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	<title>Seba&#039;s Lab</title>
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	<link>http://blog.sebaslab.com</link>
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		<item>
		<title>What&#8217;s wrong with Unity SendMessage and BroadcastMessage and what to do about it</title>
		<link>http://blog.sebaslab.com/whats-wrong-with-sendmessage-and-broadcastmessage-and-what-to-do-about-it/</link>
		<comments>http://blog.sebaslab.com/whats-wrong-with-sendmessage-and-broadcastmessage-and-what-to-do-about-it/#comments</comments>
		<pubDate>Thu, 25 Apr 2013 21:04:50 +0000</pubDate>
		<dc:creator>Sebastiano Mandalà</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[broadcastmessage]]></category>
		<category><![CDATA[chain of responsibility]]></category>
		<category><![CDATA[sendmessage]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://blog.sebaslab.com/?p=379</guid>
		<description><![CDATA[Unity 3D is a well designed tool, I can say that. It is clearly less painful to use than UDK, no matter what its limitations are. However, as I keep on saying, the c# framework is still full of bad design choices, probably unfortunate inheritances from unity script (why don&#8217;t they abolish it and just &#8230;  <a href="http://blog.sebaslab.com/whats-wrong-with-sendmessage-and-broadcastmessage-and-what-to-do-about-it/">Continue reading</a>]]></description>
		<wfw:commentRss>http://blog.sebaslab.com/whats-wrong-with-sendmessage-and-broadcastmessage-and-what-to-do-about-it/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>TaskRunner library and the SingleTask class</title>
		<link>http://blog.sebaslab.com/taskrunner-library-and-the-singletask-class/</link>
		<comments>http://blog.sebaslab.com/taskrunner-library-and-the-singletask-class/#comments</comments>
		<pubDate>Sun, 14 Apr 2013 15:01:40 +0000</pubDate>
		<dc:creator>Sebastiano Mandalà</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[coroutine]]></category>
		<category><![CDATA[task runner]]></category>
		<category><![CDATA[taskrunner]]></category>

		<guid isPermaLink="false">http://blog.sebaslab.com/?p=362</guid>
		<description><![CDATA[Along the classes of my Task Runner library, there is one called SingleTask, that is a simple implementation of an IEnumerator interface and accepts an IEnumerator as constructor parameter. I&#8217;d like to show you why I decided to introduce this class: Sometime it&#8217;s needed to run asynchronous routines (yet single threaded) and wait for their &#8230;  <a href="http://blog.sebaslab.com/taskrunner-library-and-the-singletask-class/">Continue reading</a>]]></description>
		<wfw:commentRss>http://blog.sebaslab.com/taskrunner-library-and-the-singletask-class/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>How to compress and decompress binary streams in Unity</title>
		<link>http://blog.sebaslab.com/how-to-compress-and-decompress-binary-stream-in-unity/</link>
		<comments>http://blog.sebaslab.com/how-to-compress-and-decompress-binary-stream-in-unity/#comments</comments>
		<pubDate>Wed, 06 Feb 2013 23:12:58 +0000</pubDate>
		<dc:creator>Sebastiano Mandalà</dc:creator>
				<category><![CDATA[Unity3D]]></category>

		<guid isPermaLink="false">http://blog.sebaslab.com/?p=342</guid>
		<description><![CDATA[recently I needed to compress a binary stream that was getting to big to be serialized over internet. I could not find any way to compress files easily, so eventually I used a 3rd party library that works very well in Unity3D (web player included): SharpZipLib I suppose the following code could be handy for &#8230;  <a href="http://blog.sebaslab.com/how-to-compress-and-decompress-binary-stream-in-unity/">Continue reading</a>]]></description>
		<wfw:commentRss>http://blog.sebaslab.com/how-to-compress-and-decompress-binary-stream-in-unity/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Unity3D Task Runner Update: Pause and Resume Runner</title>
		<link>http://blog.sebaslab.com/unity3d-task-runner-update-pause-and-resume-runner/</link>
		<comments>http://blog.sebaslab.com/unity3d-task-runner-update-pause-and-resume-runner/#comments</comments>
		<pubDate>Mon, 21 Jan 2013 23:06:33 +0000</pubDate>
		<dc:creator>Sebastiano Mandalà</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[coroutine]]></category>
		<category><![CDATA[task runner]]></category>
		<category><![CDATA[taskrunner]]></category>

