<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: BGE Profile Stats and What They Mean</title>
	<atom:link href="http://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/feed/" rel="self" type="application/rss+xml" />
	<link>http://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/</link>
	<description></description>
	<lastBuildDate>Sun, 31 Mar 2013 18:36:35 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.com/</generator>
	<item>
		<title>By: Spirou4D</title>
		<link>http://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/#comment-311</link>
		<dc:creator><![CDATA[Spirou4D]]></dc:creator>
		<pubDate>Mon, 04 Mar 2013 12:05:30 +0000</pubDate>
		<guid isPermaLink="false">http://mogurijin.wordpress.com/?p=272#comment-311</guid>
		<description><![CDATA[Dja matta Moguri,

Thanks a lot for your clear explanation! I have made my favoris&#039;s arrangement with this 9 definitions and now I see clearly in BGE...
Bye
Spirou4D]]></description>
		<content:encoded><![CDATA[<p>Dja matta Moguri,</p>
<p>Thanks a lot for your clear explanation! I have made my favoris&#8217;s arrangement with this 9 definitions and now I see clearly in BGE&#8230;<br />
Bye<br />
Spirou4D</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Blendiac</title>
		<link>http://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/#comment-179</link>
		<dc:creator><![CDATA[Blendiac]]></dc:creator>
		<pubDate>Thu, 14 Jun 2012 17:10:50 +0000</pubDate>
		<guid isPermaLink="false">http://mogurijin.wordpress.com/?p=272#comment-179</guid>
		<description><![CDATA[Thanks Moguri!

I knew most of this already, but the bits I didn&#039;t (or was mastaken about) were invaluable! I guessed dynamic shadows would be heavy, but not that they would rerender the entire scene?! &quot;Overhead&quot; was also news to me as well. I always thought that was like a miscelaneous &quot;other&quot; category.

Thanks for clearing these up!]]></description>
		<content:encoded><![CDATA[<p>Thanks Moguri!</p>
<p>I knew most of this already, but the bits I didn&#8217;t (or was mastaken about) were invaluable! I guessed dynamic shadows would be heavy, but not that they would rerender the entire scene?! &#8220;Overhead&#8221; was also news to me as well. I always thought that was like a miscelaneous &#8220;other&#8221; category.</p>
<p>Thanks for clearing these up!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alex Delderfield (AD-Edge)</title>
		<link>http://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/#comment-174</link>
		<dc:creator><![CDATA[Alex Delderfield (AD-Edge)]]></dc:creator>
		<pubDate>Wed, 23 May 2012 10:51:39 +0000</pubDate>
		<guid isPermaLink="false">http://mogurijin.wordpress.com/?p=272#comment-174</guid>
		<description><![CDATA[Great post, glad I came across it. A lot of this Ive managed to work out over the years, but theres always been some confusion about a couple of them. Very good to know and be confident about this stuff, and the talk on python linked in this post is very handy too.

AD-Edge]]></description>
		<content:encoded><![CDATA[<p>Great post, glad I came across it. A lot of this Ive managed to work out over the years, but theres always been some confusion about a couple of them. Very good to know and be confident about this stuff, and the talk on python linked in this post is very handy too.</p>
<p>AD-Edge</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: dacresni</title>
		<link>http://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/#comment-173</link>
		<dc:creator><![CDATA[dacresni]]></dc:creator>
		<pubDate>Tue, 03 Apr 2012 14:59:26 +0000</pubDate>
		<guid isPermaLink="false">http://mogurijin.wordpress.com/?p=272#comment-173</guid>
		<description><![CDATA[it cleaned my indents. rich text isn&#039;t enabled and your email isn&#039;t listed.]]></description>
		<content:encoded><![CDATA[<p>it cleaned my indents. rich text isn&#8217;t enabled and your email isn&#8217;t listed.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: dacresni</title>
		<link>http://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/#comment-172</link>
		<dc:creator><![CDATA[dacresni]]></dc:creator>
		<pubDate>Tue, 03 Apr 2012 14:58:35 +0000</pubDate>
		<guid isPermaLink="false">http://mogurijin.wordpress.com/?p=272#comment-172</guid>
		<description><![CDATA[we can create a class system of factories to pass attach to object controllers to modularize and ease setup of game logic. We can create &quot;prefabs&quot; later and perhaps popularize and publicize blender starter kits. There was one I downloaded that trashed and forgot where I got it. 

