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	Comments on: Adventures in Fisheye Lenses	</title>
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	<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/</link>
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		<title>
		By: check this out		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-8779541</link>

		<dc:creator><![CDATA[check this out]]></dc:creator>
		<pubDate>Fri, 22 Jun 2018 15:09:30 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-8779541</guid>

					<description><![CDATA[ZioCfp Yeah bookmaking this wasn at a  high risk   conclusion great  post!.]]></description>
			<content:encoded><![CDATA[<p>ZioCfp Yeah bookmaking this wasn at a  high risk   conclusion great  post!.</p>
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		<title>
		By: Alex		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-8600629</link>

		<dc:creator><![CDATA[Alex]]></dc:creator>
		<pubDate>Fri, 29 Apr 2016 08:15:01 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-8600629</guid>

					<description><![CDATA[Finished the game, and I&#039;m still not sure what things had a fisheye effect.]]></description>
			<content:encoded><![CDATA[<p>Finished the game, and I&#8217;m still not sure what things had a fisheye effect.</p>
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		<title>
		By: Andrew		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-8592518</link>

		<dc:creator><![CDATA[Andrew]]></dc:creator>
		<pubDate>Thu, 14 Apr 2016 08:22:09 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-8592518</guid>

					<description><![CDATA[Here&#039;s a question about the invertability of your fisheye code.

In your pixel-to-world-ray shader, you have this :
miScalar s = sqrtf(2 - r2);

In your inverted (world-point-to-pixel) shader, you have this :
float scale = 1 / sqrt(1 + c);

Plots of each show that, indeed, this is not a perfect inversion.  If, however, I change the pixel-to-world-ray shader to sqrtf(1 - r2), it is a perfect inversion.

I presume you&#039;ve increased the &quot;fisheye&#039;ness&quot; of the pixel-to-world-ray shader since maybe it looks nicer for your needs, but wanted to make sure you take this modification into account in the inverted code.

Thanks for the nice post!]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a question about the invertability of your fisheye code.</p>
<p>In your pixel-to-world-ray shader, you have this :<br />
miScalar s = sqrtf(2 &#8211; r2);</p>
<p>In your inverted (world-point-to-pixel) shader, you have this :<br />
float scale = 1 / sqrt(1 + c);</p>
<p>Plots of each show that, indeed, this is not a perfect inversion.  If, however, I change the pixel-to-world-ray shader to sqrtf(1 &#8211; r2), it is a perfect inversion.</p>
<p>I presume you&#8217;ve increased the &#8220;fisheye&#8217;ness&#8221; of the pixel-to-world-ray shader since maybe it looks nicer for your needs, but wanted to make sure you take this modification into account in the inverted code.</p>
<p>Thanks for the nice post!</p>
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		<title>
		By: Jason Fletcher		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-8457967</link>

		<dc:creator><![CDATA[Jason Fletcher]]></dc:creator>
		<pubDate>Fri, 13 Nov 2015 20:18:08 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-8457967</guid>

					<description><![CDATA[Crazy question... But what are the chances that you&#039;ll include fisheye support within the final launch of the game? Many planetarium domes would definitely be interested in playing the game.]]></description>
			<content:encoded><![CDATA[<p>Crazy question&#8230; But what are the chances that you&#8217;ll include fisheye support within the final launch of the game? Many planetarium domes would definitely be interested in playing the game.</p>
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		<title>
		By: Daniel		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-186441</link>

		<dc:creator><![CDATA[Daniel]]></dc:creator>
		<pubDate>Fri, 28 Dec 2012 00:17:51 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-186441</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-7189&quot;&gt;Kasey&lt;/a&gt;.

