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	<title>Comments for Zachernuk.com</title>
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	<link>http://www.zachernuk.com</link>
	<description>The desk of Brandel Zachernuk</description>
	<lastBuildDate>Wed, 17 Feb 2010 04:25:10 +0000</lastBuildDate>
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		<title>Comment on Papervision, Playfish and general 3D Pottering by Brandel Zachernuk</title>
		<link>http://www.zachernuk.com/2009/09/22/papervision-playfish-and-general-3d-pottering/comment-page-1/#comment-3731</link>
		<dc:creator>Brandel Zachernuk</dc:creator>
		<pubDate>Wed, 17 Feb 2010 04:25:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.zachernuk.com/?p=277#comment-3731</guid>
		<description>Hi Samuel,

Thanks!  No this is AS3, using papervision version 2.1 -  I&#039;m loading in a COLLADA file generated by Maya + the COLLADAMaya export plugin, and playing it in a hand-rolled setup.
Papervision is surprisingly easy to get running with even a basic knowledge of 3d engines.</description>
		<content:encoded><![CDATA[<p>Hi Samuel,</p>
<p>Thanks!  No this is AS3, using papervision version 2.1 &#8211;  I&#8217;m loading in a COLLADA file generated by Maya + the COLLADAMaya export plugin, and playing it in a hand-rolled setup.<br />
Papervision is surprisingly easy to get running with even a basic knowledge of 3d engines.</p>
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	<item>
		<title>Comment on Papervision, Playfish and general 3D Pottering by Samuel</title>
		<link>http://www.zachernuk.com/2009/09/22/papervision-playfish-and-general-3d-pottering/comment-page-1/#comment-3704</link>
		<dc:creator>Samuel</dc:creator>
		<pubDate>Sun, 14 Feb 2010 17:27:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.zachernuk.com/?p=277#comment-3704</guid>
		<description>This looks amazing, are you using HaXe to write the flash? could you please share the sourcecode for this? Please email me if you would like to share this, im looking to devolpe something similar to this would really help to have a look at your code.</description>
		<content:encoded><![CDATA[<p>This looks amazing, are you using HaXe to write the flash? could you please share the sourcecode for this? Please email me if you would like to share this, im looking to devolpe something similar to this would really help to have a look at your code.</p>
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		<title>Comment on Cascading OpenAvatar by Jeff</title>
		<link>http://www.zachernuk.com/2010/02/11/cascading-openavatar/comment-page-1/#comment-3688</link>
		<dc:creator>Jeff</dc:creator>
		<pubDate>Thu, 11 Feb 2010 05:49:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.zachernuk.com/?p=388#comment-3688</guid>
		<description>I found it quite exciting in the Penny Arcade game where they did a version of this. After creating your character in 3D, you see a 2D version of your customization in a Flash cutscene. So the same sort of idea; very different representations of the same data. While not the best example for its scope (within the same game), it shows that the idea can be incredibly engaging.

I wouldn’t be surprised if in the near-future a console game uses a player’s PS Home or 360 avatar customization to generate an in-game character in that games art style. It would be a bit easier to get developers to buy-in to the concept if there was an established data source.</description>
		<content:encoded><![CDATA[<p>I found it quite exciting in the Penny Arcade game where they did a version of this. After creating your character in 3D, you see a 2D version of your customization in a Flash cutscene. So the same sort of idea; very different representations of the same data. While not the best example for its scope (within the same game), it shows that the idea can be incredibly engaging.</p>
<p>I wouldn’t be surprised if in the near-future a console game uses a player’s PS Home or 360 avatar customization to generate an in-game character in that games art style. It would be a bit easier to get developers to buy-in to the concept if there was an established data source.</p>
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		<title>Comment on Cascading OpenAvatar by Jeff</title>
		<link>http://www.zachernuk.com/2010/02/11/cascading-openavatar/comment-page-1/#comment-3687</link>
		<dc:creator>Jeff</dc:creator>
		<pubDate>Thu, 11 Feb 2010 03:33:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.zachernuk.com/?p=388#comment-3687</guid>
		<description>I found it quite exciting in the Penny Arcade game where they did a version of this. After creating your character in 3D, you see a 2D version of your customization in a Flash cutscene. So the same sort of idea; very different representations of the same data. While not the best example for its scope (within the same game), it shows that the idea can be incredibly engaging.

