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	Comments on: Packaging Update	</title>
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		<title>
		By: Gian		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-49413</link>

		<dc:creator><![CDATA[Gian]]></dc:creator>
		<pubDate>Thu, 11 Oct 2012 17:41:03 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-49413</guid>

					<description><![CDATA[Do really lightmaps need light probes for being calculated? I am studying the topic and i&#039;d like to understand :)
The cubemaps of light probes are calculated from the rendering of the scene at that point. Every object is shaded with its own material + precalculated lightmaps (if any, maybe some objects have no lightmaps?). Lightmaps are calculated from radiosity using diffuse &#038; emit properties from the objects materials. 
For example i&#039;ve a white room lit by an emitting square (like the Cornell box). Also there&#039;s a red sphere inside the room. I&#039;d lightmap every surface of the room, also the sphere, so the lighmaps have that red shade over the walls. Then i calculate a probe inside the room rendering the scene with their materials + lightmaps. When i&#039;d place, in realtime, something inside the room i&#039;ll shade this something using the probe. The object would not have a lightmap because it&#039;s a dynamic object in the scene. Is this right?

Is it possible with light probes to capture shadows inside the volume of the scene? For example i&#039;ve a room with sun light from a window. I calculate the shadows inside the room with global illumination or other methods, then in some way i store that in the XYZ position inside the room  is shadowed, and in this other point is under the sun and so on. When i&#039;ve a character inside the room between the shadow and the light, for example, his back is half shaded in shadow and half in light. This done using the grid of light probes calculated inside the enviroment. Is this possible or these kind of things can only be done using realtime shadows?


About &quot;content&quot; sadly also inside other kinds of software development there are companies who aren&#039;t really interested in their products but just need to have something to sell. I&#039;m working on a software for about 3 years and in this ammout of time people just don&#039;t want to help me when i ask, nor they want to know how much is difficult to create a CAD-like 3D enviroment from scratch. They pressure me just to finish, paying very little (the same as working on not graphics software). Then, sometimes, they say they want to implement &quot;this&quot; or &quot;that&quot; because chatting with someone they heard about &quot;this&#039; and &quot;that&quot; that bigger companies do. 
It&#039;s not surprising i&#039;m rallying to finish a minimum ammount of things they need and quit to start doing better things myself ;)]]></description>
			<content:encoded><![CDATA[<p>Do really lightmaps need light probes for being calculated? I am studying the topic and i&#8217;d like to understand :)<br />
The cubemaps of light probes are calculated from the rendering of the scene at that point. Every object is shaded with its own material + precalculated lightmaps (if any, maybe some objects have no lightmaps?). Lightmaps are calculated from radiosity using diffuse &amp; emit properties from the objects materials.<br />
For example i&#8217;ve a white room lit by an emitting square (like the Cornell box). Also there&#8217;s a red sphere inside the room. I&#8217;d lightmap every surface of the room, also the sphere, so the lighmaps have that red shade over the walls. Then i calculate a probe inside the room rendering the scene with their materials + lightmaps. When i&#8217;d place, in realtime, something inside the room i&#8217;ll shade this something using the probe. The object would not have a lightmap because it&#8217;s a dynamic object in the scene. Is this right?</p>
<p>Is it possible with light probes to capture shadows inside the volume of the scene? For example i&#8217;ve a room with sun light from a window. I calculate the shadows inside the room with global illumination or other methods, then in some way i store that in the XYZ position inside the room  is shadowed, and in this other point is under the sun and so on. When i&#8217;ve a character inside the room between the shadow and the light, for example, his back is half shaded in shadow and half in light. This done using the grid of light probes calculated inside the enviroment. Is this possible or these kind of things can only be done using realtime shadows?</p>
<p>About &#8220;content&#8221; sadly also inside other kinds of software development there are companies who aren&#8217;t really interested in their products but just need to have something to sell. I&#8217;m working on a software for about 3 years and in this ammout of time people just don&#8217;t want to help me when i ask, nor they want to know how much is difficult to create a CAD-like 3D enviroment from scratch. They pressure me just to finish, paying very little (the same as working on not graphics software). Then, sometimes, they say they want to implement &#8220;this&#8221; or &#8220;that&#8221; because chatting with someone they heard about &#8220;this&#8217; and &#8220;that&#8221; that bigger companies do.<br />
It&#8217;s not surprising i&#8217;m rallying to finish a minimum ammount of things they need and quit to start doing better things myself ;)</p>
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		<title>
		By: Jacob		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-48252</link>

		<dc:creator><![CDATA[Jacob]]></dc:creator>
		<pubDate>Tue, 09 Oct 2012 20:27:24 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-48252</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-48128&quot;&gt;Jonathan Blow&lt;/a&gt;.

Ahh I was just curious haha. Can&#039;t wait to see the final game! I loved Braid and I just saw Indie Game and was browsing around looking for info on your new game. I &#039;got&#039; Braid. There&#039;s a lot of us out there that got it. We just don&#039;t have blogs because we don&#039;t think anyone gives a shit about how much a video game affected us.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-48128">Jonathan Blow</a>.</p>
<p>Ahh I was just curious haha. Can&#8217;t wait to see the final game! I loved Braid and I just saw Indie Game and was browsing around looking for info on your new game. I &#8216;got&#8217; Braid. There&#8217;s a lot of us out there that got it. We just don&#8217;t have blogs because we don&#8217;t think anyone gives a shit about how much a video game affected us.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-48128</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Tue, 09 Oct 2012 16:23:50 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-48128</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-48127&quot;&gt;Jonathan Blow&lt;/a&gt;.

