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	<title>Comments for Cat Burton</title>
	<atom:link href="http://www.catburton.co.uk/blog/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.catburton.co.uk/blog</link>
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	<lastBuildDate>Sat, 07 Jan 2012 01:23:35 +0000</lastBuildDate>
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		<title>Comment on Making &#8220;Find Heidi&#8221; for Unity&#8217;s Flash in a Flash Contest by Dark Acre Jack</title>
		<link>http://www.catburton.co.uk/blog/2012/01/05/making-find-heidi-for-unitys-flash-in-a-flash-contest/#comment-5074</link>
		<dc:creator>Dark Acre Jack</dc:creator>
		<pubDate>Sat, 07 Jan 2012 01:23:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.catburton.co.uk/blog/?p=161#comment-5074</guid>
		<description>Congratulations on completing the challenge, and best of luck in the judgement.

Regardless of the result, it&#039;s still nice to come away with the foundation of something bigger and better, isn&#039;t it?
-
J</description>
		<content:encoded><![CDATA[<p>Congratulations on completing the challenge, and best of luck in the judgement.</p>
<p>Regardless of the result, it&#8217;s still nice to come away with the foundation of something bigger and better, isn&#8217;t it?<br />
-<br />
J</p>
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		<title>Comment on A Little Bit of Astrophotography by cat</title>
		<link>http://www.catburton.co.uk/blog/2011/11/09/a-little-bit-of-astrophotography/#comment-4435</link>
		<dc:creator>cat</dc:creator>
		<pubDate>Sat, 03 Dec 2011 22:09:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.catburton.co.uk/blog/?p=155#comment-4435</guid>
		<description>Hi Luke,

Of course, I&#039;d be more than happy to help! If you&#039;d like to chat on Skype sometime, send over your details to cat@catburton.co.uk and we can set something up.  Glad to hear you&#039;ve picked Unity for the course - it&#039;s a great tool for games dev!  :)

Cheers,
Cat</description>
		<content:encoded><![CDATA[<p>Hi Luke,</p>
<p>Of course, I&#8217;d be more than happy to help! If you&#8217;d like to chat on Skype sometime, send over your details to <a href="mailto:cat@catburton.co.uk">cat@catburton.co.uk</a> and we can set something up.  Glad to hear you&#8217;ve picked Unity for the course &#8211; it&#8217;s a great tool for games dev!  <img src='http://www.catburton.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cheers,<br />
Cat</p>
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	</item>
	<item>
		<title>Comment on A Little Bit of Astrophotography by Luke Smith</title>
		<link>http://www.catburton.co.uk/blog/2011/11/09/a-little-bit-of-astrophotography/#comment-4434</link>
		<dc:creator>Luke Smith</dc:creator>
		<pubDate>Sat, 03 Dec 2011 22:03:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.catburton.co.uk/blog/?p=155#comment-4434</guid>
		<description>Hi Cat, 

I teach at a girls boarding school in southern New Zealand and next year I will be running a full year of programming and computer science with year 13 (7th Form) girls and students from other schools via the New Zealand Virtual Learning Network. The technology curicculum down here is really cool, and they won&#039;t just be learning programming, but all about development and planning and conceptualisation (they need to research and develop a brief, conceptualise their outcome and model it, and then plan and create it, followed by evaluation by peers and stakeholders). I subbed you on twitter because I think you do something similar when developing your games and apps, and I thought it would be good to follow any posts you have regarding development and what&#039;s happening. I was hoping you might be able to do a short skype session or record a video or something, sometime in 2012, explaining what it is you do, the process you go through when developing a piece of software, or something like that? 

Let me know :)

Cheers
Luke

P.S. Oh yeah, the other reason I subbed you is because I&#039;m also using Unity 3 and Javascript (mainly Js because a lot of these students will not have programmed before and it&#039;s a bit less strict on declarations and stuff) in the course next year. I think it&#039;s great for education because of the immediate feedback to the learner (just hit play - no compiling process).</description>
		<content:encoded><![CDATA[<p>Hi Cat, </p>
<p>I teach at a girls boarding school in southern New Zealand and next year I will be running a full year of programming and computer science with year 13 (7th Form) girls and students from other schools via the New Zealand Virtual Learning Network. The technology curicculum down here is really cool, and they won&#8217;t just be learning programming, but all about development and planning and conceptualisation (they need to research and develop a brief, conceptualise their outcome and model it, and then plan and create it, followed by evaluation by peers and stakeholders). I subbed you on twitter because I think you do something similar when developing your games and apps, and I thought it would be good to follow any posts you have regarding development and what&#8217;s happening. I was hoping you might be able to do a short skype session or record a video or something, sometime in 2012, explaining what it is you do, the process you go through when developing a piece of software, or something like that? </p>
<p>Let me know <img src='http://www.catburton.co.uk/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Cheers<br />
Luke</p>
<p>P.S. Oh yeah, the other reason I subbed you is because I&#8217;m also using Unity 3 and Javascript (mainly Js because a lot of these students will not have programmed before and it&#8217;s a bit less strict on declarations and stuff) in the course next year. I think it&#8217;s great for education because of the immediate feedback to the learner (just hit play &#8211; no compiling process).</p>
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		<title>Comment on Version Control for Unity Projects by Andrew Molloy</title>
		<link>http://www.catburton.co.uk/blog/2011/06/25/version-control-for-unity-projects/#comment-3359</link>
		<dc:creator>Andrew Molloy</dc:creator>
		<pubDate>Tue, 09 Aug 2011 15:58:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.catburton.co.uk/blog/?p=151#comment-3359</guid>
		<description>I&#039;ve actually been pondering the same thing recently (http://darkmobius.com/2011/05/27/version-control/).