I wouldn&#039;t be surprised if in the near-future a console game uses a player&#039;s PS Home or 360 avatar customization to generate an in-game character in that games art style. It would be a bit easier to get developers to buy-in to the concept if there was an established data source.</description>
		<content:encoded><![CDATA[<p>I found it quite exciting in the Penny Arcade game where they did a version of this. After creating your character in 3D, you see a 2D version of your customization in a Flash cutscene. So the same sort of idea; very different representations of the same data. While not the best example for its scope (within the same game), it shows that the idea can be incredibly engaging.</p>
<p>I wouldn&#8217;t be surprised if in the near-future a console game uses a player&#8217;s PS Home or 360 avatar customization to generate an in-game character in that games art style. It would be a bit easier to get developers to buy-in to the concept if there was an established data source.</p>
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		<title>Comment on Freaky awesome 3d camera-projection by Babyromeo</title>
		<link>http://www.zachernuk.com/2009/11/12/freaky-awesome-3d-camera-projection/comment-page-1/#comment-3289</link>
		<dc:creator>Babyromeo</dc:creator>
		<pubDate>Sat, 26 Dec 2009 00:28:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.zachernuk.com/?p=328#comment-3289</guid>
		<description>Hi,your 3D project is interesting, is it possible to create grey scale 3D depth map in real time?</description>
		<content:encoded><![CDATA[<p>Hi,your 3D project is interesting, is it possible to create grey scale 3D depth map in real time?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Cached particle field by Brandel Zachernuk</title>
		<link>http://www.zachernuk.com/2009/10/23/cached-particle-field/comment-page-1/#comment-3100</link>
		<dc:creator>Brandel Zachernuk</dc:creator>
		<pubDate>Thu, 22 Oct 2009 17:21:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.zachernuk.com/?p=303#comment-3100</guid>
		<description>when you blur your eyes and stare at the blue stuff it looks like it&#039;s trying to make pictures - it would be possible to make a video approximator which used the difference between current luminosity and goal luminosity, attracting or repelling particles in order to try and reach that goal.  You could do it in greyscale, use split-channel particles (different R, G and B particles) or have specific particles which have colours to fit the scene - some red, some yellow, some grey etc.  

Probably not practical in Flash, but entertaining nevertheless.</description>
		<content:encoded><![CDATA[<p>when you blur your eyes and stare at the blue stuff it looks like it&#8217;s trying to make pictures &#8211; it would be possible to make a video approximator which used the difference between current luminosity and goal luminosity, attracting or repelling particles in order to try and reach that goal.  You could do it in greyscale, use split-channel particles (different R, G and B particles) or have specific particles which have colours to fit the scene &#8211; some red, some yellow, some grey etc.  </p>
<p>Probably not practical in Flash, but entertaining nevertheless.</p>
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		<title>Comment on Where we have been, and where opticks is going by Jeff</title>
		<link>http://www.zachernuk.com/2009/09/19/where-we-have-been-and-where-opticks-is-going/comment-page-1/#comment-2866</link>
		<dc:creator>Jeff</dc:creator>
		<pubDate>Sun, 20 Sep 2009 02:49:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.zachernuk.com/?p=260#comment-2866</guid>
		<description>Wow, you have really giving this idea some thought. 

I like the ancient Buddhist monk setting. It will give you more freedom to &quot;tweak&quot; the physics with certain levels / objects without destroying the suspension of disbelief.

The scope is pretty epic, but it is also looks fairly scaleable.

