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	<title>Comments for The Ramblings of a Hazy Mind</title>
	<atom:link href="http://www.thehazymind.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.thehazymind.com</link>
	<description>Graphics and Game Development, Homebrewing, and the Quest for the Holy Grail</description>
	<lastBuildDate>Sat, 19 Jun 2010 20:07:36 +0000</lastBuildDate>
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		<title>Comment on Rendering Real Models by mikeschuld</title>
		<link>http://www.thehazymind.com/xna/rendering-real-models/comment-page-1/#comment-62</link>
		<dc:creator>mikeschuld</dc:creator>
		<pubDate>Sat, 19 Jun 2010 20:07:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/11/tutorial_6_gett.htm#comment-62</guid>
		<description>That&#039;s because the coordinate systems ARE different. The direction of the z axis is probably backwards (pointing in instead of out). XNA uses a right handed coordinate system where the positive z-axis points out of the screen towards you, where the modeling programs frequently use a left handed system. There should be a simple option to swap the axis in the exporter somewhere.</description>
		<content:encoded><![CDATA[<p>That&#8217;s because the coordinate systems ARE different. The direction of the z axis is probably backwards (pointing in instead of out). XNA uses a right handed coordinate system where the positive z-axis points out of the screen towards you, where the modeling programs frequently use a left handed system. There should be a simple option to swap the axis in the exporter somewhere.</p>
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		<title>Comment on Rendering Real Models by j.lamoureux</title>
		<link>http://www.thehazymind.com/xna/rendering-real-models/comment-page-1/#comment-61</link>
		<dc:creator>j.lamoureux</dc:creator>
		<pubDate>Fri, 19 Feb 2010 04:16:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/11/tutorial_6_gett.htm#comment-61</guid>
		<description>Thanks Mike I actually figured how to use Panda .x exporter in 3ds Max to export into .x files. My next question is that my models keep rendering longways from the POV of the camera. It&#039;s almost as if the world coordinate systems are different XNA from 3ds Max. Any ideas how to fix?</description>
		<content:encoded><![CDATA[<p>Thanks Mike I actually figured how to use Panda .x exporter in 3ds Max to export into .x files. My next question is that my models keep rendering longways from the POV of the camera. It&#8217;s almost as if the world coordinate systems are different XNA from 3ds Max. Any ideas how to fix?</p>
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	<item>
		<title>Comment on Rendering Real Models by mikeschuld</title>
		<link>http://www.thehazymind.com/xna/rendering-real-models/comment-page-1/#comment-60</link>
		<dc:creator>mikeschuld</dc:creator>
		<pubDate>Thu, 18 Feb 2010 23:28:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/11/tutorial_6_gett.htm#comment-60</guid>
		<description>.fbx Should work fine with the tutorials as XNA natively supports that format just like .x</description>
		<content:encoded><![CDATA[<p>.fbx Should work fine with the tutorials as XNA natively supports that format just like .x</p>
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		<title>Comment on Rendering Real Models by j.lamoureux</title>
		<link>http://www.thehazymind.com/xna/rendering-real-models/comment-page-1/#comment-58</link>
		<dc:creator>j.lamoureux</dc:creator>
		<pubDate>Tue, 16 Feb 2010 20:45:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/archives/2006/11/tutorial_6_gett.htm#comment-58</guid>
		<description>Hi Mike, 
First of thanks so much for making these tutorials. I am creating an FPS in XNA for my senior design project and have been at a loss as how to proceed because my university doesn&#039;t actually have any game development classes. My question is, I have Autodesk 3ds Max and it won&#039;t export models to .x format but it will for .fbx. Will XNA accept .fbx models and will I need to modify any code for it work properly if I have followed your tutorials?

Thanks</description>
		<content:encoded><![CDATA[<p>Hi Mike,<br />
First of thanks so much for making these tutorials. I am creating an FPS in XNA for my senior design project and have been at a loss as how to proceed because my university doesn&#8217;t actually have any game development classes. My question is, I have Autodesk 3ds Max and it won&#8217;t export models to .x format but it will for .fbx. Will XNA accept .fbx models and will I need to modify any code for it work properly if I have followed your tutorials?</p>
<p>Thanks</p>
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	<item>
		<title>Comment on Emulated nook in the Android SDK by mikeschuld</title>
		<link>http://www.thehazymind.com/blog/emulated-nook-in-the-android-sdk/comment-page-1/#comment-57</link>
		<dc:creator>mikeschuld</dc:creator>
		<pubDate>Mon, 01 Feb 2010 01:36:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=211#comment-57</guid>
		<description>I usually just have to try and load the thing a few times. It seems a bit finicky about memory use and other java specific settings. You might try watching the LogCat in eclipse to see what it is getting stuck on?</description>
		<content:encoded><![CDATA[<p>I usually just have to try and load the thing a few times. It seems a bit finicky about memory use and other java specific settings. You might try watching the LogCat in eclipse to see what it is getting stuck on?</p>
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	<item>
		<title>Comment on Emulated nook in the Android SDK by nia11</title>
		<link>http://www.thehazymind.com/blog/emulated-nook-in-the-android-sdk/comment-page-1/#comment-56</link>
		<dc:creator>nia11</dc:creator>
		<pubDate>Sun, 31 Jan 2010 14:11:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=211#comment-56</guid>
		<description>The emulation instructions you link to are very detailed yet many people, including myself, end up with a &quot;ANDROID_&quot; loading message on the screen. Did you get this, and if so, can you remember how to overcome it?</description>
		<content:encoded><![CDATA[<p>The emulation instructions you link to are very detailed yet many people, including myself, end up with a &#8220;ANDROID_&#8221; loading message on the screen. Did you get this, and if so, can you remember how to overcome it?</p>
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	<item>
		<title>Comment on Emulated nook in the Android SDK by mikeschuld</title>
		<link>http://www.thehazymind.com/blog/emulated-nook-in-the-android-sdk/comment-page-1/#comment-55</link>
		<dc:creator>mikeschuld</dc:creator>
		<pubDate>Thu, 21 Jan 2010 17:41:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=211#comment-55</guid>
		<description>The file is about 108 MB after the whole process is completed, and also uploading a file for sharing that contains a B&amp;N system image is probably skirting the lines of what may be legal in situations like this. The best thing to do would probably be to come to the #nookdevs channel on freenode and I or someone else there can walk you through the steps wherever you get stuck.

