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	<title>Comments for Project Retrograde Dev-Blog</title>
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	<link>http://blog.project-retrograde.com</link>
	<description>Bringing classic gameplay to the next level.</description>
	<lastBuildDate>Fri, 29 Mar 2013 12:44:29 +0000</lastBuildDate>
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		<title>Comment on It&#8217;s Games All the Way Down by VortexCortex</title>
		<link>http://blog.project-retrograde.com/2013/03/its-games-all-the-way-down/comment-page-1/#comment-81</link>
		<dc:creator>VortexCortex</dc:creator>
		<pubDate>Fri, 29 Mar 2013 12:44:29 +0000</pubDate>
		<guid isPermaLink="false">http://blog.project-retrograde.com/?p=163#comment-81</guid>
		<description><![CDATA[Oops!  Somehow I got the drum track mixed up with the piano track.

Updated the vid and it sounds &lt;em&gt;Much Better&lt;/em&gt;.]]></description>
		<content:encoded><![CDATA[<p>Oops!  Somehow I got the drum track mixed up with the piano track.</p>
<p>Updated the vid and it sounds <em>Much Better</em>.</p>
]]></content:encoded>
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		<title>Comment on Build-a-Bot! by + Cuatro &#124; Mekworx</title>
		<link>http://blog.project-retrograde.com/2012/04/build-a-bot/comment-page-1/#comment-76</link>
		<dc:creator>+ Cuatro &#124; Mekworx</dc:creator>
		<pubDate>Sun, 04 Nov 2012 04:33:30 +0000</pubDate>
		<guid isPermaLink="false">http://blog.project-retrograde.com/?p=127#comment-76</guid>
		<description><![CDATA[[...] and whatnot. We somewhat recently announced the beginnings of a mini-project codenamed &#8220;Build-a-Bot&#8220;. And then, as far as the devblog goes, we&#8217;ve been pretty quiet. Suffice to say that we [...]]]></description>
		<content:encoded><![CDATA[<p>[...] and whatnot. We somewhat recently announced the beginnings of a mini-project codenamed &#8220;Build-a-Bot&#8220;. And then, as far as the devblog goes, we&#8217;ve been pretty quiet. Suffice to say that we [...]</p>
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		<title>Comment on Creating the Creator by Mechadon</title>
		<link>http://blog.project-retrograde.com/2012/02/creating-the-creator/comment-page-1/#comment-13</link>
		<dc:creator>Mechadon</dc:creator>
		<pubDate>Tue, 07 Feb 2012 21:39:25 +0000</pubDate>
		<guid isPermaLink="false">http://blog.project-retrograde.com/?p=114#comment-13</guid>
		<description><![CDATA[Neat, our first comment!

Vortex pretty much summed up the entire idea behind our feature set and the reasoning behind them, I think.  Essentially we&#039;re looking to create an editor that is capable of producing relatively basic 3D structures as intuitively and user-friendly as possible.  From the mapping perspective, from which I came up with some of my concepts for the editor, my goal is to be able to create structures that aren&#039;t overly complex and intricate.  But rather maps that are, architecturally speaking, similar to how the maps in the id Software game &quot;Quake&quot; looked.  That being our goal, we&#039;re not really looking to create an editor that is jam packed with all sorts of modeling features, at least not on it&#039;s own.

Vortex has done a really great job so far with the features that we have.  Some of which weren&#039;t even a part of my original ideas (but are definitely going to be useful).  The entire plug-in system we&#039;re hoping to have will allow Sledge to become even more powerful for people out there who might want to extend it&#039;s feature set.

As Vortex said, the goal here really isn&#039;t to create or replace existing editors out there with Sledge.  Rather Sledge is meant to be more of an editor suited towards some of our ideas of what a simple and intuitive 3D editor could be.  At the end of the day, we want modding to be as flexible as possible to allow a wider audience to create new content too :)

