<?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/"
	
	>
<channel>
	<title>
	Comments on: A glimpse into the terrain design process.	</title>
	<atom:link href="https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/feed/" rel="self" type="application/rss+xml" />
	<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/</link>
	<description>Explore an abandoned island.</description>
	<lastBuildDate>Fri, 06 May 2011 11:50:25 +0000</lastBuildDate>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=5.9</generator>
	<item>
		<title>
		By: Jonathan O'Brien		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-3089</link>

		<dc:creator><![CDATA[Jonathan O'Brien]]></dc:creator>
		<pubDate>Fri, 06 May 2011 11:50:25 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-3089</guid>

					<description><![CDATA[I think I understand where eobet is coming from on the Braid side of his point - I can see why he would think Braid was innovative in its graphical design. In a sense, it was and in a sense it wasn&#039;t. Braid took a few techniques and combined them. Parallax scrolling was used in brilliant conjunction with particle effects and that is what made Braid look unique and &quot;like it was being painted&quot;. Because it&#039;s true, the background was generally moving and it looked spectacular.]]></description>
			<content:encoded><![CDATA[<p>I think I understand where eobet is coming from on the Braid side of his point &#8211; I can see why he would think Braid was innovative in its graphical design. In a sense, it was and in a sense it wasn&#8217;t. Braid took a few techniques and combined them. Parallax scrolling was used in brilliant conjunction with particle effects and that is what made Braid look unique and &#8220;like it was being painted&#8221;. Because it&#8217;s true, the background was generally moving and it looked spectacular.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Pritchard		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-3065</link>

		<dc:creator><![CDATA[Pritchard]]></dc:creator>
		<pubDate>Tue, 03 May 2011 14:32:11 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-3065</guid>

					<description><![CDATA[Were &#039;2D graphics techniques&#039; or was &#039;immersive game play&#039; the lure of Braid?

You have a vision, and then a means of realizing it.  If you&#039;ve ever visited Jonathan Blow&#039;s website, you&#039;ve seen that he&#039;s devised plenty of innovative solutions to common problems.  But I don&#039;t think that&#039;s why he made Braid, or why he is making The Witness.

There are plenty of tech demos available if you want them.  Here:  http://www.siggraph.org/]]></description>
			<content:encoded><![CDATA[<p>Were &#8216;2D graphics techniques&#8217; or was &#8216;immersive game play&#8217; the lure of Braid?</p>
<p>You have a vision, and then a means of realizing it.  If you&#8217;ve ever visited Jonathan Blow&#8217;s website, you&#8217;ve seen that he&#8217;s devised plenty of innovative solutions to common problems.  But I don&#8217;t think that&#8217;s why he made Braid, or why he is making The Witness.</p>
<p>There are plenty of tech demos available if you want them.  Here:  <a href="http://www.siggraph.org/" rel="nofollow ugc">http://www.siggraph.org/</a></p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: eobet		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-3059</link>

		<dc:creator><![CDATA[eobet]]></dc:creator>
		<pubDate>Mon, 02 May 2011 16:09:15 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-3059</guid>

					<description><![CDATA[Mmm, no, what I meant more was the combination of parallax scrolling, interpolated animation and the alpha channel of the 2D art which when put together produced this very clever effect of a 2D painting&#039;s brush strokes seemingly coming alive. The scrolling was just icing on the cake.

So sure, 10 year old techniques, but which in combination produce something which felt very fresh and knocked at least my socks off.

Comparing to Love again, voxels isn&#039;t really anything new either, but together with the shaders and the curved world, the combination is equally clever.

