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	<title>
	Comments on: Grassing it up&#8230;	</title>
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	<link>https://the-witness.net/news/2011/02/grassing-it-up/</link>
	<description>Explore an abandoned island.</description>
	<lastBuildDate>Wed, 10 Aug 2011 20:27:04 +0000</lastBuildDate>
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	<item>
		<title>
		By: Brian		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-4704</link>

		<dc:creator><![CDATA[Brian]]></dc:creator>
		<pubDate>Wed, 10 Aug 2011 20:27:04 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-4704</guid>

					<description><![CDATA[If you lighten the bottoms of the grass, make them less opaque at the bottom, or make them match the ground, it will look a lot better, but awesome nonetheless.]]></description>
			<content:encoded><![CDATA[<p>If you lighten the bottoms of the grass, make them less opaque at the bottom, or make them match the ground, it will look a lot better, but awesome nonetheless.</p>
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		<title>
		By: sh4dow		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2832</link>

		<dc:creator><![CDATA[sh4dow]]></dc:creator>
		<pubDate>Tue, 05 Apr 2011 00:42:10 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2832</guid>

					<description><![CDATA[huh... when i google &quot;high density lightmapping&quot;, nothing comes up besides this article. what the hell is it? o_O

but besides that - you say that most algorithms are bad at handling open world scenarios... i suppose the following one should be fine though? at least they supposedly were able to render a football field with 627 million grass blades with a geforce 7800gtx - at decent framerates: http://www.kevinboulanger.net/grass.html

if you combine that with some distance-based culling, shouldn&#039;t that work?
but... i know little about engine programming and i guess you&#039;ve probably already seen this and it doesn&#039;t fit in your pipeline. still, i figured i&#039;d post it because one of the things that i loved about braid was the amazing art style, so it would be lovely to have grass like this in &quot;the witness&quot;. though i have faith you guys will work things out somehow, i thought maybe this can help :)]]></description>
			<content:encoded><![CDATA[<p>huh&#8230; when i google &#8220;high density lightmapping&#8221;, nothing comes up besides this article. what the hell is it? o_O</p>
<p>but besides that &#8211; you say that most algorithms are bad at handling open world scenarios&#8230; i suppose the following one should be fine though? at least they supposedly were able to render a football field with 627 million grass blades with a geforce 7800gtx &#8211; at decent framerates: <a href="http://www.kevinboulanger.net/grass.html" rel="nofollow ugc">http://www.kevinboulanger.net/grass.html</a></p>
<p>if you combine that with some distance-based culling, shouldn&#8217;t that work?<br />
but&#8230; i know little about engine programming and i guess you&#8217;ve probably already seen this and it doesn&#8217;t fit in your pipeline. still, i figured i&#8217;d post it because one of the things that i loved about braid was the amazing art style, so it would be lovely to have grass like this in &#8220;the witness&#8221;. though i have faith you guys will work things out somehow, i thought maybe this can help :)</p>
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		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2761</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Wed, 23 Mar 2011 04:36:28 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2761</guid>

					<description><![CDATA[Deferred rendering is typically used when you want to have a lot of dynamic light sources in the scene.  We don&#039;t need that -- the lighting in The Witness is mostly static -- so we use direct rendering.

Deferred rendering also makes more sense on some architectures than it does on others.  I could see us using it on some platforms if it makes sense there in the future, but it seems likely to me that our main renderer is going to stay mostly like it is now, which is a direct render (with a Z prepass, maybe).]]></description>
			<content:encoded><![CDATA[<p>Deferred rendering is typically used when you want to have a lot of dynamic light sources in the scene.  We don&#8217;t need that &#8212; the lighting in The Witness is mostly static &#8212; so we use direct rendering.</p>
<p>Deferred rendering also makes more sense on some architectures than it does on others.  I could see us using it on some platforms if it makes sense there in the future, but it seems likely to me that our main renderer is going to stay mostly like it is now, which is a direct render (with a Z prepass, maybe).</p>
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		<item>
		<title>
		By: Jonathan O'Brien		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2760</link>

