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	<title>Comments on: Crossroad</title>
	<atom:link href="http://felixfox.com/2010/02/08/crossroad/feed/" rel="self" type="application/rss+xml" />
	<link>http://felixfox.com/2010/02/08/crossroad/</link>
	<description>~Kitasia</description>
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		<title>By: D.Jimma</title>
		<link>http://felixfox.com/2010/02/08/crossroad/comment-page-1/#comment-53</link>
		<dc:creator>D.Jimma</dc:creator>
		<pubDate>Sat, 13 Feb 2010 15:53:55 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=210#comment-53</guid>
		<description>I too tried the sculpting, and there is indeed a clay look of it. And internally it seems limited to elliptical shapes and horizontal terrain. Cool tool though.</description>
		<content:encoded><![CDATA[<p>I too tried the sculpting, and there is indeed a clay look of it. And internally it seems limited to elliptical shapes and horizontal terrain. Cool tool though.</p>
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		<title>By: Anti</title>
		<link>http://felixfox.com/2010/02/08/crossroad/comment-page-1/#comment-51</link>
		<dc:creator>Anti</dc:creator>
		<pubDate>Thu, 11 Feb 2010 20:00:08 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=210#comment-51</guid>
		<description>Actually the plan was to use blender for the tough parts and then import models in to the modeling tool for game related detailing. BUT seeing as I kinda have an idea what modeling is like from the level editor and that Blender frightens me at this point, I think I could cut it out right now but support it later if I want to. I&#039;ve always found modeling to be pretty easy, using the tool is a whole other issue.

I tried the project sculpt program! Pretty interesting. Using a method like that though, I&#039;d probably end up with something as bad as that clay Felix. 

I actually have a solution to the seams problem in theory which involves swapping out parts of the mesh. I&#039;ll have to see how it works when I get that far.</description>
		<content:encoded><![CDATA[<p>Actually the plan was to use blender for the tough parts and then import models in to the modeling tool for game related detailing. BUT seeing as I kinda have an idea what modeling is like from the level editor and that Blender frightens me at this point, I think I could cut it out right now but support it later if I want to. I&#8217;ve always found modeling to be pretty easy, using the tool is a whole other issue.</p>
<p>I tried the project sculpt program! Pretty interesting. Using a method like that though, I&#8217;d probably end up with something as bad as that clay Felix. </p>
<p>I actually have a solution to the seams problem in theory which involves swapping out parts of the mesh. I&#8217;ll have to see how it works when I get that far.</p>
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		<title>By: D.Jimma</title>
		<link>http://felixfox.com/2010/02/08/crossroad/comment-page-1/#comment-47</link>
		<dc:creator>D.Jimma</dc:creator>
		<pubDate>Thu, 11 Feb 2010 15:53:16 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=210#comment-47</guid>
		<description>Ah, now I see! Before this, I must admit I didn&#039;t see the logic of making more 3D but it makes sense with the 3D level tool and I also remember how hard view-perspective was with 2D models.

Sounds like a lot of work to make a model tool, though it may be easier than learning stuff of external tool formats.
- An idea hit me here: you know modeling is quite difficult and the code for it gets complicated when going beyond &quot;blocky&quot; parts (to smooth surfaces, auto-generation etc), but animation seems like a smaller code domain (if it&#039;s about moving solid parts). So I guess you could possibly have the option of using an external model tool * and then import model parts from it into your custom animation tool.

* I don&#039;t have experience of it, but something like http://drpetter.se/project_sculpt.html might work for making separate detailed limbs. I haven&#039;t tried Blender either, but maybe you had.

It was just an idea I had, mostly because I myself would feel terrified before the task of coding a full-featured model tool :-)