... and the Source engine is pretty old these days. If we licensed it we&#039;d have to rewrite a lot of things, it&#039;d be hard to get it onto iOS, etc. Also, we just don&#039;t want to license an engine.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-48127">Jonathan Blow</a>.</p>
<p>&#8230; and the Source engine is pretty old these days. If we licensed it we&#8217;d have to rewrite a lot of things, it&#8217;d be hard to get it onto iOS, etc. Also, we just don&#8217;t want to license an engine.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-48127</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Tue, 09 Oct 2012 16:22:37 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-48127</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-47888&quot;&gt;Jacob&lt;/a&gt;.

I don&#039;t have any idea how the Source engine works. We are just making decisions that we think are reasonable.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-47888">Jacob</a>.</p>
<p>I don&#8217;t have any idea how the Source engine works. We are just making decisions that we think are reasonable.</p>
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		<title>
		By: Jacob		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-47888</link>

		<dc:creator><![CDATA[Jacob]]></dc:creator>
		<pubDate>Tue, 09 Oct 2012 06:03:44 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-47888</guid>

					<description><![CDATA[My first foray into computer art and more importantly, computer programming, was working with the Source engine, and I can&#039;t help but notice the similarities in the engine design and programming. I was wondering, are you using the Source engine as a model for this engine? Also, why didn&#039;t you guys use the Source Engine? It&#039;s flexibility always amazed me, and the things a performance beast.]]></description>
			<content:encoded><![CDATA[<p>My first foray into computer art and more importantly, computer programming, was working with the Source engine, and I can&#8217;t help but notice the similarities in the engine design and programming. I was wondering, are you using the Source engine as a model for this engine? Also, why didn&#8217;t you guys use the Source Engine? It&#8217;s flexibility always amazed me, and the things a performance beast.</p>
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		<title>
		By: Rickard		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-46115</link>

		<dc:creator><![CDATA[Rickard]]></dc:creator>
		<pubDate>Fri, 05 Oct 2012 19:18:25 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-46115</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-46059&quot;&gt;Jonathan Blow&lt;/a&gt;.

I thought super-small differences might indeed occur, especially in cases where you really didn&#039;t expect any difference at all, but I guess it depends on the cause of the difference.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-46059">Jonathan Blow</a>.</p>
<p>I thought super-small differences might indeed occur, especially in cases where you really didn&#8217;t expect any difference at all, but I guess it depends on the cause of the difference.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-46059</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Fri, 05 Oct 2012 15:50:56 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-46059</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-45998&quot;&gt;Rickard&lt;/a&gt;.

Not so simply, because you could have two lightmaps on neighboring objects, then rebake, and decide one is &quot;similar enough&quot; but the other isn&#039;t, and you then start getting discontinuities between objects. Unless your criterion for &quot;similar enough&quot; is super-small. I dunno.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-45998">Rickard</a>.</p>
<p>Not so simply, because you could have two lightmaps on neighboring objects, then rebake, and decide one is &#8220;similar enough&#8221; but the other isn&#8217;t, and you then start getting discontinuities between objects. Unless your criterion for &#8220;similar enough&#8221; is super-small. I dunno.</p>
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		<title>
		By: Rickard		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-45998</link>

		<dc:creator><![CDATA[Rickard]]></dc:creator>
		<pubDate>Fri, 05 Oct 2012 14:55:05 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-45998</guid>

					<description><![CDATA[When these light probes and lightmaps change due to miniscule changes in the world, such as leaves moving in the wind, couldn&#039;t that be handled by having the build process compare the old and new probe/map and substitute the old version if it was similar enough according to some simple metric?]]></description>
			<content:encoded><![CDATA[<p>When these light probes and lightmaps change due to miniscule changes in the world, such as leaves moving in the wind, couldn&#8217;t that be handled by having the build process compare the old and new probe/map and substitute the old version if it was similar enough according to some simple metric?</p>
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		<title>
		By: Matthew VanDevander		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-40946</link>

		<dc:creator><![CDATA[Matthew VanDevander]]></dc:creator>
		<pubDate>Thu, 27 Sep 2012 04:06:12 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-40946</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-40932&quot;&gt;Matthew VanDevander&lt;/a&gt;.

In a humorous way. Of course. :P]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-40932">Matthew VanDevander</a>.</p>
<p>In a humorous way. Of course. :P</p>
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		<title>
		By: Matthew VanDevander		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-40945</link>

		<dc:creator><![CDATA[Matthew VanDevander]]></dc:creator>
		<pubDate>Thu, 27 Sep 2012 04:00:14 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-40945</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38457&quot;&gt;d&lt;/a&gt;.

