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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for P314</title><link>http://disqus.com/by/P314/</link><description></description><atom:link href="http://disqus.com/P314/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Wed, 02 Dec 2009 09:30:53 -0000</lastBuildDate><item><title>Re: Overgrowth Rap - Wolfire Games Blog</title><link>http://blog.wolfire.com/2009/12/Overgrowth-Rap#comment-24594353</link><description>&lt;p&gt;Haha, that is awesome John! Bonus track on the OG album?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Wed, 02 Dec 2009 09:30:53 -0000</pubDate></item><item><title>Re: Going to grad school</title><link>http://blog.wolfire.com/2009/09/going-to-grad-school/#comment-17919927</link><description>&lt;p&gt;Oh yeah, I've heard good things about that, and I'd like to check it out. Thanks for the link! I'll sign up.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Thu, 01 Oct 2009 04:14:19 -0000</pubDate></item><item><title>Re: Going to grad school</title><link>http://blog.wolfire.com/2009/09/going-to-grad-school/#comment-17740652</link><description>&lt;p&gt;Ah, that's annoying about the non-standard traffic lights. I'll keep an eye out for applications to colorblindness. Feel free to send me a message if you are around some time.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 28 Sep 2009 16:53:49 -0000</pubDate></item><item><title>Re: Going to grad school</title><link>http://blog.wolfire.com/2009/09/going-to-grad-school/#comment-17740198</link><description>&lt;p&gt;Haha, that comic is great. This is how I've, so far, been surviving: &lt;a href="http://www.phdcomics.com/comics/archive.php?comicid=1222" rel="nofollow noopener" target="_blank" title="http://www.phdcomics.com/comics/archive.php?comicid=1222"&gt;http://www.phdcomics.com/co...&lt;/a&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 28 Sep 2009 16:48:22 -0000</pubDate></item><item><title>Re: Going to grad school</title><link>http://blog.wolfire.com/2009/09/going-to-grad-school/#comment-17693197</link><description>&lt;p&gt;Haha that looks neat. Not too long until we can all just be brains in vats! But for real, brain-computer interfaces are getting to be pretty cool... though I think the marketing people might have had a small hand in the intro video on that website ;).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Sun, 27 Sep 2009 19:57:02 -0000</pubDate></item><item><title>Re: Going to grad school</title><link>http://blog.wolfire.com/2009/09/going-to-grad-school/#comment-17692479</link><description>&lt;p&gt;Haha, will do. I'll miss making the videos too!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Sun, 27 Sep 2009 19:32:06 -0000</pubDate></item><item><title>Re: Inspiration from fire</title><link>http://blog.wolfire.com/2009/08/inspiration-from-fire/#comment-13804752</link><description>&lt;p&gt;Whoa, that's an awesome photograph! I may have to reconsider what I said about colorful flames not looking as hot. There are a lot of ways to create the illusion of brightness and heat, and this photo clearly finds several.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Sun, 02 Aug 2009 05:45:14 -0000</pubDate></item><item><title>Re: Inspiration from fire</title><link>http://blog.wolfire.com/2009/08/inspiration-from-fire/#comment-13804686</link><description>&lt;p&gt;Ah yes, I love the various sounds of fire, especially the whoosh. Would have been a good thing to mention.&lt;/p&gt;&lt;p&gt;Also the smell, the heat, and the feel of the wind are super important to the actual experience of fire. Too bad present technology makes these more or less impossible to capture in a game.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Sun, 02 Aug 2009 05:36:13 -0000</pubDate></item><item><title>Re: Inspiration from fire</title><link>http://blog.wolfire.com/2009/08/inspiration-from-fire/#comment-13804575</link><description>&lt;p&gt;We're considering small fires and point lights, but haven't made a final decision yet.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Sun, 02 Aug 2009 05:24:32 -0000</pubDate></item><item><title>Re: Inspiration from fire</title><link>http://blog.wolfire.com/2009/08/inspiration-from-fire/#comment-13795990</link><description>&lt;p&gt;Thanks for the correction! I updated the post to reflect it.&lt;/p&gt;&lt;p&gt;AvP's explosions looked kind of funny, but their physics were awesome. Haven't seen too many other games do that. Anyone know of any?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Sat, 01 Aug 2009 21:11:29 -0000</pubDate></item><item><title>Re: Experimental Games</title><link>http://blog.wolfire.com/2009/07/experimental-games/#comment-13361185</link><description>&lt;p&gt;This download works for me: &lt;a href="http://www.yoyogames.com/games/launch/41883" rel="nofollow noopener" target="_blank" title="http://www.yoyogames.com/games/launch/41883"&gt;http://www.yoyogames.com/ga...&lt;/a&gt;&lt;/p&gt;&lt;p&gt;But yeah, it's too bad the developer's site and a lot of the links are down. Took me a few tries to find a working copy.&lt;/p&gt;&lt;p&gt;Also, check out this page to learn the controls: &lt;a href="http://www.gamemakergames.com/forum/index.php?topic=34691.0" rel="nofollow noopener" target="_blank" title="http://www.gamemakergames.com/forum/index.php?topic=34691.0"&gt;http://www.gamemakergames.c...&lt;/a&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Sun, 26 Jul 2009 15:50:52 -0000</pubDate></item><item><title>Re: Debugging rotations</title><link>http://blog.wolfire.com/2009/07/debugging-rotations/#comment-13038918</link><description>&lt;p&gt;Assertions and test cases are great. I often use these as well.&lt;/p&gt;&lt;p&gt;I am actually using a matrix to do the rotation, but the matrix is first generated from an angle and an axis of rotation. This axis of rotation is the vector I was talking about.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Tue, 21 Jul 2009 18:21:20 -0000</pubDate></item><item><title>Re: Overgrowth alpha 34</title><link>http://blog.wolfire.com/2009/07/overgrowth-alpha-34/#comment-12288019</link><description>&lt;p&gt;Haha, annihilating enemies would be cool.