		<dc:creator><![CDATA[Jonathan O'Brien]]></dc:creator>
		<pubDate>Wed, 23 Mar 2011 02:57:46 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2760</guid>

					<description><![CDATA[Thanks for the reply, Jonathan!]]></description>
			<content:encoded><![CDATA[<p>Thanks for the reply, Jonathan!</p>
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		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2759</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Tue, 22 Mar 2011 20:54:04 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2759</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2748&quot;&gt;Jonathan Blow&lt;/a&gt;.

hey, i had a question too! what kind of render... or shader? (i don&#039;t know, render or is it shader?) are you using to out put the scene into the videogame? b/c the guys of battle field 3 were talking about *deferred*? rendering and lighting techniques that only modern games use to get the best results. you already mentioned you use  terrain blend maps  but to get the game looking so pretty what do you do to it?

i mean b/c when they talk about technology they mention things like this... and plus! you *are* a consultant, right? so you are wayyy better than these guys! so what are you using?]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2748">Jonathan Blow</a>.</p>
<p>hey, i had a question too! what kind of render&#8230; or shader? (i don&#8217;t know, render or is it shader?) are you using to out put the scene into the videogame? b/c the guys of battle field 3 were talking about *deferred*? rendering and lighting techniques that only modern games use to get the best results. you already mentioned you use  terrain blend maps  but to get the game looking so pretty what do you do to it?</p>
<p>i mean b/c when they talk about technology they mention things like this&#8230; and plus! you *are* a consultant, right? so you are wayyy better than these guys! so what are you using?</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2748</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Tue, 22 Mar 2011 04:29:49 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2748</guid>

					<description><![CDATA[The money coming in from Braid is still good.  It is not Minecraft or Castle Crashers money by a long shot, but it is enough to pay for things at the moment.  Once that tails off a little more, then I still have a good chunk of savings built up from Braid&#039;s launch time.

However, there aren&#039;t 7 people working full-time on the game right now.  There are just 3 (soon to be 4); other folks working on the game are in more of a part-time capacity.]]></description>
			<content:encoded><![CDATA[<p>The money coming in from Braid is still good.  It is not Minecraft or Castle Crashers money by a long shot, but it is enough to pay for things at the moment.  Once that tails off a little more, then I still have a good chunk of savings built up from Braid&#8217;s launch time.</p>
<p>However, there aren&#8217;t 7 people working full-time on the game right now.  There are just 3 (soon to be 4); other folks working on the game are in more of a part-time capacity.</p>
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		<item>
		<title>
		By: Jonathan O'Brien		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2747</link>

		<dc:creator><![CDATA[Jonathan O'Brien]]></dc:creator>
		<pubDate>Tue, 22 Mar 2011 04:20:29 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2747</guid>

					<description><![CDATA[Yeah, but are the royalties from Braid enough to support 7 people&#039;s lifestyles? I&#039;m just interested, is all.]]></description>
			<content:encoded><![CDATA[<p>Yeah, but are the royalties from Braid enough to support 7 people&#8217;s lifestyles? I&#8217;m just interested, is all.</p>
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		<title>
		By: Puran		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2738</link>

		<dc:creator><![CDATA[Puran]]></dc:creator>
		<pubDate>Sun, 20 Mar 2011 15:34:52 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2738</guid>

					<description><![CDATA[O&#039;Brien: Didn&#039;t you just answer yourself? I&#039;m guessing it&#039;s with &quot;the royalties from braid&quot;.]]></description>
			<content:encoded><![CDATA[<p>O&#8217;Brien: Didn&#8217;t you just answer yourself? I&#8217;m guessing it&#8217;s with &#8220;the royalties from braid&#8221;.</p>
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		<title>
		By: Jonathan O'Brien		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2736</link>

		<dc:creator><![CDATA[Jonathan O'Brien]]></dc:creator>
		<pubDate>Sun, 20 Mar 2011 11:01:23 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2736</guid>

					<description><![CDATA[Jonathan, I have a business sort of question. I was wondering, you have a studio of about 7 developers (correct me) at Number None - how do you fund this? I&#039;m just curious as to how you continue to make games when (as far as I can tell) the only income you would have would be the royalties from Braid.]]></description>
			<content:encoded><![CDATA[<p>Jonathan, I have a business sort of question. I was wondering, you have a studio of about 7 developers (correct me) at Number None &#8211; how do you fund this? I&#8217;m just curious as to how you continue to make games when (as far as I can tell) the only income you would have would be the royalties from Braid.</p>
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		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2733</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Sun, 20 Mar 2011 02:44:21 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2733</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2721&quot;&gt;Brendan&lt;/a&gt;.