I think it&#039;s interesting that often developers who are creating substantial and valuable changes to their games tend to refer to the DLC as &quot;Expansions&quot; just to avoid the negative connotation of frivolity that the word has come to mean. A good example being Bethesda with the Skyrim expansion, even though they were the original proponents of frivolous DLC. (The horse armor)]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38457">d</a>.</p>
<p>I think it&#8217;s interesting that often developers who are creating substantial and valuable changes to their games tend to refer to the DLC as &#8220;Expansions&#8221; just to avoid the negative connotation of frivolity that the word has come to mean. A good example being Bethesda with the Skyrim expansion, even though they were the original proponents of frivolous DLC. (The horse armor)</p>
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		<title>
		By: Matthew VanDevander		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-40932</link>

		<dc:creator><![CDATA[Matthew VanDevander]]></dc:creator>
		<pubDate>Thu, 27 Sep 2012 03:54:20 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-40932</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38296&quot;&gt;Jonathan Blow&lt;/a&gt;.

Users SHOULD have to generate their own lightmaps. If they can&#039;t wait 24 hours more to play the game. They don&#039;t deserve it. Think of it as the first puzzle in the game.

Sorry for being random and dumb. I just felt it really strongly.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38296">Jonathan Blow</a>.</p>
<p>Users SHOULD have to generate their own lightmaps. If they can&#8217;t wait 24 hours more to play the game. They don&#8217;t deserve it. Think of it as the first puzzle in the game.</p>
<p>Sorry for being random and dumb. I just felt it really strongly.</p>
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		<title>
		By: Cat Musgrove		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-39465</link>

		<dc:creator><![CDATA[Cat Musgrove]]></dc:creator>
		<pubDate>Mon, 24 Sep 2012 03:20:21 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-39465</guid>

					<description><![CDATA[I think I understand what you&#039;re saying, but perhaps the idea should be to simply be careful about the use of the word content - and be aware that it can be/and is often used as sleazy marketing speak - as opposed to forever marking it as a signal that someone is devaluing their own work. Ignoring the marketing side altogether, developers have definitely come to use the word as a pretty legitimate shorthand. You used the word yourself in your post (disdain-filled quotation marks or not), because I assume that you figured most people who read this blog would be able to successfully fill in the blanks. Really, the best solution is for everyone to do their best to say specifically what they mean (art, encounters, level layouts) and not use a catch-all word like &quot;content&quot; - but sometimes it&#039;s just faster when your audience is mostly on the same page. 

Jiro struck me as pretty practical - so I don&#039;t know if he&#039;d really care very much about what he specifically called his sushi, as long as he was able to clearly communicate with the chefs that work under him. ;)]]></description>
			<content:encoded><![CDATA[<p>I think I understand what you&#8217;re saying, but perhaps the idea should be to simply be careful about the use of the word content &#8211; and be aware that it can be/and is often used as sleazy marketing speak &#8211; as opposed to forever marking it as a signal that someone is devaluing their own work. Ignoring the marketing side altogether, developers have definitely come to use the word as a pretty legitimate shorthand. You used the word yourself in your post (disdain-filled quotation marks or not), because I assume that you figured most people who read this blog would be able to successfully fill in the blanks. Really, the best solution is for everyone to do their best to say specifically what they mean (art, encounters, level layouts) and not use a catch-all word like &#8220;content&#8221; &#8211; but sometimes it&#8217;s just faster when your audience is mostly on the same page. </p>
<p>Jiro struck me as pretty practical &#8211; so I don&#8217;t know if he&#8217;d really care very much about what he specifically called his sushi, as long as he was able to clearly communicate with the chefs that work under him. ;)</p>
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		<title>
		By: Stuart		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-39414</link>

		<dc:creator><![CDATA[Stuart]]></dc:creator>
		<pubDate>Sun, 23 Sep 2012 23:58:24 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-39414</guid>

					<description><![CDATA[This discussion brings up a running concern with game reviews, that they often judge a game by how much stuff is in it or by how much of a &#039;full package&#039; it is. While there may be some positive intention to this choice of words (for a game to explore it&#039;s full potential) the consequence is that the reviews treat games as consumer goods.
Not all sites are guilty of this, but it gives me a shiver whenever I hear it.]]></description>
			<content:encoded><![CDATA[<p>This discussion brings up a running concern with game reviews, that they often judge a game by how much stuff is in it or by how much of a &#8216;full package&#8217; it is. While there may be some positive intention to this choice of words (for a game to explore it&#8217;s full potential) the consequence is that the reviews treat games as consumer goods.<br />
Not all sites are guilty of this, but it gives me a shiver whenever I hear it.</p>
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		<title>
		By: Dmytro		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-39207</link>

		<dc:creator><![CDATA[Dmytro]]></dc:creator>
		<pubDate>Sun, 23 Sep 2012 10:36:32 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-39207</guid>

					<description><![CDATA[Looks great!]]></description>
			<content:encoded><![CDATA[<p>Looks great!</p>
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		<title>
		By: Justin		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-39117</link>

		<dc:creator><![CDATA[Justin]]></dc:creator>
		<pubDate>Sun, 23 Sep 2012 02:22:45 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-39117</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38297&quot;&gt;Jonathan Blow&lt;/a&gt;.

