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	<title>Comments on: Collision Textures and 2DRenderTargets in XNA</title>
	<atom:link href="http://www.berecursive.com/2008/c/collision-textures-and-2drendertargets-in-xna/feed" rel="self" type="application/rss+xml" />
	<link>http://www.berecursive.com/2008/c/collision-textures-and-2drendertargets-in-xna</link>
	<description>Call Yourself.</description>
	<lastBuildDate>Wed, 08 Sep 2010 04:17:06 +0000</lastBuildDate>
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		<title>By: Carlos</title>
		<link>http://www.berecursive.com/2008/c/collision-textures-and-2drendertargets-in-xna/comment-page-1#comment-44</link>
		<dc:creator>Carlos</dc:creator>
		<pubDate>Mon, 17 May 2010 22:33:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.berecursive.com/blog/?p=97#comment-44</guid>
		<description>Yup, I think in the same solution and you validate my conclusion, this technique works better because if you have a large map is so difficult to generate the array, using a graphic you can simply use paint to define areas, besides the graphic is automatically compressed and the array not (at least in disk). Is impossible to use a b/w only graphic? why the graphics must use 32 bits colors? The content pipeline convert everything to 32 bit color or something?</description>
		<content:encoded><![CDATA[<p>Yup, I think in the same solution and you validate my conclusion, this technique works better because if you have a large map is so difficult to generate the array, using a graphic you can simply use paint to define areas, besides the graphic is automatically compressed and the array not (at least in disk). Is impossible to use a b/w only graphic? why the graphics must use 32 bits colors? The content pipeline convert everything to 32 bit color or something?</p>
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		<title>By: dj chainz</title>
		<link>http://www.berecursive.com/2008/c/collision-textures-and-2drendertargets-in-xna/comment-page-1#comment-25</link>
		<dc:creator>dj chainz</dc:creator>
		<pubDate>Sat, 14 Nov 2009 22:19:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.berecursive.com/blog/?p=97#comment-25</guid>
		<description>This is bad, the rendertarget will surely be stored on the video card, why not use a 2D array in memory? If the gameplay area is generally sparse a hashmap of used squares may be even better... Also using colours is 32 bits for essentially 1 bit of storage thats required, if you use bool type then the compiler will optimise...

But good thing someone in DoC is making games and not educational software!</description>
		<content:encoded><![CDATA[<p>This is bad, the rendertarget will surely be stored on the video card, why not use a 2D array in memory? If the gameplay area is generally sparse a hashmap of used squares may be even better&#8230; Also using colours is 32 bits for essentially 1 bit of storage thats required, if you use bool type then the compiler will optimise&#8230;</p>
<p>But good thing someone in DoC is making games and not educational software!</p>
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