Is it possible to send the .dll to me, i&#039;m not a programer and i don&#039;t have any idea of compile, i&#039;m just need the shader to my project in 3Ds max, thnx]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-7189">Kasey</a>.</p>
<p>Is it possible to send the .dll to me, i&#8217;m not a programer and i don&#8217;t have any idea of compile, i&#8217;m just need the shader to my project in 3Ds max, thnx</p>
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		<title>
		By: Kasey		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-7189</link>

		<dc:creator><![CDATA[Kasey]]></dc:creator>
		<pubDate>Mon, 14 Nov 2011 18:38:14 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-7189</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-7083&quot;&gt;Jonathan Blow&lt;/a&gt;.

after several hours of research, i managed to get it to work in Max. my ignorance of using custom shaders kept me from realizing that i was trying to compile for a 64-bit environment with a 32-bit compiler. &#062;.&#060; after i acquired the proper tools, everything worked fine. thank you for posting this. i have been searching for something similiar for a few months for my project. now, on to the animating!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-7083">Jonathan Blow</a>.</p>
<p>after several hours of research, i managed to get it to work in Max. my ignorance of using custom shaders kept me from realizing that i was trying to compile for a 64-bit environment with a 32-bit compiler. &gt;.&lt; after i acquired the proper tools, everything worked fine. thank you for posting this. i have been searching for something similiar for a few months for my project. now, on to the animating!</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-7083</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Thu, 10 Nov 2011 17:09:40 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-7083</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-7079&quot;&gt;Kasey&lt;/a&gt;.

We are using it in Maya 2011.  I don&#039;t know how it works in Max 2012, maybe they changed the interface and some new things are necessary?  This could be a good learning opportunity...]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-7079">Kasey</a>.</p>
<p>We are using it in Maya 2011.  I don&#8217;t know how it works in Max 2012, maybe they changed the interface and some new things are necessary?  This could be a good learning opportunity&#8230;</p>
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		<title>
		By: Kasey		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-7079</link>

		<dc:creator><![CDATA[Kasey]]></dc:creator>
		<pubDate>Thu, 10 Nov 2011 03:56:32 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-7079</guid>

					<description><![CDATA[i just spent 3 hours trying to get this to work with 3ds max 2012 x64. i failed. this is also the first mental ray shader i&#039;ve ever tried to use. i think it will be perfect for my project, but i have no idea what i&#039;m doing wrong. I even tried using the original JS_fisheye.dll and .mi and got errors...

i got all this code from autodesk&#039;s mental ray 2012 help file...

i compiled your .c as:
cl /c /O2 /MD /W3 -DWIN_NT -DBIT64 witness_fisheye.c

then tried to link the obj with:
link /nodefaultlib:LIBC.LIB /OPT:NOREF /DLL /OUT:witness_fisheye.dll witness_fisheye.obj &quot;C:\Program Files\Autodesk\3ds Max 2012\mentalimages\dev\lib64\shader.lib&quot;

there i got fatal errors because four mi_ functions were not recognized. it did not error using the 32 bit shader.lib, but then it wouldn&#039;t load. i did also change the include file in the .mi to match my file name.

the JS_fisheye loads, but on render, i get error 051011: shader &quot;JS_fisheye&quot; not found.

i hate my life. &#062;.&#060; am i doing something wrong or is it this stupid 2012 version of max?? any help would be greatly appreciated!!]]></description>
			<content:encoded><![CDATA[<p>i just spent 3 hours trying to get this to work with 3ds max 2012 x64. i failed. this is also the first mental ray shader i&#8217;ve ever tried to use. i think it will be perfect for my project, but i have no idea what i&#8217;m doing wrong. I even tried using the original JS_fisheye.dll and .mi and got errors&#8230;</p>
<p>i got all this code from autodesk&#8217;s mental ray 2012 help file&#8230;</p>
<p>i compiled your .c as:<br />
cl /c /O2 /MD /W3 -DWIN_NT -DBIT64 witness_fisheye.c</p>
<p>then tried to link the obj with:<br />
link /nodefaultlib:LIBC.LIB /OPT:NOREF /DLL /OUT:witness_fisheye.dll witness_fisheye.obj &#8220;C:\Program Files\Autodesk\3ds Max 2012\mentalimages\dev\lib64\shader.lib&#8221;</p>
<p>there i got fatal errors because four mi_ functions were not recognized. it did not error using the 32 bit shader.lib, but then it wouldn&#8217;t load. i did also change the include file in the .mi to match my file name.</p>
<p>the JS_fisheye loads, but on render, i get error 051011: shader &#8220;JS_fisheye&#8221; not found.</p>
<p>i hate my life. &gt;.&lt; am i doing something wrong or is it this stupid 2012 version of max?? any help would be greatly appreciated!!</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-5661</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Wed, 14 Sep 2011 21:26:32 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-5661</guid>