Thank you very much for clarifying (and also for the great movie recommendation)!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38297">Jonathan Blow</a>.</p>
<p>Thank you very much for clarifying (and also for the great movie recommendation)!</p>
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		<title>
		By: bb		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38723</link>

		<dc:creator><![CDATA[bb]]></dc:creator>
		<pubDate>Sat, 22 Sep 2012 08:16:16 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38723</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38297&quot;&gt;Jonathan Blow&lt;/a&gt;.

I do understand what you&#039;re trying to say - but I believe there&#039;s some semantic philosophical issues with your definitions and their use. Surely there&#039;s a point where we move beyond the connotational limits of &#039;games&#039;, but cannot broadly define every such work as art - &#039;title&#039; and &#039;content&#039; are less jargon and more adoptions for concepts that people are having a hard time interpreting - Marshall McLuhan was concerned that  “we cannot free ourselves of the delusion that it is how a medium is used that counts, rather than what it does to us and with us” and such terminology is surely an attempt to wean perceptions off of the later attitude toward a more progressive one. Perhaps I have misunderstood your usage though.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38297">Jonathan Blow</a>.</p>
<p>I do understand what you&#8217;re trying to say &#8211; but I believe there&#8217;s some semantic philosophical issues with your definitions and their use. Surely there&#8217;s a point where we move beyond the connotational limits of &#8216;games&#8217;, but cannot broadly define every such work as art &#8211; &#8216;title&#8217; and &#8216;content&#8217; are less jargon and more adoptions for concepts that people are having a hard time interpreting &#8211; Marshall McLuhan was concerned that  “we cannot free ourselves of the delusion that it is how a medium is used that counts, rather than what it does to us and with us” and such terminology is surely an attempt to wean perceptions off of the later attitude toward a more progressive one. Perhaps I have misunderstood your usage though.</p>
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		<title>
		By: dale		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38539</link>

		<dc:creator><![CDATA[dale]]></dc:creator>
		<pubDate>Sat, 22 Sep 2012 05:27:18 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38539</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38297&quot;&gt;Jonathan Blow&lt;/a&gt;.

I&#039;m curious if you think the use of these words harms game development in a way that wouldn&#039;t happen anyway, or if it&#039;s just something that points back to a bad way of thinking.  I just ask because it seems like arguments about words on there own are kind of weird. I guess Jiro could refer to his Sushi as content if to him, content means something positive (yeah it would be a weird word to use for food). I&#039;m really curious what the practical purpose of pointing this out is. I can&#039;t word that in a non rude sounding way, sorry.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38297">Jonathan Blow</a>.</p>
<p>I&#8217;m curious if you think the use of these words harms game development in a way that wouldn&#8217;t happen anyway, or if it&#8217;s just something that points back to a bad way of thinking.  I just ask because it seems like arguments about words on there own are kind of weird. I guess Jiro could refer to his Sushi as content if to him, content means something positive (yeah it would be a weird word to use for food). I&#8217;m really curious what the practical purpose of pointing this out is. I can&#8217;t word that in a non rude sounding way, sorry.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38515</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sat, 22 Sep 2012 05:13:57 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38515</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38319&quot;&gt;Issam Khalil&lt;/a&gt;.

I suggest re-reading the posting; I say exactly why.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38319">Issam Khalil</a>.</p>
<p>I suggest re-reading the posting; I say exactly why.</p>
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		<item>
		<title>
		By: d		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38477</link>

		<dc:creator><![CDATA[d]]></dc:creator>
		<pubDate>Sat, 22 Sep 2012 04:47:10 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38477</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38260&quot;&gt;Jeremy&lt;/a&gt;.

&quot;Content&quot; means &quot;something goes here but it doesn&#039;t really matter what&quot;. It&#039;s something that&#039;s created with the goal of filling space. As for why it&#039;s a irritating term, people who create things for their own sake aren&#039;t in the same line of work as people who create things to fill space, and they don&#039;t like being grouped in with the latter.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38260">Jeremy</a>.</p>
<p>&#8220;Content&#8221; means &#8220;something goes here but it doesn&#8217;t really matter what&#8221;. It&#8217;s something that&#8217;s created with the goal of filling space. As for why it&#8217;s a irritating term, people who create things for their own sake aren&#8217;t in the same line of work as people who create things to fill space, and they don&#8217;t like being grouped in with the latter.</p>
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		<item>
		<title>
		By: d		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38457</link>

		<dc:creator><![CDATA[d]]></dc:creator>
		<pubDate>Sat, 22 Sep 2012 04:30:30 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38457</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38297&quot;&gt;Jonathan Blow&lt;/a&gt;.