examples: 

class CharactarControllerFactory(object):
def __init__(self, KeybordOrJoystickControlerSetup = None, AnimationStratagy = None, MotionOrPhysicsActuator = None):
     &quot;&quot;&quot; KeybordOrJoystickControlerSetup() should be a function to setup input listeners
         AnimationStratagy() Optional, should be a function to call for 2d animation loop or walking animation loop.
         MotionOrPhysicsActuator() a function to do actual translation or acceleration.
         we suggest you put things like weight or speed values in Game Properties so they can be changed without opening a text 
self.controller = None
if !( KeybordOrJoystickControlerSetup or MotionOrPhysicsActuator):
    throw Exception(&quot;missing required variables&quot;)
self.eventListener = KeybordOrJoystickControlerSetup
if AnimationStratagy : 
   self.AnimationStratagy = AnimationStratagy
self.MotionOrPhysicsActuator = MotionOrPhysicsActuator  
     def __call__(self, controller=None):
         if controller : 
            self. controller = controller
self.KeybordOrJoystickControlerSetup.__call__()
if self.AnimationStratagy:
   self.AnimationStratagy.__call__()
         self.MotionOrPhysicsActuator.__call__()]]></description>
		<content:encoded><![CDATA[<p>we can create a class system of factories to pass attach to object controllers to modularize and ease setup of game logic. We can create &#8220;prefabs&#8221; later and perhaps popularize and publicize blender starter kits. There was one I downloaded that trashed and forgot where I got it. </p>
<p>examples: </p>
<p>class CharactarControllerFactory(object):<br />
def __init__(self, KeybordOrJoystickControlerSetup = None, AnimationStratagy = None, MotionOrPhysicsActuator = None):<br />
     &#8220;&#8221;" KeybordOrJoystickControlerSetup() should be a function to setup input listeners<br />
         AnimationStratagy() Optional, should be a function to call for 2d animation loop or walking animation loop.<br />
         MotionOrPhysicsActuator() a function to do actual translation or acceleration.<br />
         we suggest you put things like weight or speed values in Game Properties so they can be changed without opening a text<br />
self.controller = None<br />
if !( KeybordOrJoystickControlerSetup or MotionOrPhysicsActuator):<br />
    throw Exception(&#8220;missing required variables&#8221;)<br />
self.eventListener = KeybordOrJoystickControlerSetup<br />
if AnimationStratagy :<br />
   self.AnimationStratagy = AnimationStratagy<br />
self.MotionOrPhysicsActuator = MotionOrPhysicsActuator<br />
     def __call__(self, controller=None):<br />
         if controller :<br />
            self. controller = controller<br />
self.KeybordOrJoystickControlerSetup.__call__()<br />
if self.AnimationStratagy:<br />
   self.AnimationStratagy.__call__()<br />
         self.MotionOrPhysicsActuator.__call__()</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: dacresni</title>
		<link>http://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/#comment-171</link>
		<dc:creator><![CDATA[dacresni]]></dc:creator>
		<pubDate>Tue, 03 Apr 2012 14:58:00 +0000</pubDate>
		<guid isPermaLink="false">http://mogurijin.wordpress.com/?p=272#comment-171</guid>
		<description><![CDATA[Instead of a Component class, we can create a class system of factories to pass attach to object controllers to modularize and ease setup of game logic. We can create &quot;prefabs&quot; later and perhaps popularize and publicize blender starter kits. There was one I downloaded that trashed and forgot where I got it. 