					<description><![CDATA[We link to the shader in the post, so I am not sure what else you need?]]></description>
			<content:encoded><![CDATA[<p>We link to the shader in the post, so I am not sure what else you need?</p>
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		<title>
		By: Olivier Brisson		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-5660</link>

		<dc:creator><![CDATA[Olivier Brisson]]></dc:creator>
		<pubDate>Wed, 14 Sep 2011 20:46:49 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-5660</guid>

					<description><![CDATA[Where can I find a version of your fisheye shader? Is it possible to send it to me, and is it possible to work it in Maya?

Thanks, and nice work guys.]]></description>
			<content:encoded><![CDATA[<p>Where can I find a version of your fisheye shader? Is it possible to send it to me, and is it possible to work it in Maya?</p>
<p>Thanks, and nice work guys.</p>
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		<title>
		By: Rouven		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2383</link>

		<dc:creator><![CDATA[Rouven]]></dc:creator>
		<pubDate>Wed, 02 Feb 2011 18:51:19 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-2383</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2296&quot;&gt;Pierre&lt;/a&gt;.

If they are encoding a fish eye view of actual gameplay into an AVI, maybe this is later (or earlier in game time...?) projected as reflections and/or shadows into the live scene. So you *witness* yourself (or someone else) doing things at a different point in time, like some kind of spectral apparition. 

&lt;blockquote cite=&quot;comment-2296&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-2296&quot; rel=&quot;nofollow&quot;&gt;Pierre&lt;/a&gt;&lt;/strong&gt;: What Iâ��m wondering is what the massive spoiler could be.By my limited understanding, the player does not normally view the world through this, itâ��s just a technique used for rendering things like shadows, reflections etc. What could be so spoiler-ey about that? Perhaps some secret message thatâ��s only revealed when you view the scene through a fish-eye lense? Like anamorphic drawings?(&lt;a href=&quot;http://tinyurl.com/6j2msq9&quot; rel=&quot;nofollow&quot;&gt;http://tinyurl.com/6j2msq9&lt;/a&gt;)I can already tell this game is going to be something special. Keep up the awesome work!

&lt;/blockquote&gt;]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2296">Pierre</a>.</p>
<p>If they are encoding a fish eye view of actual gameplay into an AVI, maybe this is later (or earlier in game time&#8230;?) projected as reflections and/or shadows into the live scene. So you *witness* yourself (or someone else) doing things at a different point in time, like some kind of spectral apparition. </p>
<blockquote cite="comment-2296">
<p><strong><a href="#comment-2296" rel="nofollow">Pierre</a></strong>: What Iâ��m wondering is what the massive spoiler could be.By my limited understanding, the player does not normally view the world through this, itâ��s just a technique used for rendering things like shadows, reflections etc. What could be so spoiler-ey about that? Perhaps some secret message thatâ��s only revealed when you view the scene through a fish-eye lense? Like anamorphic drawings?(<a href="http://tinyurl.com/6j2msq9" rel="nofollow">http://tinyurl.com/6j2msq9</a>)I can already tell this game is going to be something special. Keep up the awesome work!</p>
</blockquote>
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		<title>
		By: Clinton		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2306</link>

		<dc:creator><![CDATA[Clinton]]></dc:creator>
		<pubDate>Tue, 25 Jan 2011 17:48:44 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-2306</guid>

					<description><![CDATA[Just thought I&#039;d drop a link to a paper that seemed useful when I was working on something in a similar vein a while back.

http://artis.imag.fr/Publications/2008/GHFP08/

At the time, I was working on computing the fisheye view from each polygon in the scene along its normal to figure out what it could see.  This &quot;cube&quot; of data then got passed along to a coworker for more calculations, so my experience is somewhat limited.