Content is the same thing as Lorem Ipsum. If you&#039;re looking for a generic term for things that have a reason for being, try &quot;works&quot;.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38297">Jonathan Blow</a>.</p>
<p>Content is the same thing as Lorem Ipsum. If you&#8217;re looking for a generic term for things that have a reason for being, try &#8220;works&#8221;.</p>
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		<item>
		<title>
		By: Issam Khalil		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38319</link>

		<dc:creator><![CDATA[Issam Khalil]]></dc:creator>
		<pubDate>Sat, 22 Sep 2012 02:33:25 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38319</guid>

					<description><![CDATA[The 500 MB for light maps seems really high, is that for the entire game?  It feels like the world would have to significally change for so much of the light maps to be affected.]]></description>
			<content:encoded><![CDATA[<p>The 500 MB for light maps seems really high, is that for the entire game?  It feels like the world would have to significally change for so much of the light maps to be affected.</p>
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		<item>
		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38297</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sat, 22 Sep 2012 01:07:37 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38297</guid>

					<description><![CDATA[Yeah, &quot;title&quot; and &quot;content&quot; strike me as generic jargon meant to make things seem other than they are, or to cover up the fact that the speaker isn&#039;t saying anything substantial, or (in the case of &quot;DLC&quot;) to shift the conversation from something that serves the user into something that serves the seller.

&quot;Title&quot; was just put in place by suits who didn&#039;t want to go around saying &quot;game&quot; all the time because they wanted to be taken more seriously, and it is hard to put up a serious image when you are saying &quot;game&quot; all the time. (&quot;Title&quot; does have some technical usage in the retail game world, where &quot;title&quot; refers to the game in all its incarnations and &quot;SKU&quot; refers to one specific over-the-counter release e.g. for one platform, but this is not how &quot;title&quot; is generally used these days. It is generally used to mean &quot;game&quot;.)

&quot;Content&quot; is just a generic word that lets people say nothings about nothing. It comes from the software application world where you had &quot;code&quot; that makes things happen and &quot;content&quot; that the code moves around without knowing what it is. I have always taken it as a bad sign when people use the word &quot;content&quot; very much because it means they aren&#039;t thinking about the actual things being operated on by the code, which probably means the code is not doing a good job.

(It then took a more sinister meaning in the web world, where &quot;content&quot; is what draws users to a web site and &quot;ads&quot; are the real purpose of the site.)

In general, calling things &quot;content&quot; is ugly. Go watch the movie Jiro Dreams of Sushi. Do you think that Jiro refers to the food he serves as &quot;content&quot;? If not, then why is it better for us to do so?

In the case of &quot;DLC&quot;, what does &quot;DLC&quot; mean? It just means &quot;something generic you can get for yoru game&quot;. As the player, don&#039;t you care what it is -- whether it is an expansion pack, some new character skins, or horse armor, or whatever? More informative terms would help, there. But in reality the term DLC was made up by people who sell software, and its meaning is: &quot;Things we can sell to players for money after the original purchase, or else give away for free in order to maintain engagement with our game / get a news boost / etc&quot;. This is what I mean about shifting the conversation. If the point were really to give players something valuable, then it would not be called DLC, it would be called something that tells you what you are actually getting.]]></description>
			<content:encoded><![CDATA[<p>Yeah, &#8220;title&#8221; and &#8220;content&#8221; strike me as generic jargon meant to make things seem other than they are, or to cover up the fact that the speaker isn&#8217;t saying anything substantial, or (in the case of &#8220;DLC&#8221;) to shift the conversation from something that serves the user into something that serves the seller.</p>
<p>&#8220;Title&#8221; was just put in place by suits who didn&#8217;t want to go around saying &#8220;game&#8221; all the time because they wanted to be taken more seriously, and it is hard to put up a serious image when you are saying &#8220;game&#8221; all the time. (&#8220;Title&#8221; does have some technical usage in the retail game world, where &#8220;title&#8221; refers to the game in all its incarnations and &#8220;SKU&#8221; refers to one specific over-the-counter release e.g. for one platform, but this is not how &#8220;title&#8221; is generally used these days. It is generally used to mean &#8220;game&#8221;.)</p>
<p>&#8220;Content&#8221; is just a generic word that lets people say nothings about nothing. It comes from the software application world where you had &#8220;code&#8221; that makes things happen and &#8220;content&#8221; that the code moves around without knowing what it is. I have always taken it as a bad sign when people use the word &#8220;content&#8221; very much because it means they aren&#8217;t thinking about the actual things being operated on by the code, which probably means the code is not doing a good job.</p>
<p>(It then took a more sinister meaning in the web world, where &#8220;content&#8221; is what draws users to a web site and &#8220;ads&#8221; are the real purpose of the site.)</p>
<p>In general, calling things &#8220;content&#8221; is ugly. Go watch the movie Jiro Dreams of Sushi. Do you think that Jiro refers to the food he serves as &#8220;content&#8221;? If not, then why is it better for us to do so?</p>
<p>In the case of &#8220;DLC&#8221;, what does &#8220;DLC&#8221; mean? It just means &#8220;something generic you can get for yoru game&#8221;. As the player, don&#8217;t you care what it is &#8212; whether it is an expansion pack, some new character skins, or horse armor, or whatever? More informative terms would help, there. But in reality the term DLC was made up by people who sell software, and its meaning is: &#8220;Things we can sell to players for money after the original purchase, or else give away for free in order to maintain engagement with our game / get a news boost / etc&#8221;. This is what I mean about shifting the conversation. If the point were really to give players something valuable, then it would not be called DLC, it would be called something that tells you what you are actually getting.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38296</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Sat, 22 Sep 2012 00:58:05 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38296</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38123&quot;&gt;Martin Eden&lt;/a&gt;.