&lt;blockquote cite=&quot;comment-2721&quot;&gt;

&lt;strong&gt;&lt;a href=&quot;#comment-2721&quot; rel=&quot;nofollow&quot;&gt;checker&lt;/a&gt;&lt;/strong&gt;: Speaking of gt.tv, Jonathan Blow, Markus ‘Notch’ Persson, and I are going to be on the Bonus Round in April sometime.  It was taped at GDC.

&lt;/blockquote&gt;

hey, man! that&#039;s cool!  hope that guy geoff keighley wasn&#039;t a fucking dick! make sure to post a link when its up though!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2721">Brendan</a>.</p>
<blockquote cite="comment-2721">
<p><strong><a href="#comment-2721" rel="nofollow">checker</a></strong>: Speaking of gt.tv, Jonathan Blow, Markus ‘Notch’ Persson, and I are going to be on the Bonus Round in April sometime.  It was taped at GDC.</p>
</blockquote>
<p>hey, man! that&#8217;s cool!  hope that guy geoff keighley wasn&#8217;t a fucking dick! make sure to post a link when its up though!</p>
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		<title>
		By: Brendan		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2721</link>

		<dc:creator><![CDATA[Brendan]]></dc:creator>
		<pubDate>Fri, 18 Mar 2011 10:42:26 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2721</guid>

					<description><![CDATA[Hey Jonathan,

I&#039;m not sure if this blog is only for technical discussion about the game and I don&#039;t know much at all about the technical side of things, but I just thought I&#039;d say that the game looks amazing &#038; I love the concept. The indie scene is really starting to get a lot of attention lately &#038; it&#039;s great to see developers such as yourself taking charge. I really hope the increasing interest is a sign of things to come.

Anyway, keep up the great work. You already have a sale right here.]]></description>
			<content:encoded><![CDATA[<p>Hey Jonathan,</p>
<p>I&#8217;m not sure if this blog is only for technical discussion about the game and I don&#8217;t know much at all about the technical side of things, but I just thought I&#8217;d say that the game looks amazing &amp; I love the concept. The indie scene is really starting to get a lot of attention lately &amp; it&#8217;s great to see developers such as yourself taking charge. I really hope the increasing interest is a sign of things to come.</p>
<p>Anyway, keep up the great work. You already have a sale right here.</p>
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		<title>
		By: Pritchard		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2706</link>

		<dc:creator><![CDATA[Pritchard]]></dc:creator>
		<pubDate>Wed, 16 Mar 2011 21:13:36 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2706</guid>

					<description><![CDATA[Hey Jonathan,

I&#039;m glad you&#039;re not placing grass nonsensically, but it&#039;s your game&#039;s trees, not the grass, that had me subconsciously subdued.  If you make the grass as interesting I may never go inside (or outside, irl) again.

- Pritchard]]></description>
			<content:encoded><![CDATA[<p>Hey Jonathan,</p>
<p>I&#8217;m glad you&#8217;re not placing grass nonsensically, but it&#8217;s your game&#8217;s trees, not the grass, that had me subconsciously subdued.  If you make the grass as interesting I may never go inside (or outside, irl) again.</p>
<p>&#8211; Pritchard</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2681</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Thu, 10 Mar 2011 19:24:57 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2681</guid>

					<description><![CDATA[I didn&#039;t do any talks at the GDC this year.  Was taking it easy.]]></description>
			<content:encoded><![CDATA[<p>I didn&#8217;t do any talks at the GDC this year.  Was taking it easy.</p>
]]></content:encoded>
		
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		<title>
		By: Bathmat		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2677</link>