		<guid isPermaLink="false">http://blog.sebaslab.com/?p=331</guid>
		<description><![CDATA[soon or later I will implement a multithread job scheduler for my task runner library, but lately I spent few minutes to implement an idea I had in mind for long a time. Being pretty sure that the core functionality of StartCoroutine is to iterate over a IEnumerator routine (although it actually does more), I &#8230;  <a href="http://blog.sebaslab.com/unity3d-task-runner-update-pause-and-resume-runner/">Continue reading</a>]]></description>
		<wfw:commentRss>http://blog.sebaslab.com/unity3d-task-runner-update-pause-and-resume-runner/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>My First Flash Multiplayer Game with Photon Cloud</title>
		<link>http://blog.sebaslab.com/first-actionscript-3-multiplayer-game-with-photon-cloud/</link>
		<comments>http://blog.sebaslab.com/first-actionscript-3-multiplayer-game-with-photon-cloud/#comments</comments>
		<pubDate>Sat, 01 Dec 2012 23:22:46 +0000</pubDate>
		<dc:creator>Sebastiano Mandalà</dc:creator>
				<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[multiplayer game]]></category>
		<category><![CDATA[Photon Cloud]]></category>
		<category><![CDATA[Photon Server]]></category>

		<guid isPermaLink="false">http://blog.sebaslab.com/?p=295</guid>
		<description><![CDATA[For a long time I wanted to experiment with Photon Network Engine at home. During my professional experience I worked on several multiplayer games, therefore I was pretty curious about it. Exit Games provides two versions of Photon Network Engine, the traditional Photon Server edition and the new Photon Cloud edition. Photon is a server-client network &#8230;  <a href="http://blog.sebaslab.com/first-actionscript-3-multiplayer-game-with-photon-cloud/">Continue reading</a>]]></description>
		<wfw:commentRss>http://blog.sebaslab.com/first-actionscript-3-multiplayer-game-with-photon-cloud/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>On Commands and Events</title>
		<link>http://blog.sebaslab.com/on-commands-and-events/</link>
		<comments>http://blog.sebaslab.com/on-commands-and-events/#comments</comments>
		<pubDate>Sat, 01 Dec 2012 10:59:16 +0000</pubDate>
		<dc:creator>Sebastiano Mandalà</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Command]]></category>
		<category><![CDATA[Event]]></category>
		<category><![CDATA[Object Communication]]></category>

		<guid isPermaLink="false">http://blog.sebaslab.com/?p=287</guid>
		<description><![CDATA[Events and Commands are two object communication tools that I use really often. I have planned more exhaustive articles on the topic, but now I want to write a short post about one rule I apply when I use them. Sometimes it occurs to me the question: should the listener class know the dispatcher  class &#8230;  <a href="http://blog.sebaslab.com/on-commands-and-events/">Continue reading</a>]]></description>
		<wfw:commentRss>http://blog.sebaslab.com/on-commands-and-events/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>IoC Container for Unity3D – part 2</title>
		<link>http://blog.sebaslab.com/ioc-container-for-unity3d-part-2/</link>
		<comments>http://blog.sebaslab.com/ioc-container-for-unity3d-part-2/#comments</comments>
		<pubDate>Sun, 14 Oct 2012 14:14:23 +0000</pubDate>
		<dc:creator>Sebastiano Mandalà</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[Code Design]]></category>
		<category><![CDATA[Dependency Injection]]></category>
		<category><![CDATA[Inversion of Control]]></category>

