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	<title>Cowboy Programming</title>
	<link>http://cowboyprogramming.com</link>
	<description>Game Development and General Hacking by the Old West</description>
	<lastBuildDate>Thu, 24 Jul 2008 16:23:08 +0000</lastBuildDate>
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		<title>CheckWord Reviews</title>
		<description><![CDATA[My Scrabble word checker &#8220;CheckWord&#8221; for the iPhone has got a surprisingly large number of reviews and comments for such a simple application.  I think this is probably because it was a launch app, the the early adopters are just going through every single app they can get their hands on.    [...]]]></description>
		<link>http://cowboyprogramming.com/2008/07/23/checkword-reviews/</link>
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		<title>CheckWord - My iPhone Scrabble word checker app</title>
		<description><![CDATA[I&#8217;ve been working on a iPhone game (NineSpeed) on and off for a while - although recently it has been mostly off.  So when I got an email from Apple last Wednesday, telling me to submit my game by Monday to get in the app store for launch, then this spurred me into some kind [...]]]></description>
		<link>http://cowboyprogramming.com/2008/07/10/checkword-my-iphone-scrabble-word-checker-app/</link>
			</item>
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		<title>CheckWord</title>
		<description><![CDATA[CheckWord is an iPhone/iPod Touch application that checks if a word is good or bad in games like Scrabble. Quicker than using a dictionary, easier than using a computer.  Ideal for for both casual and tournament use.FEATURES:- Uses the latest official TWL or SOWPODS word lists- TWL 2006, with 178,691 words for North America- SOWPODS [...]]]></description>
		<link>http://cowboyprogramming.com/2008/07/06/checkword/</link>
			</item>
	<item>
		<title>Perforce SSH from Windows and Mac to Linux</title>
		<description><![CDATA[I&#8217;ve been traveling a bit, but still want to do development in a nice tidy way.   At home I had a Perforce server running on a big local machine, and I could connect to it on port 1666 from my PC, my laptop and my Mac.  But out of town I&#8217;ll only have my laptop [...]]]></description>
		<link>http://cowboyprogramming.com/2008/06/06/perforce-ssh-from-windows-and-mac-to-linux/</link>
			</item>
	<item>
		<title>Measuring Responsiveness in Video Games</title>
		<description><![CDATA[In this article I suggest that the specifications of a video game should always include a measure called &#8220;response time&#8221; (also called &#8220;lag&#8221;, &#8220;controller lag&#8221;, or &#8220;input latency&#8221;).  Response time is defined as the time between the player using the controller, and the results appearing on the screen.  Example:  Pressing the trigger [...]]]></description>
		<link>http://cowboyprogramming.com/2008/05/30/measuring-responsiveness-in-video-games/</link>
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		<title>Programming Responsiveness</title>
		<description><![CDATA[[Update: This is a technical article on the causes of lag.  If you want the article on measuring lag, then click here]
Responsiveness is something that can make or break a game at first impression. This is especially true in reviews where a game with poor responsiveness will be described as being &#8220;sluggish&#8221;, &#8220;unresponsive&#8221;, &#8220;floaty&#8221; or [...]]]></description>
		<link>http://cowboyprogramming.com/2008/05/27/programming-responsiveness/</link>
			</item>
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		<title>Running in Circles</title>
		<description><![CDATA[(This article was originally published in slightly different form in Game Developer magazine, May 2007)
The player guides his in-game character across a footbridge.  A monster appears at the other end, so the player decides to turn around and go back.  Instead he walks off the side of the bridge and falls to his [...]]]></description>
		<link>http://cowboyprogramming.com/2008/04/23/running-in-circles/</link>
			</item>
	<item>
		<title>Practical Fluid Mechanics</title>
		<description><![CDATA[(This article originally appeared in two parts in Game Developer Magazine, March and April, 2007) Fluid effects such as rising smoke and turbulent water flow are everywhere in nature, but are seldom implemented convincingly in computer games.  The simulation of fluids (which covers both liquids and gasses) is computationally very expensive.   It [...]]]></description>
		<link>http://cowboyprogramming.com/2008/04/01/practical-fluid-mechanics/</link>
			</item>
	<item>
		<title>Debugging Heisenbugs</title>
		<description><![CDATA[(This article originally appeared in Game Developer Magazine, October 2007, in a slightly different format)
A Heisenbug is a type of bug that disappears or alters its behavior when you attempt to debug it.   The word &#8220;Heisenbug&#8221; is a slight misnomer, referencing Heisenberg&#8217;s uncertainty principle, which describes how, in quantum physics, it is impossible [...]]]></description>
		<link>http://cowboyprogramming.com/2008/03/23/debugging-heisenbugs/</link>
			</item>
	<item>
		<title>Exponential Optimizing, or not.</title>
		<description><![CDATA[I wrote an article titled &#8220;Exponential Optimizing&#8221; for Game Developer, and since it was published a few people wrote to tell me that what I was describing was not exponential, but was actually polynomial.
They are quite correct.  I had mistakenly used &#8220;exponential&#8221; in the sense of &#8220;rapidly increasing&#8221;, which is a valid usage, but not [...]]]></description>
		<link>http://cowboyprogramming.com/2008/03/18/exponential-optimizing-or-not/</link>
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