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	<title>Comments on: Evolve Your Hierarchy</title>
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	<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/</link>
	<description>Game Development and General Hacking by the Old West</description>
	<lastBuildDate>Sat, 21 Jan 2012 10:03:39 +0000</lastBuildDate>
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		<title>By: C++ Metadata – Part II, Inheritance, Dynamic Casting, and Allocation &#124; Game Development Student Journal</title>
		<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/comment-page-3/#comment-214894</link>
		<dc:creator>C++ Metadata – Part II, Inheritance, Dynamic Casting, and Allocation &#124; Game Development Student Journal</dc:creator>
		<pubDate>Sat, 21 Jan 2012 10:03:39 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/?p=30#comment-214894</guid>
		<description>[...] of supporting multiple-inheritance with dynamic type casting in an engine that makes heavy use of component-based design are relatively [...]</description>
		<content:encoded><![CDATA[<p>[...] of supporting multiple-inheritance with dynamic type casting in an engine that makes heavy use of component-based design are relatively [...]</p>
]]></content:encoded>
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		<title>By: Day 8: Add game entities to our iPhone game</title>
		<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/comment-page-3/#comment-214803</link>
		<dc:creator>Day 8: Add game entities to our iPhone game</dc:creator>
		<pubDate>Wed, 04 Jan 2012 10:34:46 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/?p=30#comment-214803</guid>
		<description>[...] recently came across an article, which simply explains what we might want some of our game entities to do, these are summarized [...]</description>
		<content:encoded><![CDATA[<p>[...] recently came across an article, which simply explains what we might want some of our game entities to do, these are summarized [...]</p>
]]></content:encoded>
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	<item>
		<title>By: design patterns &#8211; MVC-like compartmentalization in games? &#8211; Game Development &#8211; Stack Exchange &#124; TechRetriever</title>
		<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/comment-page-3/#comment-214690</link>
		<dc:creator>design patterns &#8211; MVC-like compartmentalization in games? &#8211; Game Development &#8211; Stack Exchange &#124; TechRetriever</dc:creator>
		<pubDate>Fri, 30 Dec 2011 12:06:06 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/?p=30#comment-214690</guid>
		<description>[...] http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/      http://gameprogrammingpatterns.com/component.html [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/" rel="nofollow">http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/</a>      <a href="http://gameprogrammingpatterns.com/component.html" rel="nofollow">http://gameprogrammingpatterns.com/component.html</a> [...]</p>
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	<item>
		<title>By: Functional Reactive Programming kick-starter guide &#171; Web life between Python and lambda calculus</title>
		<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/comment-page-3/#comment-214667</link>
		<dc:creator>Functional Reactive Programming kick-starter guide &#171; Web life between Python and lambda calculus</dc:creator>
		<pubDate>Sat, 24 Dec 2011 13:19:32 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/?p=30#comment-214667</guid>
		<description>[...] System, a sort of Architectural Pattern to develop game logic (read an excellent introduction here.) Nevertheless, before even starting to think how to apply it in a functional context, I&#8217;ve [...]</description>
		<content:encoded><![CDATA[<p>[...] System, a sort of Architectural Pattern to develop game logic (read an excellent introduction here.) Nevertheless, before even starting to think how to apply it in a functional context, I&#8217;ve [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Complex Functionality Using Component Systems &#124; GameDevSoc</title>
		<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/comment-page-3/#comment-214511</link>
		<dc:creator>Complex Functionality Using Component Systems &#124; GameDevSoc</dc:creator>
		<pubDate>Tue, 13 Dec 2011 14:47:28 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/?p=30#comment-214511</guid>
		<description>[...] many have proposed a component based system. Before continuing, I recommend reading Evolve Your Hierarchy, a good introduction to the [...]</description>
		<content:encoded><![CDATA[<p>[...] many have proposed a component based system. Before continuing, I recommend reading Evolve Your Hierarchy, a good introduction to the [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Amit’s Game Programming Information[ref] &#171; Morgen Free&#039;s Blog</title>
		<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/comment-page-2/#comment-214480</link>
		<dc:creator>Amit’s Game Programming Information[ref] &#171; Morgen Free&#039;s Blog</dc:creator>
		<pubDate>Mon, 12 Dec 2011 07:49:33 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/?p=30#comment-214480</guid>
		<description>[...] Components for game entities [...]</description>
		<content:encoded><![CDATA[<p>[...] Components for game entities [...]</p>
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	<item>
		<title>By: Crafty, Game engine para el desarrollo de videojuegos para navegador - Chalchicha.es</title>
		<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/comment-page-2/#comment-214007</link>
		<dc:creator>Crafty, Game engine para el desarrollo de videojuegos para navegador - Chalchicha.es</dc:creator>
		<pubDate>Wed, 16 Nov 2011 09:42:06 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/?p=30#comment-214007</guid>
		<description>[...] leer más sobre este sistema en la siguiente página: Refactoring Game Entities with Components. Donde se explica más en detalle como funciona este sistema. También en la siguiente [...]</description>
		<content:encoded><![CDATA[<p>[...] leer más sobre este sistema en la siguiente página: Refactoring Game Entities with Components. Donde se explica más en detalle como funciona este sistema. También en la siguiente [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scripting with Artemis Entity System Framework &#171; Gemserk</title>
		<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/comment-page-2/#comment-213981</link>
		<dc:creator>Scripting with Artemis Entity System Framework &#171; Gemserk</dc:creator>
		<pubDate>Sun, 13 Nov 2011 14:11:39 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/?p=30#comment-213981</guid>
		<description>[...] Evolve your hierarchy &#8211; Cowboy Programming &#8211; http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/ [...]</description>
		<content:encoded><![CDATA[<p>[...] Evolve your hierarchy &#8211; Cowboy Programming &#8211; <a href="http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/" rel="nofollow">http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/</a> [...]</p>
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	</item>
	<item>
		<title>By: Daily Update #2 &#124; Game Development Blog</title>
		<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/comment-page-2/#comment-213828</link>
		<dc:creator>Daily Update #2 &#124; Game Development Blog</dc:creator>
		<pubDate>Thu, 03 Nov 2011 03:23:28 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/?p=30#comment-213828</guid>
		<description>[...] min) Read up on component based (as opposed to hierarchy based) engine design (1, 2, 3, [...]</description>
		<content:encoded><![CDATA[<p>[...] min) Read up on component based (as opposed to hierarchy based) engine design (1, 2, 3, [...]</p>
]]></content:encoded>
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	<item>
		<title>By: Engines</title>
		<link>http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/comment-page-2/#comment-213538</link>
		<dc:creator>Engines</dc:creator>
		<pubDate>Sat, 15 Oct 2011 20:44:58 +0000</pubDate>
		<guid isPermaLink="false">http://cowboyprogramming.com/?p=30#comment-213538</guid>
		<description>[...] a great differentiator from other engines. Instead of long chains of inheritance it&#039;s built on a &quot;Entity Component System&quot; where sprites (called Entities) are manipulated by adding reusable Components to [...]</description>
		<content:encoded><![CDATA[<p>[...] a great differentiator from other engines. Instead of long chains of inheritance it&#039;s built on a &quot;Entity Component System&quot; where sprites (called Entities) are manipulated by adding reusable Components to [...]</p>
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