Lightmaps take a long time (more than 24 hours right now). Light probes are much faster, just because there are many fewer sample points.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38123">Martin Eden</a>.</p>
<p>Lightmaps take a long time (more than 24 hours right now). Light probes are much faster, just because there are many fewer sample points.</p>
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		<title>
		By: Justin		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38295</link>

		<dc:creator><![CDATA[Justin]]></dc:creator>
		<pubDate>Sat, 22 Sep 2012 00:11:58 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38295</guid>

					<description><![CDATA[Could you elaborate on what you mean by &quot;content&quot; and &quot;title&quot;? I honestly don&#039;t know what your getting at.]]></description>
			<content:encoded><![CDATA[<p>Could you elaborate on what you mean by &#8220;content&#8221; and &#8220;title&#8221;? I honestly don&#8217;t know what your getting at.</p>
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		<title>
		By: Phil Fortier		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38271</link>

		<dc:creator><![CDATA[Phil Fortier]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 20:14:02 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38271</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38269&quot;&gt;Niels Myrtue&lt;/a&gt;.

Even if the processing time were low enough, you would essentially be turning an in-house tool into a shipping product. Thus, the test burden goes up.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38269">Niels Myrtue</a>.</p>
<p>Even if the processing time were low enough, you would essentially be turning an in-house tool into a shipping product. Thus, the test burden goes up.</p>
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		<title>
		By: Niels Myrtue		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38269</link>

		<dc:creator><![CDATA[Niels Myrtue]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 20:04:07 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38269</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-37972&quot;&gt;Jonathan Blow&lt;/a&gt;.

How about just generating the lightmaps and/or probes on the users machine when a new patch is downloaded? Shouldn&#039;t add too much complexity since you would be using the same tools, just on the users computer instead.

Or is the processing time too long for this to be viable?

Best regards]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-37972">Jonathan Blow</a>.</p>
<p>How about just generating the lightmaps and/or probes on the users machine when a new patch is downloaded? Shouldn&#8217;t add too much complexity since you would be using the same tools, just on the users computer instead.</p>
<p>Or is the processing time too long for this to be viable?</p>
<p>Best regards</p>
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		<title>
		By: Ignacio Castaño		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38267</link>

		<dc:creator><![CDATA[Ignacio Castaño]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 19:03:21 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38267</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38119&quot;&gt;Sami&lt;/a&gt;.

Pars pro toto. The Witness is the title of the game, but The Witness is not a title! Unless you are publisher and the game is just a row in a spreadsheet. It&#039;s a sad evolution of the language...]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38119">Sami</a>.</p>
<p>Pars pro toto. The Witness is the title of the game, but The Witness is not a title! Unless you are publisher and the game is just a row in a spreadsheet. It&#8217;s a sad evolution of the language&#8230;</p>
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		<title>
		By: Ignacio Castaño		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38264</link>

		<dc:creator><![CDATA[Ignacio Castaño]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 18:50:51 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38264</guid>

					<description><![CDATA[The light probe filtering is not a simple blur. We convolve the environment maps with a cosine weighted radial filter raised to different powers in each of the mipmaps. It&#039;s possible to parallelize it and run it on the GPU (we currently compute it in multiple CPU threads), but even with a very fast implementation I think it would take too much time.

Right now we only have 72 light probes in the world and we process them in 5 minutes. However, I expect to have around 300 by the time we ship the game. Even with GPU optimizations, I think it will be hard to process them in less than that.]]></description>
			<content:encoded><![CDATA[<p>The light probe filtering is not a simple blur. We convolve the environment maps with a cosine weighted radial filter raised to different powers in each of the mipmaps. It&#8217;s possible to parallelize it and run it on the GPU (we currently compute it in multiple CPU threads), but even with a very fast implementation I think it would take too much time.</p>
<p>Right now we only have 72 light probes in the world and we process them in 5 minutes. However, I expect to have around 300 by the time we ship the game. Even with GPU optimizations, I think it will be hard to process them in less than that.</p>
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		<title>
		By: Jeremy		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38260</link>

		<dc:creator><![CDATA[Jeremy]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 18:23:43 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38260</guid>

					<description><![CDATA[Would you mind going into a little more detail on your view of the words &quot;title&quot; and &quot;content&quot; in the context of video games? &quot;Content&quot; seems to be a fair enough term to vaguely describe the substance of the game as the player encounters it, whether that be the length of the game, its size on a hard drive, or some other measurement of how much &quot;game&quot; there is. It&#039;s understandable that quantifying a game often defeats its purpose (e.g. Dear Esther), but so long as the term is used only vaguely, it should be reasonable enough when coupled with other descriptors.

This of course raises the question: &quot;What is your stance on DLC?&quot; but I understand that&#039;s a difficult subject to detail in a comment.