Just now I saw the Monocle engine, with the way it stretches and blends 2D graphics and it&#039;s just amazing. But perhaps it&#039;s 10 years too early to ask to see similar developments in 3D?]]></description>
			<content:encoded><![CDATA[<p>Mmm, no, what I meant more was the combination of parallax scrolling, interpolated animation and the alpha channel of the 2D art which when put together produced this very clever effect of a 2D painting&#8217;s brush strokes seemingly coming alive. The scrolling was just icing on the cake.</p>
<p>So sure, 10 year old techniques, but which in combination produce something which felt very fresh and knocked at least my socks off.</p>
<p>Comparing to Love again, voxels isn&#8217;t really anything new either, but together with the shaders and the curved world, the combination is equally clever.</p>
<p>Just now I saw the Monocle engine, with the way it stretches and blends 2D graphics and it&#8217;s just amazing. But perhaps it&#8217;s 10 years too early to ask to see similar developments in 3D?</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-3055</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sun, 01 May 2011 20:14:29 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-3055</guid>

					<description><![CDATA[Wait, what?  The thing you are talking about in Braid is &quot;parallax scrolling&quot; which had been used in 2D games for way more than 10 years!  And yet you were impressed by it somehow; what a paradox.

We can have overhangs if we want... we just use a mesh for that, and figure out how to blend it into the terrain (this latter step is TBD but we have a basic idea of how we&#039;d do it).]]></description>
			<content:encoded><![CDATA[<p>Wait, what?  The thing you are talking about in Braid is &#8220;parallax scrolling&#8221; which had been used in 2D games for way more than 10 years!  And yet you were impressed by it somehow; what a paradox.</p>
<p>We can have overhangs if we want&#8230; we just use a mesh for that, and figure out how to blend it into the terrain (this latter step is TBD but we have a basic idea of how we&#8217;d do it).</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: eobet		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-3054</link>

		<dc:creator><![CDATA[eobet]]></dc:creator>
		<pubDate>Sun, 01 May 2011 19:10:35 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-3054</guid>

					<description><![CDATA[Was it Crysis or Rage which was going to have a new kind of height map which allowed for overhangs and such?

I&#039;m kind of disappointed to see this very old and crude technique applied in this game, since Braid seemed so elegant and used 2D graphics in a very innovative way... you know, the way you assume the background is a static painting the first time you see it, until you notice that the brush strokes seem to move, and finally you discover that the &quot;painting&quot; actually consists of a whole bunch of pseudo-3D layers when you start to move in it...

Here? Nothing you haven&#039;t seen 10 years ago already.

Hopefully, the graphics aren&#039;t the only placeholders, but the modeling technique too. I know Mr. Blow doesn&#039;t want to do what is expected, but I must admit I though this game was going to look like Eskil Steenberg&#039;s Love, which at least I get a Braid vibe from.

Anyway, some people disliked the art direction in Braid, and here I am dissing The Witness before it&#039;s even out.]]></description>
			<content:encoded><![CDATA[<p>Was it Crysis or Rage which was going to have a new kind of height map which allowed for overhangs and such?</p>
<p>I&#8217;m kind of disappointed to see this very old and crude technique applied in this game, since Braid seemed so elegant and used 2D graphics in a very innovative way&#8230; you know, the way you assume the background is a static painting the first time you see it, until you notice that the brush strokes seem to move, and finally you discover that the &#8220;painting&#8221; actually consists of a whole bunch of pseudo-3D layers when you start to move in it&#8230;</p>
<p>Here? Nothing you haven&#8217;t seen 10 years ago already.</p>
<p>Hopefully, the graphics aren&#8217;t the only placeholders, but the modeling technique too. I know Mr. Blow doesn&#8217;t want to do what is expected, but I must admit I though this game was going to look like Eskil Steenberg&#8217;s Love, which at least I get a Braid vibe from.</p>
<p>Anyway, some people disliked the art direction in Braid, and here I am dissing The Witness before it&#8217;s even out.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Max E.		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2559</link>

		<dc:creator><![CDATA[Max E.]]></dc:creator>
		<pubDate>Sat, 19 Feb 2011 04:59:51 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2559</guid>

					<description><![CDATA[Well, if a point does not fall within the 3D volume of the brush, it&#039;s not affected by it. (Or if it doesn&#039;t fall within the 2D cross section of the brush.) The way I&#039;d do it is, each discontinuity volume has its own distinct height field, and anything within that volume uses this height field instead of the &quot;main&quot; one.