I ended up going with a straight forward cube map method in the end as it was fast enough for our needs, but it sounds like cubemaps our out for you guys.  Not sure if the non-linear projection shader code/paper at the link will be of any use, but it was some interesting reading at least :P.]]></description>
			<content:encoded><![CDATA[<p>Just thought I&#8217;d drop a link to a paper that seemed useful when I was working on something in a similar vein a while back.</p>
<p><a href="http://artis.imag.fr/Publications/2008/GHFP08/" rel="nofollow ugc">http://artis.imag.fr/Publications/2008/GHFP08/</a></p>
<p>At the time, I was working on computing the fisheye view from each polygon in the scene along its normal to figure out what it could see.  This &#8220;cube&#8221; of data then got passed along to a coworker for more calculations, so my experience is somewhat limited.</p>
<p>I ended up going with a straight forward cube map method in the end as it was fast enough for our needs, but it sounds like cubemaps our out for you guys.  Not sure if the non-linear projection shader code/paper at the link will be of any use, but it was some interesting reading at least :P.</p>
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		<title>
		By: Pierre		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2296</link>

		<dc:creator><![CDATA[Pierre]]></dc:creator>
		<pubDate>Mon, 24 Jan 2011 11:55:24 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-2296</guid>

					<description><![CDATA[What I&#039;m wondering is what the massive spoiler could be.

By my limited understanding, the player does not normally view the world through this, it&#039;s just a technique used for rendering things like shadows, reflections etc. What could be so spoiler-ey about that? Perhaps some secret message that&#039;s only revealed when you view the scene through a fish-eye lense? Like anamorphic drawings?  (http://tinyurl.com/6j2msq9)

I can already tell this game is going to be something special. Keep up the awesome work!]]></description>
			<content:encoded><![CDATA[<p>What I&#8217;m wondering is what the massive spoiler could be.</p>
<p>By my limited understanding, the player does not normally view the world through this, it&#8217;s just a technique used for rendering things like shadows, reflections etc. What could be so spoiler-ey about that? Perhaps some secret message that&#8217;s only revealed when you view the scene through a fish-eye lense? Like anamorphic drawings?  (<a href="http://tinyurl.com/6j2msq9" rel="nofollow ugc">http://tinyurl.com/6j2msq9</a>)</p>
<p>I can already tell this game is going to be something special. Keep up the awesome work!</p>
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		<title>
		By: Thomas		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2283</link>

		<dc:creator><![CDATA[Thomas]]></dc:creator>
		<pubDate>Sun, 23 Jan 2011 14:22:10 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-2283</guid>

					<description><![CDATA[Nothing special to comment. I just wanted to say I really like reading about these kind of smaller problems that a game designer deals with. I know how satisfying it is to solve one. Keep up the writing please! :)]]></description>
			<content:encoded><![CDATA[<p>Nothing special to comment. I just wanted to say I really like reading about these kind of smaller problems that a game designer deals with. I know how satisfying it is to solve one. Keep up the writing please! :)</p>
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		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2276</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Sun, 23 Jan 2011 06:29:57 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-2276</guid>

					<description><![CDATA[all this technical stuff about shadows, lighting, mapping, photons, reflections and points of view is like those scientist that make experiments with all this stuff and then all the rooms and in-door spaces look like those render boxes? i&#039;m guessing the place holder graphics objects and rooms intentionally look like bunkers to look like Cornell Boxes to make all the  drawing reflections on reflective objects experiments easy to determine what is right and wrong, but it&#039;s just lovely looking how the whole world looks like a render farm or experiment for computing graphics and all that testing stuff...]]></description>
			<content:encoded><![CDATA[<p>all this technical stuff about shadows, lighting, mapping, photons, reflections and points of view is like those scientist that make experiments with all this stuff and then all the rooms and in-door spaces look like those render boxes? i&#8217;m guessing the place holder graphics objects and rooms intentionally look like bunkers to look like Cornell Boxes to make all the  drawing reflections on reflective objects experiments easy to determine what is right and wrong, but it&#8217;s just lovely looking how the whole world looks like a render farm or experiment for computing graphics and all that testing stuff&#8230;</p>
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		<title>
		By: Matt		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2275</link>

