<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: XNA Framework GameEngine Development. (Part 18, Brute Force Terrain with Physics)</title>
	<atom:link href="http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/feed/" rel="self" type="application/rss+xml" />
	<link>http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/</link>
	<description>The few things I know, I like to share.</description>
	<lastBuildDate>Wed, 04 Nov 2009 15:43:45 +0000</lastBuildDate>
	<generator>http://wordpress.com/</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-720</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Thu, 28 May 2009 19:22:24 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-720</guid>
		<description>Excellent question, heightmaps are commonly used for terrain for a few reasons.  1)  They are easy to implement since the possibility of overhangs does not exist.  2)  They are relatively small files sizes.  3)  They fit into the evenly spaced latice structure easily.  4)  Easier to do LOD calculations

Modelled terrain is nice for one small piece of land, but for an entire world landscape... you would need an army of artists.  I simply do not have that.  So what you see here is a heightmap that was created using readily available algorithmic methods.</description>
		<content:encoded><![CDATA[<p>Excellent question, heightmaps are commonly used for terrain for a few reasons.  1)  They are easy to implement since the possibility of overhangs does not exist.  2)  They are relatively small files sizes.  3)  They fit into the evenly spaced latice structure easily.  4)  Easier to do LOD calculations</p>
<p>Modelled terrain is nice for one small piece of land, but for an entire world landscape&#8230; you would need an army of artists.  I simply do not have that.  So what you see here is a heightmap that was created using readily available algorithmic methods.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: alancastrocl</title>
		<link>http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-719</link>
		<dc:creator>alancastrocl</dc:creator>
		<pubDate>Thu, 28 May 2009 01:42:42 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-719</guid>
		<description>Why heightmap and not terrain model maked with some 3d tool  ?</description>
		<content:encoded><![CDATA[<p>Why heightmap and not terrain model maked with some 3d tool  ?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: andris</title>
		<link>http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-574</link>
		<dc:creator>andris</dc:creator>
		<pubDate>Tue, 30 Sep 2008 01:16:59 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-574</guid>
		<description>Hello, the description of your engine on sourceforge says it is a managed DirectX engine ;)</description>
		<content:encoded><![CDATA[<p>Hello, the description of your engine on sourceforge says it is a managed DirectX engine <img src='http://s.wordpress.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-376</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Sat, 15 Mar 2008 18:16:26 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-376</guid>
		<description>Zenox, yes I do plan to do animation.  I have done some ragdolls, just have not discussed them yet.  I do also plan to discuss file formats such as collada and custom file formats.  Just keep reading, I will start a section on this after I complete the shadowing section.</description>
		<content:encoded><![CDATA[<p>Zenox, yes I do plan to do animation.  I have done some ragdolls, just have not discussed them yet.  I do also plan to discuss file formats such as collada and custom file formats.  Just keep reading, I will start a section on this after I complete the shadowing section.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Zenox</title>
		<link>http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-374</link>
		<dc:creator>Zenox</dc:creator>
		<pubDate>Sat, 15 Mar 2008 11:58:25 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-374</guid>
		<description>Something I&#039;d like to see added to this series is the ability to do animation, ragdolls etc (maybe importing models using the Collada format if necessary as X and fbx doesn&#039;t seem to have this implemented)</description>
		<content:encoded><![CDATA[<p>Something I&#8217;d like to see added to this series is the ability to do animation, ragdolls etc (maybe importing models using the Collada format if necessary as X and fbx doesn&#8217;t seem to have this implemented)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: roecode</title>
		<link>http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-372</link>
		<dc:creator>roecode</dc:creator>
		<pubDate>Fri, 14 Mar 2008 13:59:51 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-372</guid>
		<description>Derth, yes I have moved to JigLibX.  BulletX just didn&#039;t have as clean of an interface as I would like.  However, I am not completely happy about everything I have seen in the JigLibX either.  Suppose I cannot be too picky though, they are both open source.

Glad you like the series.</description>
		<content:encoded><![CDATA[<p>Derth, yes I have moved to JigLibX.  BulletX just didn&#8217;t have as clean of an interface as I would like.  However, I am not completely happy about everything I have seen in the JigLibX either.  Suppose I cannot be too picky though, they are both open source.</p>
<p>Glad you like the series.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dracul86</title>
		<link>http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-371</link>
		<dc:creator>Dracul86</dc:creator>
		<pubDate>Fri, 14 Mar 2008 08:20:04 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-371</guid>
		<description>Thank you for this tutorial. I think I will use your engine for a new 3D project. He is cleaner than mine. I&#039;ll have to write a framework to use with a 3D screen, the latest 42&quot; Philips one, based on Wowvx technology. I&#039;ll share my work if you want.

I&#039;m looking forward to reading your shadowing articles.</description>
		<content:encoded><![CDATA[<p>Thank you for this tutorial. I think I will use your engine for a new 3D project. He is cleaner than mine. I&#8217;ll have to write a framework to use with a 3D screen, the latest 42&#8243; Philips one, based on Wowvx technology. I&#8217;ll share my work if you want.</p>
<p>I&#8217;m looking forward to reading your shadowing articles.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Derth</title>
		<link>http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-370</link>
		<dc:creator>Derth</dc:creator>
		<pubDate>Fri, 14 Mar 2008 00:37:21 +0000</pubDate>
		<guid isPermaLink="false">http://roecode.wordpress.com/2008/03/12/xna-framework-gameengine-development-part-18-brute-force-terrain-with-physics/#comment-370</guid>
		<description>hi,
  like the tutorials they are very informative. btw have you changed your mind about BulletX or are you planning on updating the recent source codes to BulletX. I ask b&#039;cuz I have no idea as to which physics library to pick up, BulletX or JigLibX.
 anyways, thanks for the series.</description>
		<content:encoded><![CDATA[<p>hi,<br />
  like the tutorials they are very informative. btw have you changed your mind about BulletX or are you planning on updating the recent source codes to BulletX. I ask b&#8217;cuz I have no idea as to which physics library to pick up, BulletX or JigLibX.<br />
 anyways, thanks for the series.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