Your development principles are fascinating!]]></description>
			<content:encoded><![CDATA[<p>Would you mind going into a little more detail on your view of the words &#8220;title&#8221; and &#8220;content&#8221; in the context of video games? &#8220;Content&#8221; seems to be a fair enough term to vaguely describe the substance of the game as the player encounters it, whether that be the length of the game, its size on a hard drive, or some other measurement of how much &#8220;game&#8221; there is. It&#8217;s understandable that quantifying a game often defeats its purpose (e.g. Dear Esther), but so long as the term is used only vaguely, it should be reasonable enough when coupled with other descriptors.</p>
<p>This of course raises the question: &#8220;What is your stance on DLC?&#8221; but I understand that&#8217;s a difficult subject to detail in a comment.</p>
<p>Your development principles are fascinating!</p>
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		<title>
		By: Martin Eden		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38123</link>

		<dc:creator><![CDATA[Martin Eden]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 10:09:03 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38123</guid>

					<description><![CDATA[How long does it take to regenerate the light probes and lightmaps? If it is smaller than the time it will take your average end user to download nearly a gigabyte of data, maybe you could run the generation scripts client-side. Either at some kind of Steam triggered &quot;post-update&quot; hook-in, or if that&#039;s not possible, just on first run after an update.

I apologise for adding my voice to all these suggestions - you have likely thought of all this already.]]></description>
			<content:encoded><![CDATA[<p>How long does it take to regenerate the light probes and lightmaps? If it is smaller than the time it will take your average end user to download nearly a gigabyte of data, maybe you could run the generation scripts client-side. Either at some kind of Steam triggered &#8220;post-update&#8221; hook-in, or if that&#8217;s not possible, just on first run after an update.</p>
<p>I apologise for adding my voice to all these suggestions &#8211; you have likely thought of all this already.</p>
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		<title>
		By: Sami		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38119</link>

		<dc:creator><![CDATA[Sami]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 09:13:54 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38119</guid>

					<description><![CDATA[Interesting post. 500MB patches seem a bit hefty so I hope the biggest problem can be solved, but as you said there probably won&#039;t need to be patched too often.

By the way, I can sort of understand why you wouldn&#039;t like using the word &quot;content&quot; for games, but what&#039;s wrong with &quot;title&quot;?]]></description>
			<content:encoded><![CDATA[<p>Interesting post. 500MB patches seem a bit hefty so I hope the biggest problem can be solved, but as you said there probably won&#8217;t need to be patched too often.</p>
<p>By the way, I can sort of understand why you wouldn&#8217;t like using the word &#8220;content&#8221; for games, but what&#8217;s wrong with &#8220;title&#8221;?</p>
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		<title>
		By: Jonathan Rogers		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38112</link>

		<dc:creator><![CDATA[Jonathan Rogers]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 06:22:54 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38112</guid>

					<description><![CDATA[Are you rendering the light probes and light maps on the GPU? In my experience GPUs don&#039;t always produce deterministic output.

We have a similar problem in Path of Exile. We render sheets of tiles in an isometric perspective that are used at run time for our mini-map. This is done during our build process automatically. Unfortunately we have found that there are very slight differences in the output so when doing patches we would get an extra 50-80 or so meg of data.

Our solution so far has just been to run a script that strips out minimap tile changes in patches that no real changes have occurred in. It&#039;s not a great solution, but it&#039;s working out okay for us so far.]]></description>
			<content:encoded><![CDATA[<p>Are you rendering the light probes and light maps on the GPU? In my experience GPUs don&#8217;t always produce deterministic output.</p>
<p>We have a similar problem in Path of Exile. We render sheets of tiles in an isometric perspective that are used at run time for our mini-map. This is done during our build process automatically. Unfortunately we have found that there are very slight differences in the output so when doing patches we would get an extra 50-80 or so meg of data.</p>
<p>Our solution so far has just been to run a script that strips out minimap tile changes in patches that no real changes have occurred in. It&#8217;s not a great solution, but it&#8217;s working out okay for us so far.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38111</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 05:23:07 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38111</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38110&quot;&gt;Jonathan Blow&lt;/a&gt;.

Although now that I think about it a little more, it doesn&#039;t seem hard at all to do a good blur on a cube map. Maybe the problem is something else. I didn&#039;t program it so I am not sure!]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38110">Jonathan Blow</a>.</p>
<p>Although now that I think about it a little more, it doesn&#8217;t seem hard at all to do a good blur on a cube map. Maybe the problem is something else. I didn&#8217;t program it so I am not sure!</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38110</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 05:20:35 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38110</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38059&quot;&gt;fluffy&lt;/a&gt;.

In principle there is nothing preventing this, but at present generating light probes is a little bit slow. I think it mostly has to do with the blur step, which I would guess is done on the CPU (if Ignacio is reading these comments then maybe he can say something about it).