Anyway, you seem to have figured out another solution that suits you. :)]]></description>
			<content:encoded><![CDATA[<p>Well, if a point does not fall within the 3D volume of the brush, it&#8217;s not affected by it. (Or if it doesn&#8217;t fall within the 2D cross section of the brush.) The way I&#8217;d do it is, each discontinuity volume has its own distinct height field, and anything within that volume uses this height field instead of the &#8220;main&#8221; one.</p>
<p>Anyway, you seem to have figured out another solution that suits you. :)</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2558</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sat, 19 Feb 2011 04:19:10 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2558</guid>

					<description><![CDATA[Since terrain is a height field, you can have it be a discontinuity &quot;volume&quot; but where the testing only occurs in 2D.  Then you would never move out of the brush.

But the reason I don&#039;t do it this way is that I need these things to cover really broad areas.  Like, if I am a point at the bottom of the chasm, I don&#039;t want to be influenced by any of the points at the top.  So to accomplish that I would have to build huge boxes up there.  But then, I would also have to mark up those boxes somehow as only affecting the bottom of the chasm, because otherwise, how are guys on the top surface, near those boxes but outside them, supposed to know the boxes don&#039;t apply to them?  I think it would get complicated pretty fast.

The terrain itself in The Witness just has one elevation (no floor-above-floor) but if we want that we can just put a mesh object in the game.]]></description>
			<content:encoded><![CDATA[<p>Since terrain is a height field, you can have it be a discontinuity &#8220;volume&#8221; but where the testing only occurs in 2D.  Then you would never move out of the brush.</p>
<p>But the reason I don&#8217;t do it this way is that I need these things to cover really broad areas.  Like, if I am a point at the bottom of the chasm, I don&#8217;t want to be influenced by any of the points at the top.  So to accomplish that I would have to build huge boxes up there.  But then, I would also have to mark up those boxes somehow as only affecting the bottom of the chasm, because otherwise, how are guys on the top surface, near those boxes but outside them, supposed to know the boxes don&#8217;t apply to them?  I think it would get complicated pretty fast.</p>
<p>The terrain itself in The Witness just has one elevation (no floor-above-floor) but if we want that we can just put a mesh object in the game.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Max E.		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2556</link>

		<dc:creator><![CDATA[Max E.]]></dc:creator>
		<pubDate>Sat, 19 Feb 2011 02:44:40 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2556</guid>

					<description><![CDATA[Why not do discontinuity *volumes?* That fixes this problem and allows for more-interesting shapes as well. Just have a big brush which you add in the map editor, and the lines where the terrain intersects with the sides of that brush are discontinuities.

Potential problem: What if the result of the discontinuity is to move that plane out of the brush? You&#039;d have to either prevent that in the editor or clip the terrain to the boundaries of the brush. 

By the way, does the terrain system in The Witness allow for floor-above-floor, or must everything pass the vertical-line test?]]></description>
			<content:encoded><![CDATA[<p>Why not do discontinuity *volumes?* That fixes this problem and allows for more-interesting shapes as well. Just have a big brush which you add in the map editor, and the lines where the terrain intersects with the sides of that brush are discontinuities.</p>
<p>Potential problem: What if the result of the discontinuity is to move that plane out of the brush? You&#8217;d have to either prevent that in the editor or clip the terrain to the boundaries of the brush. </p>
<p>By the way, does the terrain system in The Witness allow for floor-above-floor, or must everything pass the vertical-line test?</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: a		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2538</link>

		<dc:creator><![CDATA[a]]></dc:creator>
		<pubDate>Wed, 16 Feb 2011 22:34:03 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2538</guid>

					<description><![CDATA[pc gamer interviews jonathan blow:

link:  http://tinyurl.com/46jrxs4

or (maybe) click on my name]]></description>
			<content:encoded><![CDATA[<p>pc gamer interviews jonathan blow:</p>
<p>link:  <a href="http://tinyurl.com/46jrxs4" rel="nofollow ugc">http://tinyurl.com/46jrxs4</a></p>
<p>or (maybe) click on my name</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2535</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Wed, 16 Feb 2011 22:10:07 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2535</guid>

					<description><![CDATA[No, The Witness is not based on any of the prototypes on my site.]]></description>
			<content:encoded><![CDATA[<p>No, The Witness is not based on any of the prototypes on my site.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Update &#124; The Witness		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2531</link>

		<dc:creator><![CDATA[Update &#124; The Witness]]></dc:creator>
		<pubDate>Wed, 16 Feb 2011 21:38:05 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2531</guid>

