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	<title>Comments for Crappy Coding</title>
	
	<link>http://www.crappycoding.com</link>
	<description>Spreading the Geek</description>
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		<title>Comment on Modern Warfare 2 by Zenfar</title>
		<link>http://feedproxy.google.com/~r/CommentsForCrappyCoding/~3/Pg9PPOkyJOk/</link>
		<dc:creator>Zenfar</dc:creator>
		<pubDate>Wed, 10 Mar 2010 15:01:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=226#comment-270</guid>
		<description>Don't know if Infinity Ward or its former leaders were to blame for this...</description>
		<content:encoded><![CDATA[<p>Don&#8217;t know if Infinity Ward or its former leaders were to blame for this&#8230;</p>
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		<title>Comment on Procedural Planet Engine Status by Geoffrey W. Curtis</title>
		<link>http://feedproxy.google.com/~r/CommentsForCrappyCoding/~3/TPHEBsZXBFM/</link>
		<dc:creator>Geoffrey W. Curtis</dc:creator>
		<pubDate>Mon, 22 Feb 2010 03:30:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=130#comment-266</guid>
		<description>interesting progress you have made.  i am getting close to a similar point in my own attempt.  i was wondering, how do you identify patches in the request queue?  What error metric do you use to determine when a split/merge is needed?  Is this done recursively or can each patch lod level be determined individually without neighbor queries?</description>
		<content:encoded><![CDATA[<p>interesting progress you have made.  i am getting close to a similar point in my own attempt.  i was wondering, how do you identify patches in the request queue?  What error metric do you use to determine when a split/merge is needed?  Is this done recursively or can each patch lod level be determined individually without neighbor queries?</p>
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		<title>Comment on Procedural Planet Video by Sven</title>
		<link>http://feedproxy.google.com/~r/CommentsForCrappyCoding/~3/e5H0j0MYhz0/</link>
		<dc:creator>Sven</dc:creator>
		<pubDate>Thu, 04 Feb 2010 11:32:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=221#comment-230</guid>
		<description>Hi Dave,

first of all: Very nice work!

I'm currently working on a planetary rendering system for a game I'm working on.
Since I can not figure out how to generate a fractal texture for the heightmap and use it in my geoclipmap engine,
I started searching the web and found your blog.

I read your postings with pleasure and now I'm wondering, whether you could send me your source or at least some snippets of
the generation of your fractal patches. If this is not possible, could you explain me how you create them and implement the 
"viewing frustum  fractal patch" relation including the distance related increase of detail?

I hope my kind of funky english makes some sence to you ;-)