		<dc:creator><![CDATA[Bathmat]]></dc:creator>
		<pubDate>Thu, 10 Mar 2011 10:48:15 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2677</guid>

					<description><![CDATA[You know, a really nice idea if you don&#039;t already have it is a weather cycle. One day it&#039;s nice and cloudy, another day it could be hailing. Maybe. I know the limitations with it affecting the gameplay somewhat, but if it could be pulled off, it&#039;d be really cool.]]></description>
			<content:encoded><![CDATA[<p>You know, a really nice idea if you don&#8217;t already have it is a weather cycle. One day it&#8217;s nice and cloudy, another day it could be hailing. Maybe. I know the limitations with it affecting the gameplay somewhat, but if it could be pulled off, it&#8217;d be really cool.</p>
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		<title>
		By: a		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2673</link>

		<dc:creator><![CDATA[a]]></dc:creator>
		<pubDate>Wed, 09 Mar 2011 15:55:40 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2673</guid>

					<description><![CDATA[did you give a talk at GDC this year?  i think i heard something from &quot;SuperBrothers&quot; guy saying that the best thing at GDC was your talk, but i don&#039;t know if it was GDC2011.]]></description>
			<content:encoded><![CDATA[<p>did you give a talk at GDC this year?  i think i heard something from &#8220;SuperBrothers&#8221; guy saying that the best thing at GDC was your talk, but i don&#8217;t know if it was GDC2011.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2668</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Wed, 09 Mar 2011 06:57:00 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2668</guid>

					<description><![CDATA[Film guys generate tremendously more data than video game people.  They probably record up to 100GB of footage a day, whereas our entire game right now is about 1GB (after a year and a half of work!)  

So we are way more casual about data replication than they are.  We do it just by having a server that runs our source control that is far away from everyone who is doing the work.  So everyone individually has a copy of everything, and the server also has a copy.]]></description>
			<content:encoded><![CDATA[<p>Film guys generate tremendously more data than video game people.  They probably record up to 100GB of footage a day, whereas our entire game right now is about 1GB (after a year and a half of work!)  </p>
<p>So we are way more casual about data replication than they are.  We do it just by having a server that runs our source control that is far away from everyone who is doing the work.  So everyone individually has a copy of everything, and the server also has a copy.</p>
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		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2647</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Sat, 05 Mar 2011 22:38:02 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2647</guid>

					<description><![CDATA[hey guys, i was watching this video: http://www.youtube.com/watch?v=Y-6EQo6it7Y
and i realize i don&#039;t know how game developers save their data in case of a crash or fire in the building or meteor crash and all that. so i wanted to ask you: how do you save your work? how do you save your engine and your code and your game? is it *really* like in the video? b/c it seems like over-doing and waay too expensive. is that really how its done in the *professional* world? and do you have render-farms or really expensive computers or drives or do you think that&#039;s a bad idea, b/c i mean how does their stuff look so good b/c of their hardware or just alot of legit work in postprocessing? b/c i got their software, so it aint that!]]></description>
			<content:encoded><![CDATA[<p>hey guys, i was watching this video: <a href="http://www.youtube.com/watch?v=Y-6EQo6it7Y" rel="nofollow ugc">http://www.youtube.com/watch?v=Y-6EQo6it7Y</a><br />
and i realize i don&#8217;t know how game developers save their data in case of a crash or fire in the building or meteor crash and all that. so i wanted to ask you: how do you save your work? how do you save your engine and your code and your game? is it *really* like in the video? b/c it seems like over-doing and waay too expensive. is that really how its done in the *professional* world? and do you have render-farms or really expensive computers or drives or do you think that&#8217;s a bad idea, b/c i mean how does their stuff look so good b/c of their hardware or just alot of legit work in postprocessing? b/c i got their software, so it aint that!</p>
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		<title>
		By: Puran		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2644</link>

		<dc:creator><![CDATA[Puran]]></dc:creator>
		<pubDate>Sat, 05 Mar 2011 04:05:01 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2644</guid>

					<description><![CDATA[Yeah, but that is two tools and the result is less interactive than what I assume is in the witness&#039; editor.

But yeah ok maybe the example wasn&#039;t that great but you get the point.