					<description><![CDATA[[...] the back you can see some of the stuff that was being worked on in the previous post (but from a different [...]]]></description>
			<content:encoded><![CDATA[<p>[&#8230;] the back you can see some of the stuff that was being worked on in the previous post (but from a different [&#8230;]</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: JR		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2530</link>

		<dc:creator><![CDATA[JR]]></dc:creator>
		<pubDate>Wed, 16 Feb 2011 17:22:44 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2530</guid>

					<description><![CDATA[Dear John,

sorry to keep bothering. Is The Witness based on any of the prototypes  you have on your site?

Thank you

Jakub

P.S.I noticed something very interesting when I kept watching the gameplay video of the game on youtube. When you get close to the touch panel, something appears on the screen which wasn&#039;t there before - some kind of white rectangular thing (on the left side of the screen, for instance). Very interesting...]]></description>
			<content:encoded><![CDATA[<p>Dear John,</p>
<p>sorry to keep bothering. Is The Witness based on any of the prototypes  you have on your site?</p>
<p>Thank you</p>
<p>Jakub</p>
<p>P.S.I noticed something very interesting when I kept watching the gameplay video of the game on youtube. When you get close to the touch panel, something appears on the screen which wasn&#8217;t there before &#8211; some kind of white rectangular thing (on the left side of the screen, for instance). Very interesting&#8230;</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2529</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Wed, 16 Feb 2011 17:00:44 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2529</guid>

					<description><![CDATA[The Witness is not related to Oracle Billiards in any way except that I made Oracle Billiards.

It&#039;s possible The Witness will be released on OS/X, but who can say?  Honestly I don&#039;t like these kinds of platform questions, because they don&#039;t seem very important, ultimately.]]></description>
			<content:encoded><![CDATA[<p>The Witness is not related to Oracle Billiards in any way except that I made Oracle Billiards.</p>
<p>It&#8217;s possible The Witness will be released on OS/X, but who can say?  Honestly I don&#8217;t like these kinds of platform questions, because they don&#8217;t seem very important, ultimately.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: JR		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2528</link>

		<dc:creator><![CDATA[JR]]></dc:creator>
		<pubDate>Wed, 16 Feb 2011 16:22:42 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2528</guid>

					<description><![CDATA[Dear John,

is there a connection between The Witness and Oracle Billiards?

Thank you for answering

Jakub]]></description>
			<content:encoded><![CDATA[<p>Dear John,</p>
<p>is there a connection between The Witness and Oracle Billiards?</p>
<p>Thank you for answering</p>
<p>Jakub</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Sergio		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2525</link>

		<dc:creator><![CDATA[Sergio]]></dc:creator>
		<pubDate>Wed, 16 Feb 2011 07:22:26 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2525</guid>

					<description><![CDATA[Any chance The Witness will be released on osx by any chance?]]></description>
			<content:encoded><![CDATA[<p>Any chance The Witness will be released on osx by any chance?</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2516</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Tue, 15 Feb 2011 04:40:07 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2516</guid>

					<description><![CDATA[btw i forgot to say... great that you are talking to David Hellman, he&#039;s awesome he is so great. is he close to the Witness or just like a friend you like to consult? he had some great ideas for Braid you should let him help you with the Witness]]></description>
			<content:encoded><![CDATA[<p>btw i forgot to say&#8230; great that you are talking to David Hellman, he&#8217;s awesome he is so great. is he close to the Witness or just like a friend you like to consult? he had some great ideas for Braid you should let him help you with the Witness</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2515</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Tue, 15 Feb 2011 04:27:30 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2515</guid>

