<?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/"
	
	>
<channel>
	<title>Comments for Horse Drawn Games</title>
	<atom:link href="http://www.horsedrawngames.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.horsedrawngames.com</link>
	<description>Horse Drawn Games</description>
	<lastBuildDate>Tue, 12 Jun 2018 14:36:54 +0000</lastBuildDate>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	
	<item>
		<title>Comment on Type-safe object pool for Unity by Blog: Creating a type-safe object pool for Unity &#8211; GameReview</title>
		<link>http://www.horsedrawngames.com/type-safe-object-pool-for-unity/#comment-121</link>
		<dc:creator><![CDATA[Blog: Creating a type-safe object pool for Unity &#8211; GameReview]]></dc:creator>
		<pubDate>Tue, 12 Jun 2018 14:36:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.horsedrawngames.com/?p=278#comment-121</guid>
		<description><![CDATA[[&#8230;] This article is a cross-post from the Horse Drawn Games blog! [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] This article is a cross-post from the Horse Drawn Games blog! [&#8230;]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Decoding iOS crash call stacks by Investigating Unity iOS executable bloat - Polyphonic LP</title>
		<link>http://www.horsedrawngames.com/decoding-ios-crash-call-stacks/#comment-120</link>
		<dc:creator><![CDATA[Investigating Unity iOS executable bloat - Polyphonic LP]]></dc:creator>
		<pubDate>Sat, 17 Mar 2018 23:43:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.horsedrawngames.com/?p=237#comment-120</guid>
		<description><![CDATA[[&#8230;] names to get anything useful out of the crash info, and we can do this using the symbol files (see here for how to do [&#8230;]]]></description>
		<content:encoded><![CDATA[<p>[&#8230;] names to get anything useful out of the crash info, and we can do this using the symbol files (see here for how to do [&#8230;]</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The case of the continually checked out prefabs by Sam</title>
		<link>http://www.horsedrawngames.com/the-case-of-the-continually-checked-out-prefabs/#comment-118</link>
		<dc:creator><![CDATA[Sam]]></dc:creator>
		<pubDate>Thu, 05 Oct 2017 00:24:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.horsedrawngames.com/?p=109#comment-118</guid>
		<description><![CDATA[No problem! I definitely feel your frustration - I was tearing my hair out when trying to figure this out too. It was so frustrating!]]></description>
		<content:encoded><![CDATA[<p>No problem! I definitely feel your frustration &#8211; I was tearing my hair out when trying to figure this out too. It was so frustrating!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on The case of the continually checked out prefabs by Aubrey Hesselgren</title>
		<link>http://www.horsedrawngames.com/the-case-of-the-continually-checked-out-prefabs/#comment-117</link>
		<dc:creator><![CDATA[Aubrey Hesselgren]]></dc:creator>
		<pubDate>Wed, 04 Oct 2017 23:10:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.horsedrawngames.com/?p=109#comment-117</guid>
		<description><![CDATA[God bless you. Was tearing my hair out about this. It feels extremely ugly to check that a change will occur before using the OnValidate, but, hey, the endless if statements did actually work for me, so thanks. (We&#039;re using perforce, but I&#039;ve heard there&#039;s a similar issue with subversion/SVN)]]></description>
		<content:encoded><![CDATA[<p>God bless you. Was tearing my hair out about this. It feels extremely ugly to check that a change will occur before using the OnValidate, but, hey, the endless if statements did actually work for me, so thanks. (We&#8217;re using perforce, but I&#8217;ve heard there&#8217;s a similar issue with subversion/SVN)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Decoding iOS crash call stacks by Sam</title>
		<link>http://www.horsedrawngames.com/decoding-ios-crash-call-stacks/#comment-116</link>
		<dc:creator><![CDATA[Sam]]></dc:creator>
		<pubDate>Thu, 03 Aug 2017 00:07:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.horsedrawngames.com/?p=237#comment-116</guid>
		<description><![CDATA[I&#039;m actually going to be starting on the Resynth Android build soon so yeah I&#039;ll look into it and write it up!]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m actually going to be starting on the Resynth Android build soon so yeah I&#8217;ll look into it and write it up!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Decoding iOS crash call stacks by ylluminate</title>