I just wanted to add that the high density lightmapping line is not exactly right. Unity uses Beast which is actually a really decent GI lightmapper.]]></description>
			<content:encoded><![CDATA[<p>Yeah, but that is two tools and the result is less interactive than what I assume is in the witness&#8217; editor.</p>
<p>But yeah ok maybe the example wasn&#8217;t that great but you get the point.</p>
<p>I just wanted to add that the high density lightmapping line is not exactly right. Unity uses Beast which is actually a really decent GI lightmapper.</p>
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		<title>
		By: Zaphos		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2643</link>

		<dc:creator><![CDATA[Zaphos]]></dc:creator>
		<pubDate>Sat, 05 Mar 2011 00:35:43 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2643</guid>

					<description><![CDATA[@Puran -- I don&#039;t think you&#039;d need kriging support in an engine ... as long as you&#039;re okay with having some separation between editing tools and engine, you can just use a custom editor to do kriging, and then export the result to an engine as a height map.   Unless you want to make terrain editing a mechanic ... hmm, could be neat ...]]></description>
			<content:encoded><![CDATA[<p>@Puran &#8212; I don&#8217;t think you&#8217;d need kriging support in an engine &#8230; as long as you&#8217;re okay with having some separation between editing tools and engine, you can just use a custom editor to do kriging, and then export the result to an engine as a height map.   Unless you want to make terrain editing a mechanic &#8230; hmm, could be neat &#8230;</p>
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		<title>
		By: Puran		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2642</link>

		<dc:creator><![CDATA[Puran]]></dc:creator>
		<pubDate>Fri, 04 Mar 2011 20:58:20 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2642</guid>

					<description><![CDATA[If you know what you&#039;re doing and what you want, it&#039;s usually better to code an engine yourself to do exactly what you want, instead of fighting against the api of an already made engine and stumble upon bugs/missing features for which you can do nothing about.

For example both unity and udk have terrain features built-in that are worse (at least for a game like this)/different than the kriging method Blow used and it would be less straight forward to make a terrain that uses kriging in those engines.

Also, I&#039;m assuming, coding the engine is something jonathan and the team do enjoy.

Although I do agree that for anyone else, unity/udk are great choices.]]></description>
			<content:encoded><![CDATA[<p>If you know what you&#8217;re doing and what you want, it&#8217;s usually better to code an engine yourself to do exactly what you want, instead of fighting against the api of an already made engine and stumble upon bugs/missing features for which you can do nothing about.</p>
<p>For example both unity and udk have terrain features built-in that are worse (at least for a game like this)/different than the kriging method Blow used and it would be less straight forward to make a terrain that uses kriging in those engines.</p>
<p>Also, I&#8217;m assuming, coding the engine is something jonathan and the team do enjoy.</p>
<p>Although I do agree that for anyone else, unity/udk are great choices.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2641</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Fri, 04 Mar 2011 20:48:52 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2641</guid>

					<description><![CDATA[Most existing engines are pretty much terrible at doing open worlds.  The good open-world systems out there are all things that people developed for their own specific games.

On top of this, one of the technical backbones of our visual style, high-density lightmapping, is not something that is typically done by existing engines.  They tend to focus on dynamic lighting.]]></description>
			<content:encoded><![CDATA[<p>Most existing engines are pretty much terrible at doing open worlds.  The good open-world systems out there are all things that people developed for their own specific games.</p>
<p>On top of this, one of the technical backbones of our visual style, high-density lightmapping, is not something that is typically done by existing engines.  They tend to focus on dynamic lighting.</p>
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		<title>
		By: Vermeulen		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2638</link>

		<dc:creator><![CDATA[Vermeulen]]></dc:creator>
		<pubDate>Fri, 04 Mar 2011 06:20:55 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2638</guid>