My understanding is, if you want to do a perfect blur across a cube map, it is kind of a pain in the butt to do that in hardware. (If anyone out there knows how to do it very well, let me know!) Right now our shadow-casting point lights are limited to one hemisphere for a similar reason (that way we can project the shadow onto a plane, rather than 5-6 cube map faces).]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38059">fluffy</a>.</p>
<p>In principle there is nothing preventing this, but at present generating light probes is a little bit slow. I think it mostly has to do with the blur step, which I would guess is done on the CPU (if Ignacio is reading these comments then maybe he can say something about it).</p>
<p>My understanding is, if you want to do a perfect blur across a cube map, it is kind of a pain in the butt to do that in hardware. (If anyone out there knows how to do it very well, let me know!) Right now our shadow-casting point lights are limited to one hemisphere for a similar reason (that way we can project the shadow onto a plane, rather than 5-6 cube map faces).</p>
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		<title>
		By: fluffy		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38059</link>

		<dc:creator><![CDATA[fluffy]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 04:28:54 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38059</guid>

					<description><![CDATA[Are the light probes significantly different than just being what you&#039;d get by rendering the live scene into an FBO and then blurring that into another FBO via Gaussian blur shader?  If not, any reason you can&#039;t just generate the light probes on-the-fly when their region is about to come into view?]]></description>
			<content:encoded><![CDATA[<p>Are the light probes significantly different than just being what you&#8217;d get by rendering the live scene into an FBO and then blurring that into another FBO via Gaussian blur shader?  If not, any reason you can&#8217;t just generate the light probes on-the-fly when their region is about to come into view?</p>
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		<title>
		By: Sean Boocock		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-38003</link>

		<dc:creator><![CDATA[Sean Boocock]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 02:02:34 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-38003</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-37972&quot;&gt;Jonathan Blow&lt;/a&gt;.

Fair enough.  I also value simplicity, not only from standpoint of implementing features but even moreso for the programmers who will have to maintain those features in the future.  As someone working on an online game, issues like this are of higher importance and thus earn a larger portion of the time/complexity/person power budget.]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-37972">Jonathan Blow</a>.</p>
<p>Fair enough.  I also value simplicity, not only from standpoint of implementing features but even moreso for the programmers who will have to maintain those features in the future.  As someone working on an online game, issues like this are of higher importance and thus earn a larger portion of the time/complexity/person power budget.</p>
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		<title>
		By: Jonathan Blow		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-37972</link>

		<dc:creator><![CDATA[Jonathan Blow]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 01:16:16 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-37972</guid>

					<description><![CDATA[In reply to &lt;a href=&quot;https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-37958&quot;&gt;Sean Boocock&lt;/a&gt;.

Ehh, no, this is just a level of complexity that we would be unwilling to engage in. Complexity management is how you ship quality games in a reasonable period of time.

If it comes down to doing something like this, or having people download 500MB patches, then it is going to be the latter.

(The situation would be different if it were an online game that patches all the time; in that case such a technology investment would be focused on the typical user experience. But that is not the case here.)]]></description>
			<content:encoded><![CDATA[<p>In reply to <a href="https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-37958">Sean Boocock</a>.</p>
<p>Ehh, no, this is just a level of complexity that we would be unwilling to engage in. Complexity management is how you ship quality games in a reasonable period of time.</p>
<p>If it comes down to doing something like this, or having people download 500MB patches, then it is going to be the latter.</p>
<p>(The situation would be different if it were an online game that patches all the time; in that case such a technology investment would be focused on the typical user experience. But that is not the case here.)</p>
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		<title>
		By: Sean Boocock		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-37958</link>

		<dc:creator><![CDATA[Sean Boocock]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 00:50:41 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-37958</guid>

					<description><![CDATA[Thinking out loud here but with respect to patching the light maps, one approach might be to bundle the lightmap diffs in patches, reconstructing the new lightmaps on users&#039; machines.  If the changes to the lightmaps are moderate, the diff should yield higher compression ratios then the lightmaps themselves (via something like runlength encoding or a dictionary based compression algorithm like http://en.wikipedia.org/wiki/LZW).]]></description>
			<content:encoded><![CDATA[<p>Thinking out loud here but with respect to patching the light maps, one approach might be to bundle the lightmap diffs in patches, reconstructing the new lightmaps on users&#8217; machines.  If the changes to the lightmaps are moderate, the diff should yield higher compression ratios then the lightmaps themselves (via something like runlength encoding or a dictionary based compression algorithm like <a href="http://en.wikipedia.org/wiki/LZW" rel="nofollow ugc">http://en.wikipedia.org/wiki/LZW</a>).</p>
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		<title>
		By: Lujami		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-37913</link>

		<dc:creator><![CDATA[Lujami]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 00:18:25 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-37913</guid>

					<description><![CDATA[Wow, that first interior looks noice!]]></description>
			<content:encoded><![CDATA[<p>Wow, that first interior looks noice!</p>
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		<title>
		By: N		</title>
		<link>https://the-witness.net/news/2012/09/packaging-update/comment-page-1/#comment-37912</link>

		<dc:creator><![CDATA[N]]></dc:creator>
		<pubDate>Fri, 21 Sep 2012 00:17:45 +0000</pubDate>
		<guid isPermaLink="false">https://the-witness.net/news/?p=1814#comment-37912</guid>

					<description><![CDATA[Interesting!
On an unrelated note, I suspect that you will like this game, Jonathan: 
http://www.kongregate.com/games/wanderlands/impasse]]></description>
			<content:encoded><![CDATA[<p>Interesting!<br />
On an unrelated note, I suspect that you will like this game, Jonathan:<br />
<a href="http://www.kongregate.com/games/wanderlands/impasse" rel="nofollow ugc">http://www.kongregate.com/games/wanderlands/impasse</a></p>
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