&lt;/p&gt;&lt;p&gt;I had the same idea about the moon popping up on the opposite side of the sun. Might be fun. Phase changing would be a bit trickier, and probably confusing to control with the sun. But it would be pretty cool to make everything astronomically accurate.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Tue, 07 Jul 2009 19:30:43 -0000</pubDate></item><item><title>Re: Linear algebra for game developers ~ part 1</title><link>http://blog.wolfire.com/2009/07/linear-algebra-for-game-developers-part-1/#comment-12044007</link><description>&lt;p&gt;produit scalaire = dot product&lt;br&gt;produit vectoriel = cross product&lt;br&gt;produit tensoriel = tensor product&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Thu, 02 Jul 2009 15:41:24 -0000</pubDate></item><item><title>Re: Physics Editor ~ Part I</title><link>http://blog.wolfire.com/2009/06/physics-editor-part-i/#comment-11918425</link><description>&lt;p&gt;It's too early for us to say exactly where these destructive effects might end up in the game, but I like how you are thinking :). For now, our first step will be to use the physics editor to rig up and animate characters.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 29 Jun 2009 20:26:19 -0000</pubDate></item><item><title>Re: Physics Editor ~ Part I</title><link>http://blog.wolfire.com/2009/06/physics-editor-part-i/#comment-11918358</link><description>&lt;p&gt;Yeah this has bothered me too. I think it comes up a lot because physics engines use all sorts of approximations, and most of these approximations deviate from reality in ways that end up making objects seem light weight (e.g. when exploding debris flies too high and rotates too fast, not taking into account wind resistance and a bunch of other subtle factors), floaty (e.g. when a spherical collider approximates a complex, rolling mesh), and soft (e.g. when irregular motion is highly damped in order to make it simpler and easier to handle). We will do our best to avoid these problems as much as possible, and to make collisions feel like they have real force. &lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 29 Jun 2009 20:23:17 -0000</pubDate></item><item><title>Re: Physics Editor ~ Part I</title><link>http://blog.wolfire.com/2009/06/physics-editor-part-i/#comment-11917655</link><description>&lt;p&gt;Wind interactions and destructible architecture would be awesome. We will have to wait and see how far we can get with these, and how they might work or not work with the gameplay. But I definitely agree, it'd be really cool to win certain battles by using the environment as a weapon.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 29 Jun 2009 19:53:54 -0000</pubDate></item><item><title>Re: Physics Editor ~ Part I</title><link>http://blog.wolfire.com/2009/06/physics-editor-part-i/#comment-11917359</link><description>&lt;p&gt;We are still deciding which parameters to expose. The good news is the underlying ODE system can handles a bunch of these parameters, so there is lots we can potentially expose.&lt;/p&gt;&lt;p&gt;Soft body effects maybe be added at some point. At least for character animations, the meshes should morph.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 29 Jun 2009 19:42:49 -0000</pubDate></item><item><title>Re: Physics Editor ~ Part I</title><link>http://blog.wolfire.com/2009/06/physics-editor-part-i/#comment-11916680</link><description>&lt;p&gt;Hopefully :).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 29 Jun 2009 19:16:45 -0000</pubDate></item><item><title>Re: Physics Editor ~ Part I</title><link>http://blog.wolfire.com/2009/06/physics-editor-part-i/#comment-11916653</link><description>&lt;p&gt;This was one of those random fun emergent things that come up so often with physics. I had embedded the blocks slightly in the terrain when building the tower. So, when I activated the blocks, the bottom ones were bumped out the terrain and this caused the whole structure to shiver and collapse.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 29 Jun 2009 19:15:48 -0000</pubDate></item><item><title>Re: Physics Editor ~ Part I</title><link>http://blog.wolfire.com/2009/06/physics-editor-part-i/#comment-11916552</link><description>&lt;p&gt;Hard to say exactly how it will turn out at this point, but hotspot triggered physics effects are certainly an intriguing possibility.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 29 Jun 2009 19:11:44 -0000</pubDate></item><item><title>Re: Physics Editor ~ Part I</title><link>http://blog.wolfire.com/2009/06/physics-editor-part-i/#comment-11916512</link><description>&lt;p&gt;This will probably be possible. Would certainly be cool.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 29 Jun 2009 19:09:54 -0000</pubDate></item><item><title>Re: Physics Editor ~ Part I</title><link>http://blog.wolfire.com/2009/06/physics-editor-part-i/#comment-11916312</link><description>&lt;p&gt;Yeah, that's the basic idea. The plan right now is the animations will be key framed in a first pass. Then, as the game runs, they will morph based on uneven ground, collisions, fatigue, and such. Some of the adjustments will probably be done with inverse kinematics, so I suppose it will be a hybrid solution :).&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 29 Jun 2009 19:01:57 -0000</pubDate></item><item><title>Re: Physics Editor ~ Part I</title><link>http://blog.wolfire.com/2009/06/physics-editor-part-i/#comment-11916026</link><description>&lt;p&gt;Yep, the framerate slows down when too many objects collide at once.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 29 Jun 2009 18:50:12 -0000</pubDate></item><item><title>Re: Decals Demonstration Video</title><link>http://blog.wolfire.com/2009/06/decals-demonstration-video/#comment-11548788</link><description>&lt;p&gt;:-) I was hoping someone would catch that. Look around you is great.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phillip</dc:creator><pubDate>Mon, 22 Jun 2009 03:44:29 -0000</pubDate></item></channel></rss>