					<description><![CDATA[I just wanted to ask, was the decision to build your own engine due to mostly concerns with keeping full rights and complete cross-platform possibilities, or was there a part of the game decision that required this over the standard game engines such as Unity/UDK?
It looks incredible and I can understand building your own technology for this - I am mostly just curious if the game required any specific tech you felt other game engines lacked]]></description>
			<content:encoded><![CDATA[<p>I just wanted to ask, was the decision to build your own engine due to mostly concerns with keeping full rights and complete cross-platform possibilities, or was there a part of the game decision that required this over the standard game engines such as Unity/UDK?<br />
It looks incredible and I can understand building your own technology for this &#8211; I am mostly just curious if the game required any specific tech you felt other game engines lacked</p>
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		<title>
		By: Tayron		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2629</link>

		<dc:creator><![CDATA[Tayron]]></dc:creator>
		<pubDate>Wed, 02 Mar 2011 09:31:11 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2629</guid>

					<description><![CDATA[but you could add the buildings to the terrain blend map &#038; save some time :)]]></description>
			<content:encoded><![CDATA[<p>but you could add the buildings to the terrain blend map &amp; save some time :)</p>
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		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2623</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Tue, 01 Mar 2011 21:32:09 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2623</guid>

					<description><![CDATA[hey, guys! check out The Witness&#039; twitter. I think Jonathan is gonna be giving updates through the whole events... not of the witness but of other announcements from other developers and games...

he started with the new &quot;magika:vietnam&quot;]]></description>
			<content:encoded><![CDATA[<p>hey, guys! check out The Witness&#8217; twitter. I think Jonathan is gonna be giving updates through the whole events&#8230; not of the witness but of other announcements from other developers and games&#8230;</p>
<p>he started with the new &#8220;magika:vietnam&#8221;</p>
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		<title>
		By: M.M		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2620</link>

		<dc:creator><![CDATA[M.M]]></dc:creator>
		<pubDate>Mon, 28 Feb 2011 20:24:04 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2620</guid>

					<description><![CDATA[Can you tell something about the conference? (am i missing something?)
Is it witness only one, or one on occasion of some other event?
I understand, that some more secrets of the game will be revealed.

Waiting impatiently to play The Witness :)]]></description>
			<content:encoded><![CDATA[<p>Can you tell something about the conference? (am i missing something?)<br />
Is it witness only one, or one on occasion of some other event?<br />
I understand, that some more secrets of the game will be revealed.</p>
<p>Waiting impatiently to play The Witness :)</p>
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		<title>
		By: taurus82		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2618</link>

		<dc:creator><![CDATA[taurus82]]></dc:creator>
		<pubDate>Mon, 28 Feb 2011 09:17:27 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2618</guid>

					<description><![CDATA[Mr Blow said: &quot;I don’t know if there will be a PS3 version&quot;

How can you not know? Do you not have a PS3 dev kit?]]></description>
			<content:encoded><![CDATA[<p>Mr Blow said: &#8220;I don’t know if there will be a PS3 version&#8221;</p>
<p>How can you not know? Do you not have a PS3 dev kit?</p>
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		<title>
		By: Tom		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2615</link>

		<dc:creator><![CDATA[Tom]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 21:37:55 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2615</guid>

					<description><![CDATA[&quot;The thing is that for workflow purposes it is much easier if you know who is in charge of the blend map. &quot;

Yeah makes sense, otherwise people overwrite stuff, version clashes etc. I forget that generally im a one man army :)
Dont know how you are doing your lighting, but I ended up aligning the normals on my combined grass meshes with the planes the individual meshes were dropped on, otherwise I was gettting wierd harsh angular lighting on them when i had any source at a low angle.]]></description>
			<content:encoded><![CDATA[<p>&#8220;The thing is that for workflow purposes it is much easier if you know who is in charge of the blend map. &#8221;</p>
<p>Yeah makes sense, otherwise people overwrite stuff, version clashes etc. I forget that generally im a one man army :)<br />
Dont know how you are doing your lighting, but I ended up aligning the normals on my combined grass meshes with the planes the individual meshes were dropped on, otherwise I was gettting wierd harsh angular lighting on them when i had any source at a low angle.</p>
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		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2614</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 21:19:53 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2614</guid>