And hey, don&#039;t let me mislead you now, I just couldn&#039;t hold my mouth shut, ideas are the easy part ;-)</description>
		<content:encoded><![CDATA[<p>Ah, now I see! Before this, I must admit I didn&#8217;t see the logic of making more 3D but it makes sense with the 3D level tool and I also remember how hard view-perspective was with 2D models.</p>
<p>Sounds like a lot of work to make a model tool, though it may be easier than learning stuff of external tool formats.<br />
- An idea hit me here: you know modeling is quite difficult and the code for it gets complicated when going beyond &#8220;blocky&#8221; parts (to smooth surfaces, auto-generation etc), but animation seems like a smaller code domain (if it&#8217;s about moving solid parts). So I guess you could possibly have the option of using an external model tool * and then import model parts from it into your custom animation tool.</p>
<p>* I don&#8217;t have experience of it, but something like <a  href="http://drpetter.se/project_sculpt.html" rel="nofollow">http://drpetter.se/project_sculpt.html</a> might work for making separate detailed limbs. I haven&#8217;t tried Blender either, but maybe you had.</p>
<p>It was just an idea I had, mostly because I myself would feel terrified before the task of coding a full-featured model tool <img src='http://felixfox.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>And hey, don&#8217;t let me mislead you now, I just couldn&#8217;t hold my mouth shut, ideas are the easy part <img src='http://felixfox.com/wordpress/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
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		<title>By: Anti</title>
		<link>http://felixfox.com/2010/02/08/crossroad/comment-page-1/#comment-46</link>
		<dc:creator>Anti</dc:creator>
		<pubDate>Thu, 11 Feb 2010 14:21:12 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=210#comment-46</guid>
		<description>2D worked pretty well I guess but it&#039;s becoming even more of a hassle. Despite hating it all this time, I&#039;m going to kinda miss it. :(

Hiding blocky polygon seams is definitely on my list of things to worry about, shaders didn&#039;t come to mind as a solution. I&#039;ll look into that!

The best part of the 3D switch is any functionality I add to the modeling tool can be reused in the level tool.

You&#039;re right about attempts being useful it&#039;s in  my head as a certainty now though. I have to start with 3D somewhere and I don&#039;t expect modeling (probably my only true problem) to get any easier anytime soon.

In the future I think nearly all 2D games will be in 3D : J. There may even be some giant pixel shaders to make the game feel retro.</description>
		<content:encoded><![CDATA[<p>2D worked pretty well I guess but it&#8217;s becoming even more of a hassle. Despite hating it all this time, I&#8217;m going to kinda miss it. <img src='http://felixfox.com/wordpress/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>Hiding blocky polygon seams is definitely on my list of things to worry about, shaders didn&#8217;t come to mind as a solution. I&#8217;ll look into that!</p>
<p>The best part of the 3D switch is any functionality I add to the modeling tool can be reused in the level tool.</p>
<p>You&#8217;re right about attempts being useful it&#8217;s in  my head as a certainty now though. I have to start with 3D somewhere and I don&#8217;t expect modeling (probably my only true problem) to get any easier anytime soon.</p>
<p>In the future I think nearly all 2D games will be in 3D : J. There may even be some giant pixel shaders to make the game feel retro.</p>
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		<title>By: D.Jimma</title>
		<link>http://felixfox.com/2010/02/08/crossroad/comment-page-1/#comment-45</link>
		<dc:creator>D.Jimma</dc:creator>
		<pubDate>Wed, 10 Feb 2010 17:13:58 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=210#comment-45</guid>
		<description>I meant the N64 games barely had character textures, and mostly single-colored limbs (I just mistyped &quot;barely mostly&quot; previously)</description>
		<content:encoded><![CDATA[<p>I meant the N64 games barely had character textures, and mostly single-colored limbs (I just mistyped &#8220;barely mostly&#8221; previously)</p>
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	<item>
		<title>By: D.Jimma</title>
		<link>http://felixfox.com/2010/02/08/crossroad/comment-page-1/#comment-44</link>
		<dc:creator>D.Jimma</dc:creator>
		<pubDate>Wed, 10 Feb 2010 17:08:25 +0000</pubDate>
		<guid isPermaLink="false">http://felixfox.com/?p=210#comment-44</guid>
		<description>Don&#039;t you like the cartoony and adorable 2D animations? ;-)

Thinking of ways to mask blocky 3D, Super Mario 64 and Ocarina of Time barely mostly use single-colored limbs and clothes to hide polygon-seams, those models are pretty clever. For XNA there are probably some cool shaders.

An attempt can be useful, I guess - even if it takes spirit you get knowledge of a possible obstacle back.

(For me Ms3D animations took 2 full weeks to code - with poor documentation and some matrix math trouble of mine)</description>
		<content:encoded><![CDATA[<p>Don&#8217;t you like the cartoony and adorable 2D animations? <img src='http://felixfox.com/wordpress/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>Thinking of ways to mask blocky 3D, Super Mario 64 and Ocarina of Time barely mostly use single-colored limbs and clothes to hide polygon-seams, those models are pretty clever. For XNA there are probably some cool shaders.</p>
<p>An attempt can be useful, I guess &#8211; even if it takes spirit you get knowledge of a possible obstacle back.</p>
<p>(For me Ms3D animations took 2 full weeks to code &#8211; with poor documentation and some matrix math trouble of mine)</p>
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