Best regards - Sven</description>
		<content:encoded><![CDATA[<p>Hi Dave,</p>
<p>first of all: Very nice work!</p>
<p>I&#8217;m currently working on a planetary rendering system for a game I&#8217;m working on.<br />
Since I can not figure out how to generate a fractal texture for the heightmap and use it in my geoclipmap engine,<br />
I started searching the web and found your blog.</p>
<p>I read your postings with pleasure and now I&#8217;m wondering, whether you could send me your source or at least some snippets of<br />
the generation of your fractal patches. If this is not possible, could you explain me how you create them and implement the<br />
&#8220;viewing frustum  fractal patch&#8221; relation including the distance related increase of detail?</p>
<p>I hope my kind of funky english makes some sence to you <img src='http://www.crappycoding.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p>Best regards &#8211; Sven</p>
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		<title>Comment on Procedural Planet Video by K</title>
		<link>http://feedproxy.google.com/~r/CommentsForCrappyCoding/~3/-0sB7ZgPHp4/</link>
		<dc:creator>K</dc:creator>
		<pubDate>Fri, 29 Jan 2010 21:03:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=221#comment-189</guid>
		<description>You should have your sound developer check out Liquid Mind (an alias for Chuck Wild, Los Angeles-based composer/producer/instrumentalist).</description>
		<content:encoded><![CDATA[<p>You should have your sound developer check out Liquid Mind (an alias for Chuck Wild, Los Angeles-based composer/producer/instrumentalist).</p>
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		<title>Comment on Of Tanks and Quad Trees by Placing a tank on a planet « Sgt. Conker</title>
		<link>http://feedproxy.google.com/~r/CommentsForCrappyCoding/~3/VNqPrl0CjmI/</link>
		<dc:creator>Placing a tank on a planet « Sgt. Conker</dc:creator>
		<pubDate>Thu, 28 Jan 2010 22:29:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=214#comment-182</guid>
		<description>[...] a planet and instead tried to place a tank on the surface of the generated planet. Read about the whole implementation process on his blog.   About Captain ZSquareMicrosoft XNA MVP   Tagged as: 3D, Collision, Dave Carlile, [...]</description>
		<content:encoded><![CDATA[<p>[...] a planet and instead tried to place a tank on the surface of the generated planet. Read about the whole implementation process on his blog.   About Captain ZSquareMicrosoft XNA MVP   Tagged as: 3D, Collision, Dave Carlile, [...]</p>
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		<title>Comment on GPU Geometry Map Rendering – Part 2 by GPU Geometry Map Rendering, Continued « Sgt. Conker</title>
		<link>http://feedproxy.google.com/~r/CommentsForCrappyCoding/~3/Hz3iaSsR2eM/</link>
		<dc:creator>GPU Geometry Map Rendering, Continued « Sgt. Conker</dc:creator>
		<pubDate>Tue, 12 Jan 2010 11:27:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=193#comment-89</guid>
		<description>[...] Dave Carlile strikes again with a continuation of his first post about GPU Geometry Map Rendering. This time, he goes through the whole process of debugging his shader using PIX, and finding a solution to his problems. Read the whole post on his site. [...]</description>
		<content:encoded><![CDATA[<p>[...] Dave Carlile strikes again with a continuation of his first post about GPU Geometry Map Rendering. This time, he goes through the whole process of debugging his shader using PIX, and finding a solution to his problems. Read the whole post on his site. [...]</p>
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		<title>Comment on GPU Geometry Map Rendering – Part 1 by GPU Geometry Map Rendering « Sgt. Conker</title>
		<link>http://feedproxy.google.com/~r/CommentsForCrappyCoding/~3/Tco194cOV-s/</link>
		<dc:creator>GPU Geometry Map Rendering « Sgt. Conker</dc:creator>
		<pubDate>Sun, 10 Jan 2010 19:22:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=143#comment-78</guid>
		<description>[...] Coding. He tried to move the code for creating procedural planets from the CPU to the GPU, and then posted his findings. It's a very interesting read, and at the end he promises a comeback with more details about using [...]</description>
		<content:encoded><![CDATA[<p>[...] Coding. He tried to move the code for creating procedural planets from the CPU to the GPU, and then posted his findings. It&#39;s a very interesting read, and at the end he promises a comeback with more details about using [...]</p>
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		<title>Comment on Planet Renderer Screenshots by GPU Geometry Map Rendering « Sgt. Conker</title>
		<link>http://feedproxy.google.com/~r/CommentsForCrappyCoding/~3/C-AaK92DUmA/</link>
		<dc:creator>GPU Geometry Map Rendering « Sgt. Conker</dc:creator>
		<pubDate>Sun, 10 Jan 2010 08:06:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=134#comment-75</guid>
		<description>[...] GPU programming, as shown by Dave Charlie from Crappy Coding. He tried to move the code for creating procedural planets from the CPU to the GPU, and then posted his findings. It's a very interesting read, and at the end [...]</description>
		<content:encoded><![CDATA[<p>[...] GPU programming, as shown by Dave Charlie from Crappy Coding. He tried to move the code for creating procedural planets from the CPU to the GPU, and then posted his findings. It&#39;s a very interesting read, and at the end [...]</p>
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		<title>Comment on Procedural Planet Engine Status by Dan W</title>
		<link>http://feedproxy.google.com/~r/CommentsForCrappyCoding/~3/oBSqgFugTG8/</link>
		<dc:creator>Dan W</dc:creator>
		<pubDate>Wed, 30 Dec 2009 14:53:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=130#comment-72</guid>
		<description>Glad to see you picking up work on this.  I look forward to seeing this progress.  Thanks for keeping us updated! :)</description>
		<content:encoded><![CDATA[<p>Glad to see you picking up work on this.  I look forward to seeing this progress.  Thanks for keeping us updated! <img src='http://www.crappycoding.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on Sprite Sheet Creator by Nick Gravelyn – Sprite Sheet Packer Tool</title>
		<link>http://feedproxy.google.com/~r/CommentsForCrappyCoding/~3/aSvL6GexW6Y/</link>
		<dc:creator>Nick Gravelyn – Sprite Sheet Packer Tool</dc:creator>
		<pubDate>Wed, 07 Oct 2009 04:54:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.crappycoding.com/?p=110#comment-67</guid>
		<description>[...] I got a couple suggestions, but none that were good enough for me (in fairness, I was linked this tool, but at that point I was already 90% done with mine). Ziggyware has a tool, but its placement of [...]</description>
		<content:encoded><![CDATA[<p>[...] I got a couple suggestions, but none that were good enough for me (in fairness, I was linked this tool, but at that point I was already 90% done with mine). Ziggyware has a tool, but its placement of [...]</p>
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