examples: 

class CharactarControllerFactory(object):
def __init__(self, KeybordOrJoystickControlerSetup = None, AnimationStratagy = None, MotionOrPhysicsActuator = None):
     &quot;&quot;&quot; KeybordOrJoystickControlerSetup() should be a function to setup input listeners
         AnimationStratagy() Optional, should be a function to call for 2d animation loop or walking animation loop.
         MotionOrPhysicsActuator() a function to do actual translation or acceleration.
         we suggest you put things like weight or speed values in Game Properties so they can be changed without opening a text 
self.controller = None
if !( KeybordOrJoystickControlerSetup or MotionOrPhysicsActuator):
    throw Exception(&quot;missing required variables&quot;)
self.eventListener = KeybordOrJoystickControlerSetup
if AnimationStratagy : 
   self.AnimationStratagy = AnimationStratagy
self.MotionOrPhysicsActuator = MotionOrPhysicsActuator  
     def __call__(self, controller=None):
         if controller : 
            self. controller = controller
self.KeybordOrJoystickControlerSetup.__call__()
if self.AnimationStratagy:
   self.AnimationStratagy.__call__()
         self.MotionOrPhysicsActuator.__call__()]]></description>
		<content:encoded><![CDATA[<p>Instead of a Component class, we can create a class system of factories to pass attach to object controllers to modularize and ease setup of game logic. We can create &#8220;prefabs&#8221; later and perhaps popularize and publicize blender starter kits. There was one I downloaded that trashed and forgot where I got it. </p>
<p>examples: </p>
<p>class CharactarControllerFactory(object):<br />
def __init__(self, KeybordOrJoystickControlerSetup = None, AnimationStratagy = None, MotionOrPhysicsActuator = None):<br />
     &#8220;&#8221;" KeybordOrJoystickControlerSetup() should be a function to setup input listeners<br />
         AnimationStratagy() Optional, should be a function to call for 2d animation loop or walking animation loop.<br />
         MotionOrPhysicsActuator() a function to do actual translation or acceleration.<br />
         we suggest you put things like weight or speed values in Game Properties so they can be changed without opening a text<br />
self.controller = None<br />
if !( KeybordOrJoystickControlerSetup or MotionOrPhysicsActuator):<br />
    throw Exception(&#8220;missing required variables&#8221;)<br />
self.eventListener = KeybordOrJoystickControlerSetup<br />
if AnimationStratagy :<br />
   self.AnimationStratagy = AnimationStratagy<br />
self.MotionOrPhysicsActuator = MotionOrPhysicsActuator<br />
     def __call__(self, controller=None):<br />
         if controller :<br />
            self. controller = controller<br />
self.KeybordOrJoystickControlerSetup.__call__()<br />
if self.AnimationStratagy:<br />
   self.AnimationStratagy.__call__()<br />
         self.MotionOrPhysicsActuator.__call__()</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: BlendingBGE</title>
		<link>http://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/#comment-165</link>
		<dc:creator><![CDATA[BlendingBGE]]></dc:creator>
		<pubDate>Thu, 09 Feb 2012 18:55:59 +0000</pubDate>
		<guid isPermaLink="false">http://mogurijin.wordpress.com/?p=272#comment-165</guid>
		<description><![CDATA[Usefull, indeed!
I didnt know the scene has to be rendered again for a spot lamp shadow!
2D filters are a must, cant be left behind(post processing fx are very important) the FBO s would help a lot.]]></description>
		<content:encoded><![CDATA[<p>Usefull, indeed!<br />
I didnt know the scene has to be rendered again for a spot lamp shadow!<br />
2D filters are a must, cant be left behind(post processing fx are very important) the FBO s would help a lot.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Makers_F</title>
		<link>http://mogurijin.wordpress.com/2012/01/03/bge-profile-stats-and-what-they-mean/#comment-162</link>
		<dc:creator><![CDATA[Makers_F]]></dc:creator>
		<pubDate>Sat, 07 Jan 2012 00:23:30 +0000</pubDate>
		<guid isPermaLink="false">http://mogurijin.wordpress.com/?p=272#comment-162</guid>
		<description><![CDATA[Just a note from my experience:
if you create a new thread in python and run it, the time spent running the python new thread(that continue running in between frames) is(was, i saw this something like 9 months ago) actually displayed under Overhead(at least, my Overhead values was way bigger when the script was running, and it was just doing calculations on its own, without interfering with blender)]]></description>
		<content:encoded><![CDATA[<p>Just a note from my experience:<br />
if you create a new thread in python and run it, the time spent running the python new thread(that continue running in between frames) is(was, i saw this something like 9 months ago) actually displayed under Overhead(at least, my Overhead values was way bigger when the script was running, and it was just doing calculations on its own, without interfering with blender)</p>
]]></content:encoded>
	</item>
</channel>
</rss>