After some suggestions from people I&#039;m going to give Bazaar a go. This will be for Unity projects and anything else I decide to pull out of my sleeve.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve actually been pondering the same thing recently (<a href="http://darkmobius.com/2011/05/27/version-control/" rel="nofollow">http://darkmobius.com/2011/05/27/version-control/</a>).</p>
<p>After some suggestions from people I&#8217;m going to give Bazaar a go. This will be for Unity projects and anything else I decide to pull out of my sleeve.</p>
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		<title>Comment on Windows 7 + Bioshock + Realtek = No in game Sound&#8230; by Logan</title>
		<link>http://www.catburton.co.uk/blog/2010/02/06/windows-7-bioshock-realtek-no-in-game-sound/#comment-3325</link>
		<dc:creator>Logan</dc:creator>
		<pubDate>Wed, 03 Aug 2011 16:08:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.catburton.co.uk/blog/2010/02/06/windows-7-bioshock-realtek-no-in-game-sound/#comment-3325</guid>
		<description>i have the same problem. And i did what you said, although, once my sounds started working It sounded REALLY horrible. to me it was unbearable. Many of the noises like fire burning sounded robotic and odd. So I guess I will just have to pay 7 bucks to play it on xbox. haha</description>
		<content:encoded><![CDATA[<p>i have the same problem. And i did what you said, although, once my sounds started working It sounded REALLY horrible. to me it was unbearable. Many of the noises like fire burning sounded robotic and odd. So I guess I will just have to pay 7 bucks to play it on xbox. haha</p>
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		<title>Comment on Version Control for Unity Projects by Rob Minson</title>
		<link>http://www.catburton.co.uk/blog/2011/06/25/version-control-for-unity-projects/#comment-2941</link>
		<dc:creator>Rob Minson</dc:creator>
		<pubDate>Wed, 29 Jun 2011 10:25:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.catburton.co.uk/blog/?p=151#comment-2941</guid>
		<description>We&#039;ve been using perforce as an external vcs with Unity for a few months. It suffers from very similar basic issues as subversion. We used early versions of the perforce &#039;integration&#039; to largely get round the dreaded &#039;missing meta file&#039; problems, but it&#039;s still far from fool proof.

I think the key issue is not the details of Unity&#039;s ability to integrate with a given vcs tool, but more the basic abstraction of a &#039;scene&#039; that Unity has at its core. It&#039;s very easy to make large parts of the high-level control logic in your game stuff that&#039;s just shoved in to the single monolithic binary blob of a scene file, leaving you in a state where scaling up your team size becomes impossible as everyone ends up fighting over that binary. 

Merge-able scenes and prefabs may mitigate this problem to some extent but, like you say, this sounds like it has potential to turn development in to a continual merge nightmare. I think there&#039;s more promise in finding ways to work in a more modular way with these abstractions, so that as little high-level logic lives in these binaries as possible.