					<description><![CDATA[Tom: The thing is that for workflow purposes it is much easier if you know who is in charge of the blend map.  The way we are doing it now, the artist is in charge of the blend map and makes it in Photoshop.  That is very clear and simple and we don&#039;t have to think about if the game is also modifying the blend map by stamping buildings in every time we move them, and if we have to sync changes, etc, etc.]]></description>
			<content:encoded><![CDATA[<p>Tom: The thing is that for workflow purposes it is much easier if you know who is in charge of the blend map.  The way we are doing it now, the artist is in charge of the blend map and makes it in Photoshop.  That is very clear and simple and we don&#8217;t have to think about if the game is also modifying the blend map by stamping buildings in every time we move them, and if we have to sync changes, etc, etc.</p>
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		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2613</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 21:18:16 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2613</guid>

					<description><![CDATA[Tayron: I am using the blend map we already have, but buildings are not in the terrain blend map!  If they use them, they have their own.

taurus: I don&#039;t know if there will be a PS3 version. 

Robert: To detect buildings / rocks / etc right now I am raycasting, and it works all right.  I just wrote that post before I added that part.  It&#039;s not a big deal.

The blend map detection happens in the editor; the shader doesn&#039;t think about whether to place grass or not.  It just gets told exactly where the grass is.]]></description>
			<content:encoded><![CDATA[<p>Tayron: I am using the blend map we already have, but buildings are not in the terrain blend map!  If they use them, they have their own.</p>
<p>taurus: I don&#8217;t know if there will be a PS3 version. </p>
<p>Robert: To detect buildings / rocks / etc right now I am raycasting, and it works all right.  I just wrote that post before I added that part.  It&#8217;s not a big deal.</p>
<p>The blend map detection happens in the editor; the shader doesn&#8217;t think about whether to place grass or not.  It just gets told exactly where the grass is.</p>
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		<title>
		By: Tom		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2612</link>

		<dc:creator><![CDATA[Tom]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 20:42:27 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2612</guid>

					<description><![CDATA[Looking good!
 Its really nice to be able to follow both the tech and the concepts developing, some designers seem to assume that the two processes are somehow totally independent, but the tech provides the communication channels so of course its intrinsic to the concept, at least in terms of realising it.

I&#039;ve just been implementing grass scattering myself, on my procedural voxel terrain system, its amazing how much it helps to add scale and detail to low poly mesh terrain areas.

&quot;the grass will probably stick up through the floor inside the building! Fixing that is next on my to-do list, but it involves a lot of raycasting, so hopefully it doesn’t make grass placement too slow.&quot;

Could you just write into the terrain blend map in the footprint of buildings, so the grass placement will read exclusion zones from there too :) is it on a windy shader yet too?]]></description>
			<content:encoded><![CDATA[<p>Looking good!<br />
 Its really nice to be able to follow both the tech and the concepts developing, some designers seem to assume that the two processes are somehow totally independent, but the tech provides the communication channels so of course its intrinsic to the concept, at least in terms of realising it.</p>
<p>I&#8217;ve just been implementing grass scattering myself, on my procedural voxel terrain system, its amazing how much it helps to add scale and detail to low poly mesh terrain areas.</p>
<p>&#8220;the grass will probably stick up through the floor inside the building! Fixing that is next on my to-do list, but it involves a lot of raycasting, so hopefully it doesn’t make grass placement too slow.&#8221;</p>
<p>Could you just write into the terrain blend map in the footprint of buildings, so the grass placement will read exclusion zones from there too :) is it on a windy shader yet too?</p>
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		<title>
		By: Lopsy		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2610</link>

		<dc:creator><![CDATA[Lopsy]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 18:57:19 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2610</guid>

					<description><![CDATA[Looks pretty! It&#039;d be nice if you could have more variance of color in there too- maybe some nice flowers in addition to the grass, or even some fruit on the trees.

