial-using-tinyxml-part-1/#comment-118</link>
		<dc:creator>Jonny D</dc:creator>
		<pubDate>Mon, 30 Jan 2012 03:40:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluedinosaurs.com/code/blog/wordpress/?p=468#comment-118</guid>
		<description>Maybe your loading code assumed too much when finding the root element?  TinyXML doesn&#039;t parse DTDs, but it is supposed to toss it into a TiXmlUnknown until it is saved again.  Those are safely skipped by my code here.  If it didn&#039;t do that for you, then perhaps it&#039;s a bug with the version you were using?</description>
		<content:encoded><![CDATA[<p>Maybe your loading code assumed too much when finding the root element?&nbsp; TinyXML doesn&#8217;t parse DTDs, but it is supposed to toss it into a TiXmlUnknown until it is saved again.&nbsp; Those are safely skipped by my code here.&nbsp; If it didn&#8217;t do that for you, then perhaps it&#8217;s a bug with the version you were using?</p>
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		<title>Comment on Tutorial: Using TinyXML, Part 1 by Martoon</title>
		<link>http://www.bluedinosaurs.com/code/blog/wordpress/2012/01/tutorial-using-tinyxml-part-1/#comment-115</link>
		<dc:creator>Martoon</dc:creator>
		<pubDate>Sun, 29 Jan 2012 23:58:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluedinosaurs.com/code/blog/wordpress/?p=468#comment-115</guid>
		<description>I&#039;ve always liked TinyXML for its simplicity, and I&#039;ve used it in a number of projects.  The only complaint I have is that it won&#039;t handle any DTD stuff (!DOCTYPE) in the header, and several XML editors put that in by default.  I don&#039;t expect TinyXML to use any of the DTD stuff, but it&#039;d be nice if it gracefully ignored it and continued parsing the rest of the document (it doesn&#039;t).  With some XML editors, I&#039;ve had to manually edit out that line every time after I save in the editor, or TinyXML can&#039;t use the file.  What I&#039;ve usually ended up doing is wrapping the TinyXML loading in a function that strips the DTD header before passing the fixed version to TinyXML.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always liked TinyXML for its simplicity, and I&#8217;ve used it in a number of projects.&nbsp; The only complaint I have is that it won&#8217;t handle any DTD stuff (!DOCTYPE) in the header, and several XML editors put that in by default.&nbsp; I don&#8217;t expect TinyXML to use any of the DTD stuff, but it&#8217;d be nice if it gracefully ignored it and continued parsing the rest of the document (it doesn&#8217;t).&nbsp; With some XML editors, I&#8217;ve had to manually edit out that line every time after I save in the editor, or TinyXML can&#8217;t use the file.&nbsp; What I&#8217;ve usually ended up doing is wrapping the TinyXML loading in a function that strips the DTD header before passing the fixed version to TinyXML.</p>
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		<title>Comment on GigaSun Jet design: Parts and components by Daniel O.</title>
		<link>http://www.bluedinosaurs.com/code/blog/wordpress/2011/09/gigasun-jet-design-parts-and-components/#comment-33</link>
		<dc:creator>Daniel O.</dc:creator>
		<pubDate>Wed, 05 Oct 2011 01:04:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluedinosaurs.com/code/blog/wordpress/?p=289#comment-33</guid>
		<description>This is going to be awesome.</description>
		<content:encoded><![CDATA[<p>This is going to be awesome.</p>
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		<title>Comment on GigaSun Jet design: Fun without shooting by JB</title>
		<link>http://www.bluedinosaurs.com/code/blog/wordpress/2011/09/gigasun-jet-design-fun-without-shooting/#comment-14</link>
		<dc:creator>JB</dc:creator>
		<pubDate>Tue, 20 Sep 2011 21:42:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluedinosaurs.com/code/blog/wordpress/?p=87#comment-14</guid>
		<description>Balancing a game is so hard that can make you to sweat...
I think finding a limit between too easy and too hard has been a common problem in every game, there are many ways to do so: increase the number or the strength of the enemies , make them &quot;cleverer&quot;, but at the end if you get the feeling you can&#039;t win, then the game will loose all the interest..
Can we still play (and have fun) with a game very hard? Yes! but we want to be ready to play the harder levels: Start with easier levels, make the player get used with the controls, then start to make the hill higher, at the end they will climb the Everest! and the best of all , they will feel they are heroes after doing it!
Games like the ancient &quot;Prince of Persia&quot; were the perfect example (although it is not a shooter), with an increasing difficulty every level... At the other side there are games like &quot;Raptor&quot; or &quot;Tyrian&quot; that were so easy they were boring, or games like &quot;Xenon&quot; so hard that many players will quit before ever reaching level 2...
Puting not-shooter ideas into a shooter will definitively make it much better, people will thing it is &quot;not just shooting&quot;, and will add some necessary spaces between fights into the game, small things make games bigger...
Good bye and Good Job Jon!</description>
		<content:encoded><![CDATA[<p>Balancing a game is so hard that can make you to sweat&#8230;</p>
<p>I think finding a limit between too easy and too hard has been a common problem in every game, there are many ways to do so: increase the number or the strength of the enemies , make them &#8220;cleverer&#8221;, but at the end if you get the feeling you can&#8217;t win, then the game will loose all the interest..</p>
<p>Can we still play (and have fun) with a game very hard? Yes! but we want to be ready to play the harder levels: Start with easier levels, make the player get used with the controls, then start to make the hill higher, at the end they will climb the Everest! and the best of all , they will feel they are heroes after doing it!</p>
<p>Games like the ancient &#8220;Prince of Persia&#8221; were the perfect example (although it is not a shooter), with an increasing difficulty every level&#8230; At the other side there are games like &#8220;Raptor&#8221; or &#8220;Tyrian&#8221; that were so easy they were boring, or games like &#8220;Xenon&#8221; so hard that many players will quit before ever reaching level 2&#8230;</p>
<p>Puting not-shooter ideas into a shooter will definitively make it much better, people will thing it is &#8220;not just shooting&#8221;, and will add some necessary spaces between fights into the game, small things make games bigger&#8230;</p>
<p>Good bye and Good Job Jon!</p>
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		<title>Comment on Intro to GigaSun Jet design by Jonny D</title>
		<link>http://www.bluedinosaurs.com/code/blog/wordpress/2011/09/intro-to-gigasun-jet-design/#comment-9</link>
		<dc:creator>Jonny D</dc:creator>
		<pubDate>Sat, 17 Sep 2011 00:36:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.bluedinosaurs.com/code/blog/wordpress/?p=100#comment-9</guid>
		<description>I can’t wait either!
I’ve been down many roads thinking about these problems.  There’s a fundamental issue that comes up when you make a system with parts which are themselves customizable or truly blendable.  That issue is balance, and that is what the last question gets at.  If, as a player, you find what works, then you naturally just jump to that as soon as you can.
Playing video games is a process of optimization.  Designing good video games involves properly guiding the path of optimization.  It’s not easy!</description>
		<content:encoded><![CDATA[<p>I can’t wait either!</p>
<p>I’ve been down many roads thinking about these problems.&nbsp; There’s a fundamental issue that comes up when you make a system with parts which are themselves customizable or truly blendable.&nbsp; That issue is balance, and that is what the last question gets at.&nbsp; If, as a player, you find what works, then you naturally just jump to that as soon as you can.</p>
<p>Playing video games is a process of optimization.&nbsp; Designing good video games involves properly guiding the path of optimization.&nbsp; It’s not easy!</p>
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