Thanks for your comment BNeutral!]]></description>
		<content:encoded><![CDATA[<p>Neat, our first comment!</p>
<p>Vortex pretty much summed up the entire idea behind our feature set and the reasoning behind them, I think.  Essentially we&#8217;re looking to create an editor that is capable of producing relatively basic 3D structures as intuitively and user-friendly as possible.  From the mapping perspective, from which I came up with some of my concepts for the editor, my goal is to be able to create structures that aren&#8217;t overly complex and intricate.  But rather maps that are, architecturally speaking, similar to how the maps in the id Software game &#8220;Quake&#8221; looked.  That being our goal, we&#8217;re not really looking to create an editor that is jam packed with all sorts of modeling features, at least not on it&#8217;s own.</p>
<p>Vortex has done a really great job so far with the features that we have.  Some of which weren&#8217;t even a part of my original ideas (but are definitely going to be useful).  The entire plug-in system we&#8217;re hoping to have will allow Sledge to become even more powerful for people out there who might want to extend it&#8217;s feature set.</p>
<p>As Vortex said, the goal here really isn&#8217;t to create or replace existing editors out there with Sledge.  Rather Sledge is meant to be more of an editor suited towards some of our ideas of what a simple and intuitive 3D editor could be.  At the end of the day, we want modding to be as flexible as possible to allow a wider audience to create new content too <img src='http://blog.project-retrograde.com/wp-includes/images/smilies/emot-happy.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thanks for your comment BNeutral!</p>
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		<title>Comment on Creating the Creator by VortexCortex</title>
		<link>http://blog.project-retrograde.com/2012/02/creating-the-creator/comment-page-1/#comment-12</link>
		<dc:creator>VortexCortex</dc:creator>
		<pubDate>Mon, 06 Feb 2012 16:44:15 +0000</pubDate>
		<guid isPermaLink="false">http://blog.project-retrograde.com/?p=114#comment-12</guid>
		<description><![CDATA[That&#039;s a great point, and I mostly agree.  Right now we&#039;re focusing on the minimal set of features needed to produce the game content, but there are hooks in place for new capabilities to be attached easily.

Sledge has a plug-in API to allow use of other data formats.

It would be foolish not to include support for .obj files if for no other reason than there is already so much content in the .obj format.  Support for import &amp; export of virtually any other data format can be provided via additional external plugins.

You&#039;re correct in that Sledge will have less features when it comes to modeling than other 3D tools have, but we don&#039;t think it would be a waste of time to implement them all -- It&#039;s true that it would take a lot of time to do, but I don&#039;t think it would be a waste of effort if we were to do so eventually.

Conversely, Sledge needs to provide game specific features that other modeling packages just won&#039;t have.  For example: .obj doesn&#039;t support multiple texture coordinates per vertex, texture transform frames for animated texturing, or paths for objects to follow.

We&#039;re not trying to replace your favorite tool-chains, but I do think we can add something to the modding community by rethinking them with game creation in mind.]]></description>
		<content:encoded><![CDATA[<p>That&#8217;s a great point, and I mostly agree.  Right now we&#8217;re focusing on the minimal set of features needed to produce the game content, but there are hooks in place for new capabilities to be attached easily.</p>
<p>Sledge has a plug-in API to allow use of other data formats.</p>
<p>It would be foolish not to include support for .obj files if for no other reason than there is already so much content in the .obj format.  Support for import &#038; export of virtually any other data format can be provided via additional external plugins.</p>
<p>You&#8217;re correct in that Sledge will have less features when it comes to modeling than other 3D tools have, but we don&#8217;t think it would be a waste of time to implement them all &#8212; It&#8217;s true that it would take a lot of time to do, but I don&#8217;t think it would be a waste of effort if we were to do so eventually.</p>
<p>Conversely, Sledge needs to provide game specific features that other modeling packages just won&#8217;t have.  For example: .obj doesn&#8217;t support multiple texture coordinates per vertex, texture transform frames for animated texturing, or paths for objects to follow.</p>
<p>We&#8217;re not trying to replace your favorite tool-chains, but I do think we can add something to the modding community by rethinking them with game creation in mind.</p>
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		<title>Comment on Creating the Creator by BNeutral</title>
		<link>http://blog.project-retrograde.com/2012/02/creating-the-creator/comment-page-1/#comment-11</link>
		<dc:creator>BNeutral</dc:creator>
		<pubDate>Mon, 06 Feb 2012 12:08:51 +0000</pubDate>
		<guid isPermaLink="false">http://blog.project-retrograde.com/?p=114#comment-11</guid>
		<description><![CDATA[I hope this engine also supports importing .objs.
Some of us already know how to use 3D packages (which probably have a lot more features than yours will because it would really be a waste of time to implement them all)]]></description>
		<content:encoded><![CDATA[<p>I hope this engine also supports importing .objs.<br />
Some of us already know how to use 3D packages (which probably have a lot more features than yours will because it would really be a waste of time to implement them all)</p>
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