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	<title>Comments for Potential Blog</title>
	<atom:link href="http://www.potentialgames.com/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.potentialgames.com/blog</link>
	<description>Notes of a Potential Independent Game Developer</description>
	<pubDate>Fri, 10 Oct 2008 22:46:24 +0000</pubDate>
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		<title>Comment on Static: The Dark Side of Design by neb</title>
		<link>http://www.potentialgames.com/blog/2008/10/03/static-the-dark-side-of-design/#comment-481</link>
		<dc:creator>neb</dc:creator>
		<pubDate>Fri, 03 Oct 2008 16:05:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=184#comment-481</guid>
		<description>Indeed, I couldn't think of a pun for eliminating static cling. That's exactly what I needed. Good one.

By the way, the alpha testing server is down while I consider an incremental release, including some new eye candy.</description>
		<content:encoded><![CDATA[<p>Indeed, I couldn&#8217;t think of a pun for eliminating static cling. That&#8217;s exactly what I needed. Good one.</p>
<p>By the way, the alpha testing server is down while I consider an incremental release, including some new eye candy.</p>
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		<title>Comment on Static: The Dark Side of Design by Todd</title>
		<link>http://www.potentialgames.com/blog/2008/10/03/static-the-dark-side-of-design/#comment-480</link>
		<dc:creator>Todd</dc:creator>
		<pubDate>Fri, 03 Oct 2008 15:37:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=184#comment-480</guid>
		<description>You forgot to mention the Dryer Sheet of Refactoring.</description>
		<content:encoded><![CDATA[<p>You forgot to mention the Dryer Sheet of Refactoring.</p>
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		<title>Comment on Static: The Dark Side of Design by neb</title>
		<link>http://www.potentialgames.com/blog/2008/10/03/static-the-dark-side-of-design/#comment-479</link>
		<dc:creator>neb</dc:creator>
		<pubDate>Fri, 03 Oct 2008 15:24:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=184#comment-479</guid>
		<description>By the way, although object oriented design is well established, I felt obligated to write this article because I just spent several days cleaning up a static API of my own.</description>
		<content:encoded><![CDATA[<p>By the way, although object oriented design is well established, I felt obligated to write this article because I just spent several days cleaning up a static API of my own.</p>
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		<title>Comment on Serialized Data Survivability by Todd</title>
		<link>http://www.potentialgames.com/blog/2008/09/26/serialized-data-survivability/#comment-475</link>
		<dc:creator>Todd</dc:creator>
		<pubDate>Fri, 26 Sep 2008 18:37:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=170#comment-475</guid>
		<description>Spiffy.  This is an obstacle on just about every project I have worked on.  You'll have to know how it works out for you.</description>
		<content:encoded><![CDATA[<p>Spiffy.  This is an obstacle on just about every project I have worked on.  You&#8217;ll have to know how it works out for you.</p>
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		<title>Comment on Software Versioning by neb</title>
		<link>http://www.potentialgames.com/blog/2008/08/05/software-versioning/#comment-399</link>
		<dc:creator>neb</dc:creator>
		<pubDate>Tue, 05 Aug 2008 18:07:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=101#comment-399</guid>
		<description>As soon as humanly possible.</description>
		<content:encoded><![CDATA[<p>As soon as humanly possible.</p>
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		<title>Comment on Software Versioning by Dan</title>
		<link>http://www.potentialgames.com/blog/2008/08/05/software-versioning/#comment-398</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Tue, 05 Aug 2008 17:14:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=101#comment-398</guid>
		<description>So... when do we see 1.0.0 (.0 Build 1)?</description>
		<content:encoded><![CDATA[<p>So&#8230; when do we see 1.0.0 (.0 Build 1)?</p>
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		<title>Comment on The Trouble with Interfaces by neb</title>
		<link>http://www.potentialgames.com/blog/2008/07/09/the-trouble-with-interfaces/#comment-232</link>
		<dc:creator>neb</dc:creator>
		<pubDate>Wed, 09 Jul 2008 18:47:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=66#comment-232</guid>
		<description>Yes, thank you. This is a perfect example of the delegation pattern at work.

Python seems to be an attempt at a less-strict Java. As you may have gleaned, I'd like to see a more-strict Java.</description>
		<content:encoded><![CDATA[<p>Yes, thank you. This is a perfect example of the delegation pattern at work.</p>
<p>Python seems to be an attempt at a less-strict Java. As you may have gleaned, I&#8217;d like to see a more-strict Java.</p>
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		<title>Comment on The Trouble with Interfaces by Todd</title>
		<link>http://www.potentialgames.com/blog/2008/07/09/the-trouble-with-interfaces/#comment-231</link>
		<dc:creator>Todd</dc:creator>
		<pubDate>Wed, 09 Jul 2008 18:32:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=66#comment-231</guid>
		<description>You have described the &lt;a href="http://en.wikipedia.org/wiki/Delegation_pattern" rel="nofollow"&gt;Delegation Pattern&lt;/a&gt;.

The multiple inheritance of Python alleviates a lot of that tedium, but other features of Python that relax restrictions kind of make "contracts" impossible.</description>
		<content:encoded><![CDATA[<p>You have described the <a href="http://en.wikipedia.org/wiki/Delegation_pattern" rel="nofollow">Delegation Pattern</a>.</p>
<p>The multiple inheritance of Python alleviates a lot of that tedium, but other features of Python that relax restrictions kind of make &#8220;contracts&#8221; impossible.</p>
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		<title>Comment on To Enum or Not to Enum by neb</title>
		<link>http://www.potentialgames.com/blog/2008/06/25/to-enum-or-not-to-enum/#comment-197</link>
		<dc:creator>neb</dc:creator>
		<pubDate>Thu, 26 Jun 2008 19:21:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=64#comment-197</guid>
		<description>As a counter-example, I'm still loading terrain types from an external config file. This is simple enough, because the terrain logic (just a navigability check, at this point) does not need to know the specific terrain type.</description>
		<content:encoded><![CDATA[<p>As a counter-example, I&#8217;m still loading terrain types from an external config file. This is simple enough, because the terrain logic (just a navigability check, at this point) does not need to know the specific terrain type.</p>
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		<title>Comment on To Enum or Not to Enum by neb</title>
		<link>http://www.potentialgames.com/blog/2008/06/25/to-enum-or-not-to-enum/#comment-195</link>
		<dc:creator>neb</dc:creator>
		<pubDate>Wed, 25 Jun 2008 19:11:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.potentialgames.com/blog/?p=64#comment-195</guid>
		<description>Thanks for the corroborating report. I'm glad I'm not the only one.

I'm currently stripping out dozens of lines-of-code and replacing them with ShopType { WEAPONSMITH } ... so much simpler. I love deleting crufty code.</description>
		<content:encoded><![CDATA[<p>Thanks for the corroborating report. I&#8217;m glad I&#8217;m not the only one.</p>
<p>I&#8217;m currently stripping out dozens of lines-of-code and replacing them with ShopType { WEAPONSMITH } &#8230; so much simpler. I love deleting crufty code.</p>
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