					<description><![CDATA[i just recently started modeling and using layout to animate and create 3d environments but i can understand some of what you say, not enough to help or give some sort of insight on what could be a good idea or just kind of cool. i guess that all of us following you know the Witness for looks and  not much for gameplay so the only thing i can comment on is the graphics, and they look beautiful. the island geography is looking lovely and the whole island even though is a place holder it looks very interesting. it looks man made like a man made island. this kind of post were you do development and comment on it like a twitt seems like a cool idea bc maybe somebody that knows a solution can help you while your doing it. keep up the updates and good luck with the topology and all that]]></description>
			<content:encoded><![CDATA[<p>i just recently started modeling and using layout to animate and create 3d environments but i can understand some of what you say, not enough to help or give some sort of insight on what could be a good idea or just kind of cool. i guess that all of us following you know the Witness for looks and  not much for gameplay so the only thing i can comment on is the graphics, and they look beautiful. the island geography is looking lovely and the whole island even though is a place holder it looks very interesting. it looks man made like a man made island. this kind of post were you do development and comment on it like a twitt seems like a cool idea bc maybe somebody that knows a solution can help you while your doing it. keep up the updates and good luck with the topology and all that</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jonathan O'Brien		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2514</link>

		<dc:creator><![CDATA[Jonathan O'Brien]]></dc:creator>
		<pubDate>Tue, 15 Feb 2011 03:27:25 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2514</guid>

					<description><![CDATA[This game looks more and more amazing every time we get a glimpse at it from you (guys). My friends think I&#039;m insane for calling this my most anticipated of 2011, but after still contemplating the fine points of Braid weeks after my completion, I know this game will be amazing, too.]]></description>
			<content:encoded><![CDATA[<p>This game looks more and more amazing every time we get a glimpse at it from you (guys). My friends think I&#8217;m insane for calling this my most anticipated of 2011, but after still contemplating the fine points of Braid weeks after my completion, I know this game will be amazing, too.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jonathon Wisnoski		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2513</link>

		<dc:creator><![CDATA[Jonathon Wisnoski]]></dc:creator>
		<pubDate>Tue, 15 Feb 2011 02:59:07 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2513</guid>

					<description><![CDATA[Very interesting.
Also loved that we get a more up-close view of the island, which I do not remember getting before.]]></description>
			<content:encoded><![CDATA[<p>Very interesting.<br />
Also loved that we get a more up-close view of the island, which I do not remember getting before.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2510</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Mon, 14 Feb 2011 07:27:09 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2510</guid>

					<description><![CDATA[Well, I think things have to be even more precise than that.  Decisions have to be made, like, does the terrain mesh actually have to join to the vertical-wall mesh?  If so, then there has to be a dedicated seam (probably designated in the vertical-wall mesh) at which the wall and terrain meet, which will be set up identically so that we don&#039;t get cracks due to floating-point error.  Except wait, LOD will introduce cracks anyway, so we probably want to treat the meeting segments here like the boundaries of any terrain segment and hang skirts down from them to cover LOD cracks.  I don&#039;t know... I haven&#039;t thought about it. 

My inclination would be to bend the terrain to meet the mesh, rather than to bend the mesh to meet the terrain.  But we&#039;ll see.]]></description>
			<content:encoded><![CDATA[<p>Well, I think things have to be even more precise than that.  Decisions have to be made, like, does the terrain mesh actually have to join to the vertical-wall mesh?  If so, then there has to be a dedicated seam (probably designated in the vertical-wall mesh) at which the wall and terrain meet, which will be set up identically so that we don&#8217;t get cracks due to floating-point error.  Except wait, LOD will introduce cracks anyway, so we probably want to treat the meeting segments here like the boundaries of any terrain segment and hang skirts down from them to cover LOD cracks.  I don&#8217;t know&#8230; I haven&#8217;t thought about it. </p>
<p>My inclination would be to bend the terrain to meet the mesh, rather than to bend the mesh to meet the terrain.  But we&#8217;ll see.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: noclip		</title>
		<link>https://the-witness.net/news/2011/02/a-glimpse-into-the-terrain-design-process/comment-page-1/#comment-2509</link>

		<dc:creator><![CDATA[noclip]]></dc:creator>
		<pubDate>Mon, 14 Feb 2011 04:18:54 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=784#comment-2509</guid>

					<description><![CDATA[Regarding seamless blending, why not implement a special entity for meshes that would allow Kriging-like interaction with the terrain on a single face?]]></description>
			<content:encoded><![CDATA[<p>Regarding seamless blending, why not implement a special entity for meshes that would allow Kriging-like interaction with the terrain on a single face?</p>
]]></content:encoded>
		
			</item>
	</channel>
</rss>