As an aside, I thought it was interesting that you didn&#039;t mention the main reason we rejected the Asset Server at an early stage - no exclusive checkout of binary files.</description>
		<content:encoded><![CDATA[<p>We&#8217;ve been using perforce as an external vcs with Unity for a few months. It suffers from very similar basic issues as subversion. We used early versions of the perforce &#8216;integration&#8217; to largely get round the dreaded &#8216;missing meta file&#8217; problems, but it&#8217;s still far from fool proof.</p>
<p>I think the key issue is not the details of Unity&#8217;s ability to integrate with a given vcs tool, but more the basic abstraction of a &#8216;scene&#8217; that Unity has at its core. It&#8217;s very easy to make large parts of the high-level control logic in your game stuff that&#8217;s just shoved in to the single monolithic binary blob of a scene file, leaving you in a state where scaling up your team size becomes impossible as everyone ends up fighting over that binary. </p>
<p>Merge-able scenes and prefabs may mitigate this problem to some extent but, like you say, this sounds like it has potential to turn development in to a continual merge nightmare. I think there&#8217;s more promise in finding ways to work in a more modular way with these abstractions, so that as little high-level logic lives in these binaries as possible.</p>
<p>As an aside, I thought it was interesting that you didn&#8217;t mention the main reason we rejected the Asset Server at an early stage &#8211; no exclusive checkout of binary files.</p>
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	<item>
		<title>Comment on Version Control for Unity Projects by Yilmaz Kiymaz</title>
		<link>http://www.catburton.co.uk/blog/2011/06/25/version-control-for-unity-projects/#comment-2910</link>
		<dc:creator>Yilmaz Kiymaz</dc:creator>
		<pubDate>Sat, 25 Jun 2011 19:31:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.catburton.co.uk/blog/?p=151#comment-2910</guid>
		<description>I&#039;ve recently found out that Defective Studios have created their own solution to version control in Unity, called AssetCloud. Worth a look: http://ac.defectivestudios.com/</description>
		<content:encoded><![CDATA[<p>I&#8217;ve recently found out that Defective Studios have created their own solution to version control in Unity, called AssetCloud. Worth a look: <a href="http://ac.defectivestudios.com/" rel="nofollow">http://ac.defectivestudios.com/</a></p>
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		<title>Comment on Version Control for Unity Projects by Joshua Lock</title>
		<link>http://www.catburton.co.uk/blog/2011/06/25/version-control-for-unity-projects/#comment-2909</link>
		<dc:creator>Joshua Lock</dc:creator>
		<pubDate>Sat, 25 Jun 2011 16:47:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.catburton.co.uk/blog/?p=151#comment-2909</guid>
		<description>Mercurial/hg is probably worth a mention too. It&#039;s a dvcs like git and bazaar but has an easier to use cli. I&#039;d say the big pro&#039;s of git and mercurial are the excellent collaboration spaces available for them. Namely github and bitbucket.</description>
		<content:encoded><![CDATA[<p>Mercurial/hg is probably worth a mention too. It&#8217;s a dvcs like git and bazaar but has an easier to use cli. I&#8217;d say the big pro&#8217;s of git and mercurial are the excellent collaboration spaces available for them. Namely github and bitbucket.</p>
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	<item>
		<title>Comment on SmartFoxServer 2X &#8211; Example Java Extension for Client-Server Communication (via Events and Requests) by debosotnas</title>
		<link>http://www.catburton.co.uk/blog/2011/01/11/smartfoxserver-2x-example-java-extension-for-client-server-communication-via-events-and-requests/#comment-2644</link>
		<dc:creator>debosotnas</dc:creator>
		<pubDate>Sun, 22 May 2011 01:59:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.catburton.co.uk/blog/?p=132#comment-2644</guid>
		<description>Great example.. Thanks!!
Now... i&#039;m AS3 developer and have some experience with SFS PRO ServerSide script... but in AS! (not in Java). Then, i&#039;ve a couple of question about this, hope your can help me :P
First... in your example you used this to &quot;listener&quot; events from client:

addRequestHandler(&quot;example_request&quot;, SimpleRequestHandler.class);
addEventHandler(SFSEventType.USER_JOIN_ROOM, UserJoinedRoomHandler.class);

1) As you know, in AS3-like, the second parameter is a method not a Class, then how you can get reference in class &quot;SimpleRequestHandler&quot; to the parent class (SimpleSmarFoxServerJavaExtension) (please don&#039;t tell me with the &quot;parent&quot; word, but if is this, is unique way?).
2) Is posible work in AS3-like &quot;classic model&quot; to the extension wrote in java?</description>
		<content:encoded><![CDATA[<p>Great example.. Thanks!!<br />
Now&#8230; i&#8217;m AS3 developer and have some experience with SFS PRO ServerSide script&#8230; but in AS! (not in Java). Then, i&#8217;ve a couple of question about this, hope your can help me <img src='http://www.catburton.co.uk/blog/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /><br />
First&#8230; in your example you used this to &#8220;listener&#8221; events from client:</p>
<p>addRequestHandler(&#8220;example_request&#8221;, SimpleRequestHandler.class);<br />
addEventHandler(SFSEventType.USER_JOIN_ROOM, UserJoinedRoomHandler.class);</p>
<p>1) As you know, in AS3-like, the second parameter is a method not a Class, then how you can get reference in class &#8220;SimpleRequestHandler&#8221; to the parent class (SimpleSmarFoxServerJavaExtension) (please don&#8217;t tell me with the &#8220;parent&#8221; word, but if is this, is unique way?).<br />
2) Is posible work in AS3-like &#8220;classic model&#8221; to the extension wrote in java?</p>
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		<title>Comment on 2010 Year Review by Krissie</title>
		<link>http://www.catburton.co.uk/blog/2011/01/01/2010-year-review/#comment-1839</link>
		<dc:creator>Krissie</dc:creator>
		<pubDate>Thu, 10 Feb 2011 17:05:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.catburton.co.uk/blog/?p=127#comment-1839</guid>
		<description>Perfect, thanks so much!</description>
		<content:encoded><![CDATA[<p>Perfect, thanks so much!</p>
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