Oh, and does the grass blow in the wind? Same for the trees, the clouds, and of course, that windmill.]]></description>
			<content:encoded><![CDATA[<p>Looks pretty! It&#8217;d be nice if you could have more variance of color in there too- maybe some nice flowers in addition to the grass, or even some fruit on the trees.</p>
<p>Oh, and does the grass blow in the wind? Same for the trees, the clouds, and of course, that windmill.</p>
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		<title>
		By: justin		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2608</link>

		<dc:creator><![CDATA[justin]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 17:16:42 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2608</guid>

					<description><![CDATA[hey, don&#039;t forget to take pictures at the event to post here. we want to know how it went, since we can not go ourselves...]]></description>
			<content:encoded><![CDATA[<p>hey, don&#8217;t forget to take pictures at the event to post here. we want to know how it went, since we can not go ourselves&#8230;</p>
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		<title>
		By: Robert James		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2607</link>

		<dc:creator><![CDATA[Robert James]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 16:48:13 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2607</guid>

					<description><![CDATA[I&#039;m currently trying to create a small engine within my uni course, and I&#039;m using blend shaders for the texture (and hopefully some of the geometry to an extent) and have found them extremely useful?. 
as for the buildings, couldn&#039;t you just project the building flat onto the map that controls grass growth?. 
am I right in assuming the shader that controls the grass takes in the value of the blend map, and within the vertex shader decides whether or not to draw?, or scale?

Anyway, the project looks amazing so far (LOVE THE LIGHTING MODEL), and It&#039;s been a real inspiration for me!. Thank you so much!]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m currently trying to create a small engine within my uni course, and I&#8217;m using blend shaders for the texture (and hopefully some of the geometry to an extent) and have found them extremely useful?.<br />
as for the buildings, couldn&#8217;t you just project the building flat onto the map that controls grass growth?.<br />
am I right in assuming the shader that controls the grass takes in the value of the blend map, and within the vertex shader decides whether or not to draw?, or scale?</p>
<p>Anyway, the project looks amazing so far (LOVE THE LIGHTING MODEL), and It&#8217;s been a real inspiration for me!. Thank you so much!</p>
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		<title>
		By: Peter Harries		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2606</link>

		<dc:creator><![CDATA[Peter Harries]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 15:33:52 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2606</guid>

					<description><![CDATA[Looking good, can&#039;t wait to play it! I know you say nothing in the game looks shipping quality but it still has a certain charm about it :)]]></description>
			<content:encoded><![CDATA[<p>Looking good, can&#8217;t wait to play it! I know you say nothing in the game looks shipping quality but it still has a certain charm about it :)</p>
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		<title>
		By: Jonathon Wisnoski		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2605</link>

		<dc:creator><![CDATA[Jonathon Wisnoski]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 14:24:04 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2605</guid>

					<description><![CDATA[Looking very nice.]]></description>
			<content:encoded><![CDATA[<p>Looking very nice.</p>
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		<title>
		By: taurus82		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2603</link>

		<dc:creator><![CDATA[taurus82]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 11:12:16 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2603</guid>

					<description><![CDATA[Will you guys be able to ensure that the PS3 version will have AA &#038; V-Sync?]]></description>
			<content:encoded><![CDATA[<p>Will you guys be able to ensure that the PS3 version will have AA &amp; V-Sync?</p>
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		<item>
		<title>
		By: Jonathan O'Brien		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2602</link>

		<dc:creator><![CDATA[Jonathan O'Brien]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 10:39:22 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2602</guid>

					<description><![CDATA[The game is beginning to look amazing - I can&#039;t wait to see what you have to share at GDC. I&#039;m praying for a release date!]]></description>
			<content:encoded><![CDATA[<p>The game is beginning to look amazing &#8211; I can&#8217;t wait to see what you have to share at GDC. I&#8217;m praying for a release date!</p>
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		<title>
		By: Tayron		</title>
		<link>https://the-witness.net/news/2011/02/grassing-it-up/comment-page-1/#comment-2601</link>

		<dc:creator><![CDATA[Tayron]]></dc:creator>
		<pubDate>Sun, 27 Feb 2011 10:14:49 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=807#comment-2601</guid>

					<description><![CDATA[Why not simply use the blend texture map you already have? Then you could simply make buildings off-limits for grass, like you do for the path going up the hill, w/o wasting time on raycasting.]]></description>
			<content:encoded><![CDATA[<p>Why not simply use the blend texture map you already have? Then you could simply make buildings off-limits for grass, like you do for the path going up the hill, w/o wasting time on raycasting.</p>
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