		<dc:creator><![CDATA[Matt]]></dc:creator>
		<pubDate>Sun, 23 Jan 2011 04:48:36 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-2275</guid>

					<description><![CDATA[Interesting. This immediately brought to mind Wouter van Oortmerssen&#039;s Fisheye Quake experiments: http://strlen.com/gfxengine/fisheyequake/compare.html]]></description>
			<content:encoded><![CDATA[<p>Interesting. This immediately brought to mind Wouter van Oortmerssen&#8217;s Fisheye Quake experiments: <a href="http://strlen.com/gfxengine/fisheyequake/compare.html" rel="nofollow ugc">http://strlen.com/gfxengine/fisheyequake/compare.html</a></p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2274</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sun, 23 Jan 2011 03:57:24 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-2274</guid>

					<description><![CDATA[Oh, the final rendered scene would be just like you expect to see.

What we are talking about here is for, say, drawing reflections on reflective objects (that&#039;s not actually what we are using it for but it is similar in implementation.)]]></description>
			<content:encoded><![CDATA[<p>Oh, the final rendered scene would be just like you expect to see.</p>
<p>What we are talking about here is for, say, drawing reflections on reflective objects (that&#8217;s not actually what we are using it for but it is similar in implementation.)</p>
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		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2273</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Sun, 23 Jan 2011 03:48:52 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-2273</guid>

					<description><![CDATA[very interesting! surprisingly i did understand a lot of that... i got most of it! but i don&#039;t know how other first person views work. this sounds like a wider view, wider than any other game has done, kind of like how people look. b/c  i don&#039;t care what people say but *I* view things in a way wider than its taller, kind of like a 180 view. if the first person view for TW is just like this, is going to be very interesting to play a game looking at things like that... did you want this for specific kinds of puzzles or those this actually influence gameplay? who knows?! but it&#039;s lookin awesome.(really cool looking mock-up scene btw )

good luck with other experiments and innovative ideas, jonathan and team!]]></description>
			<content:encoded><![CDATA[<p>very interesting! surprisingly i did understand a lot of that&#8230; i got most of it! but i don&#8217;t know how other first person views work. this sounds like a wider view, wider than any other game has done, kind of like how people look. b/c  i don&#8217;t care what people say but *I* view things in a way wider than its taller, kind of like a 180 view. if the first person view for TW is just like this, is going to be very interesting to play a game looking at things like that&#8230; did you want this for specific kinds of puzzles or those this actually influence gameplay? who knows?! but it&#8217;s lookin awesome.(really cool looking mock-up scene btw )</p>
<p>good luck with other experiments and innovative ideas, jonathan and team!</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: LTR_2		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2272</link>

		<dc:creator><![CDATA[LTR_2]]></dc:creator>
		<pubDate>Sun, 23 Jan 2011 02:53:39 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-2272</guid>

					<description><![CDATA[i know what the spoiler is: the entire game is focused on a fish! yay!!!!]]></description>
			<content:encoded><![CDATA[<p>i know what the spoiler is: the entire game is focused on a fish! yay!!!!</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Dougie		</title>
		<link>https://the-witness.net/news/2011/01/adventures-in-fisheye-lenses/comment-page-1/#comment-2271</link>

		<dc:creator><![CDATA[Dougie]]></dc:creator>
		<pubDate>Sun, 23 Jan 2011 02:48:24 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=729#comment-2271</guid>

					<description><![CDATA[ily]]></description>
			<content:encoded><![CDATA[<p>ily</p>
]]></content:encoded>
		
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