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	<title>Comments on: Solving problems by using intelligence</title>
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	<link>https://mm.soldat.pl/development-log/solving-problems-by-using-intelligence</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/development-log/solving-problems-by-using-intelligence/comment-page-1#comment-111875</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Sun, 11 Oct 2009 18:00:22 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=578#comment-111875</guid>
		<description><![CDATA[namuol: LOL]]></description>
		<content:encoded><![CDATA[<p>namuol: LOL</p>
]]></content:encoded>
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	<item>
		<title>By: namuol</title>
		<link>https://mm.soldat.pl/development-log/solving-problems-by-using-intelligence/comment-page-1#comment-111526</link>
		<dc:creator><![CDATA[namuol]]></dc:creator>
		<pubDate>Fri, 09 Oct 2009 15:08:52 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=578#comment-111526</guid>
		<description><![CDATA[You sound more like a terse and spell-checked version of Eskil Steenberg every day. ;)]]></description>
		<content:encoded><![CDATA[<p>You sound more like a terse and spell-checked version of Eskil Steenberg every day. 😉</p>
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		<title>By: Mumon</title>
		<link>https://mm.soldat.pl/development-log/solving-problems-by-using-intelligence/comment-page-1#comment-111367</link>
		<dc:creator><![CDATA[Mumon]]></dc:creator>
		<pubDate>Thu, 08 Oct 2009 08:05:28 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=578#comment-111367</guid>
		<description><![CDATA[Let me know when you build an AI sans algorithms.]]></description>
		<content:encoded><![CDATA[<p>Let me know when you build an AI sans algorithms.</p>
]]></content:encoded>
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	<item>
		<title>By: yv3</title>
		<link>https://mm.soldat.pl/development-log/solving-problems-by-using-intelligence/comment-page-1#comment-111361</link>
		<dc:creator><![CDATA[yv3]]></dc:creator>
		<pubDate>Thu, 08 Oct 2009 06:22:39 +0000</pubDate>
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		<description><![CDATA[These libraries are often too much overloaded for gaming purposes. In case of link dead you only need some easy equations for gravity and force that you can find on many websites.
Regarding the data structures i have to agree with archont, there are always two parts: the data and the logic.]]></description>
		<content:encoded><![CDATA[<p>These libraries are often too much overloaded for gaming purposes. In case of link dead you only need some easy equations for gravity and force that you can find on many websites.<br />
Regarding the data structures i have to agree with archont, there are always two parts: the data and the logic.</p>
]]></content:encoded>
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	<item>
		<title>By: Anonymous</title>
		<link>https://mm.soldat.pl/development-log/solving-problems-by-using-intelligence/comment-page-1#comment-111322</link>
		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Wed, 07 Oct 2009 23:25:21 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=578#comment-111322</guid>
		<description><![CDATA[Greetings my sire. 
As you programed the time travel machine subperceptive continuum i am here to save you. You have to not to do THAT, and You have to stop the whole process emidietly! 
Regards,
J.H.]]></description>
		<content:encoded><![CDATA[<p>Greetings my sire.<br />
As you programed the time travel machine subperceptive continuum i am here to save you. You have to not to do THAT, and You have to stop the whole process emidietly!<br />
Regards,<br />
J.H.</p>
]]></content:encoded>
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	<item>
		<title>By: archont</title>
		<link>https://mm.soldat.pl/development-log/solving-problems-by-using-intelligence/comment-page-1#comment-111310</link>
		<dc:creator><![CDATA[archont]]></dc:creator>
		<pubDate>Wed, 07 Oct 2009 22:15:11 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=578#comment-111310</guid>
		<description><![CDATA[It&#039;s better to be an asshole than to be a bore.]]></description>
		<content:encoded><![CDATA[<p>It&#8217;s better to be an asshole than to be a bore.</p>
]]></content:encoded>
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	<item>
		<title>By: dickpickle</title>
		<link>https://mm.soldat.pl/development-log/solving-problems-by-using-intelligence/comment-page-1#comment-111307</link>
		<dc:creator><![CDATA[dickpickle]]></dc:creator>
		<pubDate>Wed, 07 Oct 2009 22:03:51 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=578#comment-111307</guid>
		<description><![CDATA[lol thx  captain obvious, it&#039;s unbelievable how clever you think you are.. verge of fail, pile of shit]]></description>
		<content:encoded><![CDATA[<p>lol thx  captain obvious, it&#8217;s unbelievable how clever you think you are.. verge of fail, pile of shit</p>
]]></content:encoded>
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		<title>By: archont</title>
		<link>https://mm.soldat.pl/development-log/solving-problems-by-using-intelligence/comment-page-1#comment-111287</link>
		<dc:creator><![CDATA[archont]]></dc:creator>
		<pubDate>Wed, 07 Oct 2009 18:21:42 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/?p=578#comment-111287</guid>
		<description><![CDATA[You still need an algorithm to pre-process or sort the data in a clever way, though. 

I&#039;m not a big fan of calling this &quot;clever data arrangement&quot;, but pre-processing. Well, that may not be the correct term, but to put it in simple words: If some data will be iterated over very many times, and we can assume it won&#039;t change often, then we can process it once and cache the result. Then just rebuilt the result as soon as the data changes. In case of level geometry, it doesn&#039;t. Just arrange the data in rooms, sectors, collision groups, reachability graphs or whatever and... yeah.

If you can exchange an if in a loop for creating an additional array, it may be worth it. If you can replace an if with a pointer to a function.. hey wait, can you actually do that in C++?

Also, I&#039;m very happy you&#039;re posting more than a philosophical note that makes you sound smarter than you are. You&#039;re a coder damnit, and you&#039;re good at inventing code and game design, so keep it up with posts like these, soldier!]]></description>
		<content:encoded><![CDATA[<p>You still need an algorithm to pre-process or sort the data in a clever way, though. </p>
<p>I&#8217;m not a big fan of calling this &#8220;clever data arrangement&#8221;, but pre-processing. Well, that may not be the correct term, but to put it in simple words: If some data will be iterated over very many times, and we can assume it won&#8217;t change often, then we can process it once and cache the result. Then just rebuilt the result as soon as the data changes. In case of level geometry, it doesn&#8217;t. Just arrange the data in rooms, sectors, collision groups, reachability graphs or whatever and&#8230; yeah.</p>
<p>If you can exchange an if in a loop for creating an additional array, it may be worth it. If you can replace an if with a pointer to a function.. hey wait, can you actually do that in C++?</p>
<p>Also, I&#8217;m very happy you&#8217;re posting more than a philosophical note that makes you sound smarter than you are. You&#8217;re a coder damnit, and you&#8217;re good at inventing code and game design, so keep it up with posts like these, soldier!</p>
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