The whole process must be completed on linux (or at least is a lot easier to do in a linux environment) and I am usually stuck on the windows side of things at work but I am around there in the evenings as well and could be more help then.</description>
		<content:encoded><![CDATA[<p>The file is about 108 MB after the whole process is completed, and also uploading a file for sharing that contains a B&amp;N system image is probably skirting the lines of what may be legal in situations like this. The best thing to do would probably be to come to the #nookdevs channel on freenode and I or someone else there can walk you through the steps wherever you get stuck.</p>
<p>The whole process must be completed on linux (or at least is a lot easier to do in a linux environment) and I am usually stuck on the windows side of things at work but I am around there in the evenings as well and could be more help then.</p>
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		<title>Comment on Emulated nook in the Android SDK by drewbaumann</title>
		<link>http://www.thehazymind.com/blog/emulated-nook-in-the-android-sdk/comment-page-1/#comment-54</link>
		<dc:creator>drewbaumann</dc:creator>
		<pubDate>Thu, 21 Jan 2010 07:17:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=211#comment-54</guid>
		<description>Is there anyway you could upload the file? I tried doing this myself but failed somewhere along the way and have been wanting to take a stab at developing for the nook. If you could assist me it will probably also help me decide if i want to keep my order or cancel based on Apples announcement next week!

Thank you

Drew Baumann</description>
		<content:encoded><![CDATA[<p>Is there anyway you could upload the file? I tried doing this myself but failed somewhere along the way and have been wanting to take a stab at developing for the nook. If you could assist me it will probably also help me decide if i want to keep my order or cancel based on Apples announcement next week!</p>
<p>Thank you</p>
<p>Drew Baumann</p>
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	</item>
	<item>
		<title>Comment on Setting up an Object Framework by mikeschuld</title>
		<link>http://www.thehazymind.com/xna/setting-up-an-object-framework/comment-page-1/#comment-50</link>
		<dc:creator>mikeschuld</dc:creator>
		<pubDate>Sun, 24 May 2009 17:39:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=96#comment-50</guid>
		<description>Every code snippet in this tutorial has either a namespace or a comment at the top saying where the code should be put.

The standard way of organizing files and namespaces for something like HMEngine.HMObjects { HMObjectManager } would be to put the file HMObjectManager.cs in the folder HMEngine/HMObjects.

I&#039;ll see if I can come up with a more standard way of indicating the files in the next round of updates.</description>
		<content:encoded><![CDATA[<p>Every code snippet in this tutorial has either a namespace or a comment at the top saying where the code should be put.</p>
<p>The standard way of organizing files and namespaces for something like HMEngine.HMObjects { HMObjectManager } would be to put the file HMObjectManager.cs in the folder HMEngine/HMObjects.</p>
<p>I&#8217;ll see if I can come up with a more standard way of indicating the files in the next round of updates.</p>
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	<item>
		<title>Comment on Setting up an Object Framework by CaptainFroth</title>
		<link>http://www.thehazymind.com/xna/setting-up-an-object-framework/comment-page-1/#comment-49</link>
		<dc:creator>CaptainFroth</dc:creator>
		<pubDate>Fri, 22 May 2009 23:09:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.thehazymind.com/?p=96#comment-49</guid>
		<description>I am also confused as to where these code snippets are supposed to be going. Do I create a new .cs file or add the code to the HMDemo.cs or the HMEngine.cs? It would help if above the code snippet it were to show the .cs file it is supposed to be for.</description>
		<content:encoded><![CDATA[<p>I am also confused as to where these code snippets are supposed to be going. Do I create a new .cs file or add the code to the HMDemo.cs or the HMEngine.cs? It would help if above the code snippet it were to show the .cs file it is supposed to be for.</p>
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