		<link>http://www.horsedrawngames.com/decoding-ios-crash-call-stacks/#comment-115</link>
		<dc:creator><![CDATA[ylluminate]]></dc:creator>
		<pubDate>Wed, 02 Aug 2017 18:49:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.horsedrawngames.com/?p=237#comment-115</guid>
		<description><![CDATA[Any chance you can give us a writeup about doing this on Android devices as well?]]></description>
		<content:encoded><![CDATA[<p>Any chance you can give us a writeup about doing this on Android devices as well?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Shader syntax highlighting in Visual Studio 2013 by Sam</title>
		<link>http://www.horsedrawngames.com/shader-syntax-highlighting-in-visual-studio-2013/#comment-113</link>
		<dc:creator><![CDATA[Sam]]></dc:creator>
		<pubDate>Sun, 14 May 2017 00:59:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.horsedrawngames.com/?p=95#comment-113</guid>
		<description><![CDATA[It should work. If you have any problems feel free to log an issue on GitHub at https://github.com/samizzo/nshader.]]></description>
		<content:encoded><![CDATA[<p>It should work. If you have any problems feel free to log an issue on GitHub at <a href="https://github.com/samizzo/nshader" rel="nofollow">https://github.com/samizzo/nshader</a>.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Shader syntax highlighting in Visual Studio 2013 by Antonio Elizio</title>
		<link>http://www.horsedrawngames.com/shader-syntax-highlighting-in-visual-studio-2013/#comment-112</link>
		<dc:creator><![CDATA[Antonio Elizio]]></dc:creator>
		<pubDate>Sat, 13 May 2017 15:39:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.horsedrawngames.com/?p=95#comment-112</guid>
		<description><![CDATA[This extension works in VS 2017 community?]]></description>
		<content:encoded><![CDATA[<p>This extension works in VS 2017 community?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Visual Studio shader syntax highlighting part 2 by Sam</title>
		<link>http://www.horsedrawngames.com/shader-syntax-highlighting/#comment-111</link>
		<dc:creator><![CDATA[Sam]]></dc:creator>
		<pubDate>Thu, 04 May 2017 00:59:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.horsedrawngames.com/?p=191#comment-111</guid>
		<description><![CDATA[Thanks for your bug report. It sounds like there&#039;s a conflict with Nsight for some reason. I&#039;ve added your report as an issue over here https://github.com/samizzo/nshader/issues/14. If you have any further info please post it there. I&#039;ll try to find some time to look into it.]]></description>
		<content:encoded><![CDATA[<p>Thanks for your bug report. It sounds like there&#8217;s a conflict with Nsight for some reason. I&#8217;ve added your report as an issue over here <a href="https://github.com/samizzo/nshader/issues/14" rel="nofollow">https://github.com/samizzo/nshader/issues/14</a>. If you have any further info please post it there. I&#8217;ll try to find some time to look into it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Visual Studio shader syntax highlighting part 2 by StanleyW</title>
		<link>http://www.horsedrawngames.com/shader-syntax-highlighting/#comment-110</link>
		<dc:creator><![CDATA[StanleyW]]></dc:creator>
		<pubDate>Wed, 03 May 2017 15:52:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.horsedrawngames.com/?p=191#comment-110</guid>
		<description><![CDATA[Hello!

there are some problems.

I have Visual Studio 2015 (with Nsight) and Visual Studio 2017. NShader just working on Visual Studio 2017. When using Visual Studio 2015 (with Nsight) to open the GLSL file, it&#039;s just a normal text editor.

But on my other computer only Visual Studio 2015 (with Nsight), NShader can work.

So I think it&#039;s not Nsight&#039;s problem, right?
And how can I solve this problem? :D]]></description>
		<content:encoded><![CDATA[<p>Hello!</p>
<p>there are some problems.</p>
<p>I have Visual Studio 2015 (with Nsight) and Visual Studio 2017. NShader just working on Visual Studio 2017. When using Visual Studio 2015 (with Nsight) to open the GLSL file, it&#8217;s just a normal text editor.</p>
<p>But on my other computer only Visual Studio 2015 (with Nsight), NShader can work.</p>
<p>So I think it&#8217;s not Nsight&#8217;s problem, right?<br />
And how can I solve this problem? <img src="http://www.horsedrawngames.com/2014/wp-includes/images/smilies/icon_biggrin.gif" alt=":D" class="wp-smiley" /> </p>
]]></content:encoded>
	</item>
</channel>
</rss>