		<guid isPermaLink="false">http://blog.sebaslab.com/?p=227</guid>
		<description><![CDATA[In my previous article I briefly introduced the problems related to inject dependencies using Unity 3D Framework. I did not give an in depth explanation because only who understood the problem on its own can really understand why to look for a solution. Before to discuss the example I built on purpose to show the &#8230;  <a href="http://blog.sebaslab.com/ioc-container-for-unity3d-part-2/">Continue reading</a>]]></description>
		<wfw:commentRss>http://blog.sebaslab.com/ioc-container-for-unity3d-part-2/feed/</wfw:commentRss>
		<slash:comments>34</slash:comments>
		</item>
		<item>
		<title>IoC Container for Unity3D &#8211; part 1</title>
		<link>http://blog.sebaslab.com/ioc-container-for-unity3d-part-1/</link>
		<comments>http://blog.sebaslab.com/ioc-container-for-unity3d-part-1/#comments</comments>
		<pubDate>Sun, 30 Sep 2012 20:14:19 +0000</pubDate>
		<dc:creator>Sebastiano Mandalà</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[Dependency Injection]]></category>
		<category><![CDATA[Inversion of Control]]></category>
		<category><![CDATA[IoC]]></category>
		<category><![CDATA[IoC container]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://blog.sebaslab.com/?p=200</guid>
		<description><![CDATA[Unity is a very good game development tool, although while I like most of the features (and trust me it is very hard to make me happy), the code framework is still awkward to use. Let me explain why I say awkward. Unity is born as rapid application development tool and due to its nature, &#8230;  <a href="http://blog.sebaslab.com/ioc-container-for-unity3d-part-1/">Continue reading</a>]]></description>
		<wfw:commentRss>http://blog.sebaslab.com/ioc-container-for-unity3d-part-1/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Develop HTML5 games without JS and DOM for flash developers – Part 2: Jangaroo</title>
		<link>http://blog.sebaslab.com/develop-html5-games-without-js-and-dom-for-flash-developers-part-2-jangaroo/</link>
		<comments>http://blog.sebaslab.com/develop-html5-games-without-js-and-dom-for-flash-developers-part-2-jangaroo/#comments</comments>
		<pubDate>Sun, 05 Aug 2012 21:22:13 +0000</pubDate>
		<dc:creator>Sebastiano Mandalà</dc:creator>
				<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[jangaroo]]></category>

		<guid isPermaLink="false">http://blog.sebaslab.com/?p=158</guid>
		<description><![CDATA[The reason why I called the first tutorial of this series Part 1 is because I knew there were other alternatives around to develop HTML5 games, carefully avoiding javascript. However after some researches it turned out that the only really working alternative suitable for actionscript developers is Jangaroo. Let’s talk a little bit about it. &#8230;  <a href="http://blog.sebaslab.com/develop-html5-games-without-js-and-dom-for-flash-developers-part-2-jangaroo/">Continue reading</a>]]></description>
		<wfw:commentRss>http://blog.sebaslab.com/develop-html5-games-without-js-and-dom-for-flash-developers-part-2-jangaroo/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>How to run your Flex/AS3 iOS App without buying a developer license</title>
		<link>http://blog.sebaslab.com/run-flas-application-iphone-buying-developer-license/</link>
		<comments>http://blog.sebaslab.com/run-flas-application-iphone-buying-developer-license/#comments</comments>
		<pubDate>Mon, 28 May 2012 21:50:28 +0000</pubDate>
		<dc:creator>Sebastiano Mandalà</dc:creator>
				<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[mobile]]></category>

		<guid isPermaLink="false">http://blog.sebaslab.com/?p=145</guid>
		<description><![CDATA[So, I wanted to experiment with actionscript, flex and iPhone, but I do not have a mac and I am not really keen to pay 99$ just to make some plain experiments; besides I have not intention to make a living out of it, so I do not think it was really a good investment &#8230;  <a href="http://blog.sebaslab.com/run-flas-application-iphone-buying-developer-license/">Continue reading</a>]]></description>
		<wfw:commentRss>http://blog.sebaslab.com/run-flas-application-iphone-buying-developer-license/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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