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	<title>Comments on: Conditionally Linked</title>
	<atom:link href="http://mysterycoconut.com/blog/2010/07/conditionally-linked/feed/" rel="self" type="application/rss+xml" />
	<link>http://mysterycoconut.com/blog/2010/07/conditionally-linked/</link>
	<description>Where Game Development Hits the Fruit Stand</description>
	<lastBuildDate>Thu, 22 Dec 2011 21:21:06 +0000</lastBuildDate>
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		<title>By: Dave Newman</title>
		<link>http://mysterycoconut.com/blog/2010/07/conditionally-linked/#comment-1076</link>
		<dc:creator>Dave Newman</dc:creator>
		<pubDate>Wed, 08 Dec 2010 08:07:53 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=554#comment-1076</guid>
		<description>Great! I&#039;ll definitely link it back to your articles here. I&#039;m planning on using Lua for more stuff in my game (entity states, AI etc) and this article has been a great help. I&#039;m also open sourcing anything that&#039;s not specific to my game.</description>
		<content:encoded><![CDATA[<p>Great! I&#8217;ll definitely link it back to your articles here. I&#8217;m planning on using Lua for more stuff in my game (entity states, AI etc) and this article has been a great help. I&#8217;m also open sourcing anything that&#8217;s not specific to my game.</p>
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		<title>By: Miguel A. Friginal</title>
		<link>http://mysterycoconut.com/blog/2010/07/conditionally-linked/#comment-1074</link>
		<dc:creator>Miguel A. Friginal</dc:creator>
		<pubDate>Wed, 08 Dec 2010 06:24:11 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=554#comment-1074</guid>
		<description>Do as you wish :) It will be much appreciated if you name the source (maybe a link to this or the previous post?), but is not required.</description>
		<content:encoded><![CDATA[<p>Do as you wish :) It will be much appreciated if you name the source (maybe a link to this or the previous post?), but is not required.</p>
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		<title>By: Dave Newman</title>
		<link>http://mysterycoconut.com/blog/2010/07/conditionally-linked/#comment-1068</link>
		<dc:creator>Dave Newman</dc:creator>
		<pubDate>Wed, 08 Dec 2010 01:02:21 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=554#comment-1068</guid>
		<description>This is awesome Miguel, I&#039;ve started using it in my game already. I&#039;ve added it as a git submodule and if you don&#039;t have any objections can I make it public on github? I&#039;d like to keep working on it and I think it could help others too!</description>
		<content:encoded><![CDATA[<p>This is awesome Miguel, I&#8217;ve started using it in my game already. I&#8217;ve added it as a git submodule and if you don&#8217;t have any objections can I make it public on github? I&#8217;d like to keep working on it and I think it could help others too!</p>
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		<title>By: Nicolas</title>
		<link>http://mysterycoconut.com/blog/2010/07/conditionally-linked/#comment-202</link>
		<dc:creator>Nicolas</dc:creator>
		<pubDate>Wed, 15 Sep 2010 18:17:37 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=554#comment-202</guid>
		<description>Great post!, haven&#039;t tried this telnet thing yet, I&#039;m still in the process of exposing our game engine to Lua. :-) 

Will try it out ASAP though, looks great, and now the main issue is solved.</description>
		<content:encoded><![CDATA[<p>Great post!, haven&#8217;t tried this telnet thing yet, I&#8217;m still in the process of exposing our game engine to Lua. :-) </p>
<p>Will try it out ASAP though, looks great, and now the main issue is solved.</p>
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		<title>By: Miguel A. Friginal</title>
		<link>http://mysterycoconut.com/blog/2010/07/conditionally-linked/#comment-100</link>
		<dc:creator>Miguel A. Friginal</dc:creator>
		<pubDate>Thu, 29 Jul 2010 13:57:46 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=554#comment-100</guid>
		<description>@Noel Indeed there is. Select the build setting in either the Target or the Project, then in the sprocket menu at the bottom of the window choose &quot;Add Build Setting Condition&quot;. This will let you specify different settings by SDK and architecture.</description>
		<content:encoded><![CDATA[<p>@Noel Indeed there is. Select the build setting in either the Target or the Project, then in the sprocket menu at the bottom of the window choose &#8220;Add Build Setting Condition&#8221;. This will let you specify different settings by SDK and architecture.</p>
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		<title>By: Noel</title>
		<link>http://mysterycoconut.com/blog/2010/07/conditionally-linked/#comment-99</link>
		<dc:creator>Noel</dc:creator>
		<pubDate>Thu, 29 Jul 2010 13:29:33 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=554#comment-99</guid>
		<description>Great article, Miguel. Thank you. 

Followup question for you: Do you know if there&#039;s a way to link a static library for one platform (simulator) and not for others (device)? I know I can create a &quot;blank&quot; library and use the naming trick, but maybe there&#039;s something cleaner.</description>
		<content:encoded><![CDATA[<p>Great article, Miguel. Thank you. </p>
<p>Followup question for you: Do you know if there&#8217;s a way to link a static library for one platform (simulator) and not for others (device)? I know I can create a &#8220;blank&#8221; library and use the naming trick, but maybe there&#8217;s something cleaner.</p>
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		<title>By: Bob</title>
		<link>http://mysterycoconut.com/blog/2010/07/conditionally-linked/#comment-98</link>
		<dc:creator>Bob</dc:creator>
		<pubDate>Thu, 29 Jul 2010 08:39:33 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=554#comment-98</guid>
		<description>great stuff!</description>
		<content:encoded><![CDATA[<p>great stuff!</p>
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		<title>By: George Sealy</title>
		<link>http://mysterycoconut.com/blog/2010/07/conditionally-linked/#comment-97</link>
		<dc:creator>George Sealy</dc:creator>
		<pubDate>Thu, 29 Jul 2010 07:15:33 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=554#comment-97</guid>
		<description>Great post, with a bunch of useful information.  Just one thought though.  Often there is a good argument for leaving things like Lua scripting and diagnostic code in the optimised Release build.

  One option here is to have a third Build configuration (called Shipping, or Distribution, say), which is purely for submitting to the App store.  This configuration can be a duplicate of the Release mode build, but with the scripting etc pulled out.  This way, you can still get value from an optimised build with diagnostics / tweaking while testing.</description>
		<content:encoded><![CDATA[<p>Great post, with a bunch of useful information.  Just one thought though.  Often there is a good argument for leaving things like Lua scripting and diagnostic code in the optimised Release build.</p>
<p>  One option here is to have a third Build configuration (called Shipping, or Distribution, say), which is purely for submitting to the App store.  This configuration can be a duplicate of the Release mode build, but with the scripting etc pulled out.  This way, you can still get value from an optimised build with diagnostics / tweaking while testing.</p>
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		<title>By: App Tweaking at Under The Bridge</title>
		<link>http://mysterycoconut.com/blog/2010/07/conditionally-linked/#comment-96</link>
		<dc:creator>App Tweaking at Under The Bridge</dc:creator>
		<pubDate>Thu, 29 Jul 2010 07:14:57 +0000</pubDate>
		<guid isPermaLink="false">http://mysterycoconut.com/?p=554#comment-96</guid>
		<description>[...] &#8230; but be careful, otherwise the righteous wrath of the Review Team shalt descend upon thou: [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8230; but be careful, otherwise the righteous wrath of the Review Team shalt descend upon thou: [...]</p>
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