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	<title>Comments on: Achievements and player data II</title>
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	<link>http://www.luminance.org/blog/gruedorf/2009/09/03/achievements-and-player-data-ii</link>
	<description>Programming and Game Development - Kevin Gadd&#039;s Blog</description>
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		<title>By: Kael</title>
		<link>http://www.luminance.org/blog/gruedorf/2009/09/03/achievements-and-player-data-ii/comment-page-1#comment-320</link>
		<dc:creator>Kael</dc:creator>
		<pubDate>Fri, 04 Sep 2009 02:19:38 +0000</pubDate>
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		<description>&lt;blockquote cite=&quot;#comment-body-317&quot;&gt;
&lt;strong&gt;&lt;a href=&quot;#comment-317&quot; rel=&quot;nofollow&quot;&gt;Aubrey&lt;/a&gt; :&lt;/strong&gt;
                  &lt;div class=&quot;avatar&quot;&gt;&lt;img alt=&quot;&quot; src=&quot;http://www.gravatar.com/avatar/6f3f378688bd24c02ba80ee1b55b3b74?s=64&amp;d=identicon&amp;r=PG&quot; class=&quot;avatar avatar-64 photo&quot; height=&quot;64&quot; width=&quot;64&quot;/&gt;&lt;/div&gt;
         
         
         &lt;p&gt;That’s fantastic work!&lt;/p&gt;
&lt;p&gt;On the point about the embarassingly bright point, you could maybe increase the opacity of each blob you draw, such that  they readily hit a ceiling if overlapping more than a couple of times? Or pass the heightmap you’ve generated through a 1D striped texture to form isobars.&lt;/p&gt;
         &lt;a id=&quot;comment-reply-317&quot; rel=&quot;nofollow&quot;&gt;&lt;/a&gt;
       &lt;/blockquote&gt;
Yeah, those are both great solutions. I hadn&#039;t thought of using isobars, that&#039;s a cool idea.</description>
		<content:encoded><![CDATA[<blockquote cite="#comment-body-317"><p>
<strong><a href="#comment-317" rel="nofollow">Aubrey</a> :</strong></p>
<div class="avatar"><img alt="" src="http://www.gravatar.com/avatar/6f3f378688bd24c02ba80ee1b55b3b74?s=64&amp;d=identicon&amp;r=PG" class="avatar avatar-64 photo" height="64" width="64"/></div>
<p>That’s fantastic work!</p>
<p>On the point about the embarassingly bright point, you could maybe increase the opacity of each blob you draw, such that  they readily hit a ceiling if overlapping more than a couple of times? Or pass the heightmap you’ve generated through a 1D striped texture to form isobars.</p>
<p>         <a id="comment-reply-317" rel="nofollow"></a>
       </p></blockquote>
<p>Yeah, those are both great solutions. I hadn&#8217;t thought of using isobars, that&#8217;s a cool idea.</p>
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		<title>By: Aubrey</title>
		<link>http://www.luminance.org/blog/gruedorf/2009/09/03/achievements-and-player-data-ii/comment-page-1#comment-317</link>
		<dc:creator>Aubrey</dc:creator>
		<pubDate>Thu, 03 Sep 2009 13:34:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.luminance.org/?p=824#comment-317</guid>
		<description>That&#039;s fantastic work!

On the point about the embarassingly bright point, you could maybe increase the opacity of each blob you draw, such that  they readily hit a ceiling if overlapping more than a couple of times? Or pass the heightmap you&#039;ve generated through a 1D striped texture to form isobars.</description>
		<content:encoded><![CDATA[<p>That&#8217;s fantastic work!</p>
<p>On the point about the embarassingly bright point, you could maybe increase the opacity of each blob you draw, such that  they readily hit a ceiling if overlapping more than a couple of times? Or pass the heightmap you&#8217;ve generated through a 1D striped texture to form isobars.</p>
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