Looks great, keep up the good work!</description>
		<content:encoded><![CDATA[<p>Wow, you have really giving this idea some thought. </p>
<p>I like the ancient Buddhist monk setting. It will give you more freedom to &#8220;tweak&#8221; the physics with certain levels / objects without destroying the suspension of disbelief.</p>
<p>The scope is pretty epic, but it is also looks fairly scaleable.</p>
<p>Looks great, keep up the good work!</p>
]]></content:encoded>
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	<item>
		<title>Comment on Inadvertent game design by Pages tagged "inadvertent"</title>
		<link>http://www.zachernuk.com/2009/01/19/inadvertent-game-design/comment-page-1/#comment-44</link>
		<dc:creator>Pages tagged "inadvertent"</dc:creator>
		<pubDate>Sun, 01 Mar 2009 18:50:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.zachernuk.com/?p=186#comment-44</guid>
		<description>[...] bookmarks tagged inadvertent Zachernuk.com » Blog Archive » Inadvertent game ...&#160;saved by 4 others  &#160;&#160;&#160;&#160;kibaNC bookmarked on 03/01/09 &#124; [...]</description>
		<content:encoded><![CDATA[<p>[...] bookmarks tagged inadvertent Zachernuk.com » Blog Archive » Inadvertent game &#8230;&nbsp;saved by 4 others  &nbsp;&nbsp;&nbsp;&nbsp;kibaNC bookmarked on 03/01/09 | [...]</p>
]]></content:encoded>
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		<title>Comment on Game Doodles: Tumiki racer by admin</title>
		<link>http://www.zachernuk.com/2009/01/07/game-doodles-tumiki-racer/comment-page-1/#comment-21</link>
		<dc:creator>admin</dc:creator>
		<pubDate>Wed, 07 Jan 2009 09:08:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.zachernuk.com/?p=183#comment-21</guid>
		<description>I&#039;m not sure.  I see a top-down game, where &#039;drive&#039; wheels snap to the correct orientation, and &#039;handling&#039; wheels can alter their angle.  You could have a special mode (at the end of a stage, maybe) where you could restructure your vehicle for some number of seconds.  

The aim would be to survive as long as possible, through different landscapes and challenges - you could have non-turning terrain, non-braking terrain etc., and apply forces on the body of the vehicle as it strains against itself..  

I think we might have to make this!</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure.  I see a top-down game, where &#8216;drive&#8217; wheels snap to the correct orientation, and &#8216;handling&#8217; wheels can alter their angle.  You could have a special mode (at the end of a stage, maybe) where you could restructure your vehicle for some number of seconds.  </p>
<p>The aim would be to survive as long as possible, through different landscapes and challenges &#8211; you could have non-turning terrain, non-braking terrain etc., and apply forces on the body of the vehicle as it strains against itself..  </p>
<p>I think we might have to make this!</p>
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		<title>Comment on Game Doodles: Tumiki racer by Aidan Fraser</title>
		<link>http://www.zachernuk.com/2009/01/07/game-doodles-tumiki-racer/comment-page-1/#comment-20</link>
		<dc:creator>Aidan Fraser</dc:creator>
		<pubDate>Wed, 07 Jan 2009 09:01:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.zachernuk.com/?p=183#comment-20</guid>
		<description>I hope I&#039;m not the only one who is concerned that your thought train flows immediately from &quot;getting my driver&#039;s license&quot; to &quot;2d physics simulation in Flash&quot;.

As if the thought of you behind the wheel wasn&#039;t scary enough.

Anyway...

Are the wheels always pointing horizontally? Is this a left-right side scroller? One of the challenging/annoying aspects of Tumiki Fighters is that it&#039;s up to you to ensure that the new ship piece collides with you at the correct angle. Do the wheels align and steer themselves intelligently, or is it possible to collect a new wheel at an inconvenient angle?

Is the goal of the game to simply stay &quot;alive&quot; for as long as possible (because your parts begin to decay more quickly as the game progresses), or is there another goal?</description>
		<content:encoded><![CDATA[<p>I hope I&#8217;m not the only one who is concerned that your thought train flows immediately from &#8220;getting my driver&#8217;s license&#8221; to &#8220;2d physics simulation in Flash&#8221;.</p>
<p>As if the thought of you behind the wheel wasn&#8217;t scary enough.</p>
<p>Anyway&#8230;</p>
<p>Are the wheels always pointing horizontally? Is this a left-right side scroller? One of the challenging/annoying aspects of Tumiki Fighters is that it&#8217;s up to you to ensure that the new ship piece collides with you at the correct angle. Do the wheels align and steer themselves intelligently, or is it possible to collect a new wheel at an inconvenient angle?</p>
<p>Is the goal of the game to simply stay &#8220;alive&#8221; for as long as possible (because your parts begin to decay more quickly as the game progresses), or is there another goal?</p>
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