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	<title>Comments on: Castle Project</title>
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	<link>http://worldforgedev.org/archives/18</link>
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	<item>
		<title>By: xrenmilay</title>
		<link>http://worldforgedev.org/archives/18/comment-page-1#comment-9</link>
		<dc:creator>xrenmilay</dc:creator>
		<pubDate>Wed, 26 Oct 2005 22:21:51 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/?p=18#comment-9</guid>
		<description>thanks for the feed back, I will proceed in closing all entities.</description>
		<content:encoded><![CDATA[<p>thanks for the feed back, I will proceed in closing all entities.</p>
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	<item>
		<title>By: erik</title>
		<link>http://worldforgedev.org/archives/18/comment-page-1#comment-8</link>
		<dc:creator>erik</dc:creator>
		<pubDate>Wed, 26 Oct 2005 18:07:50 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/?p=18#comment-8</guid>
		<description>Yes, all building blocks should be closed.</description>
		<content:encoded><![CDATA[<p>Yes, all building blocks should be closed.</p>
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	<item>
		<title>By: xrenmilay</title>
		<link>http://worldforgedev.org/archives/18/comment-page-1#comment-7</link>
		<dc:creator>xrenmilay</dc:creator>
		<pubDate>Wed, 26 Oct 2005 02:34:49 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/?p=18#comment-7</guid>
		<description>swapnil: Hello right back 

Thanks Lennart. My intentions are/were to create cinematics since my background and intrests lie more in creating that type of conent. Although I do like to create cool game art as well.

Erik I do wonder how I should build the elements. Currently they have gaping holes where other polygons hide them. I am doing this to save memory since I am running on limited resources. The quetion is should I be closing all objects(entities)? If so this, will lend itself well to the Carpenter. This would be the time to say yes &quot;I want all objects closed&quot;.</description>
		<content:encoded><![CDATA[<p>swapnil: Hello right back </p>
<p>Thanks Lennart. My intentions are/were to create cinematics since my background and intrests lie more in creating that type of conent. Although I do like to create cool game art as well.</p>
<p>Erik I do wonder how I should build the elements. Currently they have gaping holes where other polygons hide them. I am doing this to save memory since I am running on limited resources. The quetion is should I be closing all objects(entities)? If so this, will lend itself well to the Carpenter. This would be the time to say yes &#8220;I want all objects closed&#8221;.</p>
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	<item>
		<title>By: Lennart</title>
		<link>http://worldforgedev.org/archives/18/comment-page-1#comment-6</link>
		<dc:creator>Lennart</dc:creator>
		<pubDate>Tue, 25 Oct 2005 21:30:02 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/?p=18#comment-6</guid>
		<description>Impressive work! I like the detail in some of the shots.
Especially the sw_baily* shots look astounding. A great opening cinematic with these images come to my mind.</description>
		<content:encoded><![CDATA[<p>Impressive work! I like the detail in some of the shots.<br />
Especially the sw_baily* shots look astounding. A great opening cinematic with these images come to my mind.</p>
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	<item>
		<title>By: erik</title>
		<link>http://worldforgedev.org/archives/18/comment-page-1#comment-5</link>
		<dc:creator>erik</dc:creator>
		<pubDate>Tue, 25 Oct 2005 21:05:35 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/?p=18#comment-5</guid>
		<description>Yes, this looks really nice. It will fit nicely into the carpenter framework. The question is however how to best sync the collision primitives between the server and the clients. Carpenter can initially be used just in the set up stage, for determining where the different building pieces (entities) would go. In that way, cyphesis, indri and sear wouldn&#039;t have to deal with the very much unfinished carpenter lib; they would only see a couple of entities arranges in a certain way. But that still leaves the question about collision primitives.</description>
		<content:encoded><![CDATA[<p>Yes, this looks really nice. It will fit nicely into the carpenter framework. The question is however how to best sync the collision primitives between the server and the clients. Carpenter can initially be used just in the set up stage, for determining where the different building pieces (entities) would go. In that way, cyphesis, indri and sear wouldn&#8217;t have to deal with the very much unfinished carpenter lib; they would only see a couple of entities arranges in a certain way. But that still leaves the question about collision primitives.</p>
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	<item>
		<title>By: swapnil</title>
		<link>http://worldforgedev.org/archives/18/comment-page-1#comment-4</link>
		<dc:creator>swapnil</dc:creator>
		<pubDate>Tue, 25 Oct 2005 17:27:18 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/?p=18#comment-4</guid>
		<description>hello,</description>
		<content:encoded><![CDATA[<p>hello,</p>
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	<item>
		<title>By: xrenmilay</title>
		<link>http://worldforgedev.org/archives/18/comment-page-1#comment-3</link>
		<dc:creator>xrenmilay</dc:creator>
		<pubDate>Tue, 25 Oct 2005 16:50:07 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/?p=18#comment-3</guid>
		<description>Thanks 

You can find part of the castle here, it has two baileys, curtain wall, house and a tree. Essentially, what it is one is the original object and the other is just a Link Duplicated object. 
[url]http://purple.worldforge.org/~xrenmilay/worldforgedev/models/sw_bailey_comp.blend [/url].  

This is still very much incomplete and has more or to do, mostly in the area of clean up and texture modifications. 

This is a blender file with all the images packed with in it, so you don&#039;t have to run around looking for the images.</description>
		<content:encoded><![CDATA[<p>Thanks </p>
<p>You can find part of the castle here, it has two baileys, curtain wall, house and a tree. Essentially, what it is one is the original object and the other is just a Link Duplicated object.<br />
[url]http://purple.worldforge.org/~xrenmilay/worldforgedev/models/sw_bailey_comp.blend [/url].  </p>
<p>This is still very much incomplete and has more or to do, mostly in the area of clean up and texture modifications. </p>
<p>This is a blender file with all the images packed with in it, so you don&#8217;t have to run around looking for the images.</p>
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	<item>
		<title>By: alriddoch</title>
		<link>http://worldforgedev.org/archives/18/comment-page-1#comment-2</link>
		<dc:creator>alriddoch</dc:creator>
		<pubDate>Mon, 24 Oct 2005 23:48:18 +0000</pubDate>
		<guid isPermaLink="false">http://worldforgedev.org/?p=18#comment-2</guid>
		<description>Looking very nice. This could be a good motivator to get code for handling decent sized structures into our servers and clients. A first step could be to take a look at the models you have so far, and see how we can get the structural and collision data we require from it. Could you arrange it so we can get early access to working versions of the files? I assume you are working on this in blender?</description>
		<content:encoded><![CDATA[<p>Looking very nice. This could be a good motivator to get code for handling decent sized structures into our servers and clients. A first step could be to take a look at the models you have so far, and see how we can get the structural and collision data we require from it. Could you arrange it so we can get early access to working versions of the files? I assume you are working on this in blender?</p>
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