<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments for Volumes Of Fun</title>
	<atom:link href="http://www.volumesoffun.com/comments/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.volumesoffun.com</link>
	<description>Voxel-based games and technology</description>
	<lastBuildDate>Mon, 20 May 2013 15:05:23 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.4.2</generator>
	<item>
		<title>Comment on Unity3D integration update by David Williams</title>
		<link>http://www.volumesoffun.com/unity3d-integration-update/#comment-31683</link>
		<dc:creator>David Williams</dc:creator>
		<pubDate>Mon, 20 May 2013 15:05:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.volumesoffun.com/?p=1342#comment-31683</guid>
		<description>From what I&#039;ve heard it&#039;s faster and more robust, but as you say there&#039;s the extra overhead of determining the Box Colliders each time a voxel changes. No idea how long that takes but there was some code floating round our forums at one point.</description>
		<content:encoded><![CDATA[<p>From what I&#8217;ve heard it&#8217;s faster and more robust, but as you say there&#8217;s the extra overhead of determining the Box Colliders each time a voxel changes. No idea how long that takes but there was some code floating round our forums at one point.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity3D integration update by Joe</title>
		<link>http://www.volumesoffun.com/unity3d-integration-update/#comment-31675</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Mon, 20 May 2013 13:08:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.volumesoffun.com/?p=1342#comment-31675</guid>
		<description>Ah nice, quad merging too! Yeah, I did think about the possibility of a bunch of Box Colliders, but I wonder if that would be viable for voxel volumes where there was likely to be frequent alterations made to the voxel data? Looking great though, can&#039;t wait to play with it =)</description>
		<content:encoded><![CDATA[<p>Ah nice, quad merging too! Yeah, I did think about the possibility of a bunch of Box Colliders, but I wonder if that would be viable for voxel volumes where there was likely to be frequent alterations made to the voxel data? Looking great though, can&#8217;t wait to play with it =)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity3D integration update by David Williams</title>
		<link>http://www.volumesoffun.com/unity3d-integration-update/#comment-31672</link>
		<dc:creator>David Williams</dc:creator>
		<pubDate>Mon, 20 May 2013 11:09:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.volumesoffun.com/?p=1342#comment-31672</guid>
		<description>We haven&#039;t done any performance analysis yet, so all I can really say is that it runs smoothly on my four year old PC. The boxes are all Unity Box Colliders and the terrain is a Mesh Collider with something like 12,000 triangles as I recall. You can see a wire frame here: https://pbs.twimg.com/media/BIusZM5CYAANrMW.png:orig

Eventually we should replace the Mesh Collider with a set of Box Colliders to approximate the shape, but that&#039;s just an optimisation really.</description>
		<content:encoded><![CDATA[<p>We haven&#8217;t done any performance analysis yet, so all I can really say is that it runs smoothly on my four year old PC. The boxes are all Unity Box Colliders and the terrain is a Mesh Collider with something like 12,000 triangles as I recall. You can see a wire frame here: <a href="https://pbs.twimg.com/media/BIusZM5CYAANrMW.png:orig" rel="nofollow">https://pbs.twimg.com/media/BIusZM5CYAANrMW.png:orig</a></p>
<p>Eventually we should replace the Mesh Collider with a set of Box Colliders to approximate the shape, but that&#8217;s just an optimisation really.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity3D integration update by Joe</title>
		<link>http://www.volumesoffun.com/unity3d-integration-update/#comment-31669</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Mon, 20 May 2013 09:16:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.volumesoffun.com/?p=1342#comment-31669</guid>
		<description>How heavy is the performance cost of all those mesh colliders?</description>
		<content:encoded><![CDATA[<p>How heavy is the performance cost of all those mesh colliders?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity integration &#8211; finally some progress! by David Williams</title>
		<link>http://www.volumesoffun.com/initial-unity-integration/#comment-30995</link>
		<dc:creator>David Williams</dc:creator>
		<pubDate>Mon, 06 May 2013 14:55:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.volumesoffun.com/?p=1318#comment-30995</guid>
		<description>Thanks Joe, but actually the source code isn&#039;t public. We intend to sell Cubiquity as a plugin which links PolyVox to Unity3D, and so it&#039;s all in a private repository.</description>
		<content:encoded><![CDATA[<p>Thanks Joe, but actually the source code isn&#8217;t public. We intend to sell Cubiquity as a plugin which links PolyVox to Unity3D, and so it&#8217;s all in a private repository.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity integration &#8211; finally some progress! by Joe Best</title>
		<link>http://www.volumesoffun.com/initial-unity-integration/#comment-30992</link>
		<dc:creator>Joe Best</dc:creator>
		<pubDate>Mon, 06 May 2013 13:42:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.volumesoffun.com/?p=1318#comment-30992</guid>
		<description>By the way, as both an experienced C++ programmers and Unity developer, I&#039;d be interested in contributing to the Unity integration side of things if this is in the git repo?</description>
		<content:encoded><![CDATA[<p>By the way, as both an experienced C++ programmers and Unity developer, I&#8217;d be interested in contributing to the Unity integration side of things if this is in the git repo?</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Unity integration &#8211; finally some progress! by Joe</title>
		<link>http://www.volumesoffun.com/initial-unity-integration/#comment-30840</link>
		<dc:creator>Joe</dc:creator>
		<pubDate>Fri, 03 May 2013 11:16:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.volumesoffun.com/?p=1318#comment-30840</guid>
		<description>Awesome! I&#039;ve got a voxel-based game idea that I was planning on making in Unity soon. I&#039;ve rolled my own voxel mesh generation in Unity before, but I&#039;m sure polyvox would do this better than I ever could achieve on my own. I will watch this space =)</description>
		<content:encoded><![CDATA[<p>Awesome! I&#8217;ve got a voxel-based game idea that I was planning on making in Unity soon. I&#8217;ve rolled my own voxel mesh generation in Unity before, but I&#8217;m sure polyvox would do this better than I ever could achieve on my own. I will watch this space =)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Python bindings for PolyVox preview by kalwalt</title>
		<link>http://www.volumesoffun.com/python-bindings-for-polyvox-preview/#comment-30613</link>
		<dc:creator>kalwalt</dc:creator>
		<pubDate>Tue, 30 Apr 2013 11:22:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.volumesoffun.com/?p=1279#comment-30613</guid>
		<description>thank&#039;s Matt! you gave me a good input,  i think that i will get it a try and sure i will post the result in the forum!</description>
		<content:encoded><![CDATA[<p>thank&#8217;s Matt! you gave me a good input,  i think that i will get it a try and sure i will post the result in the forum!</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Python bindings for PolyVox preview by Matt Williams</title>
		<link>http://www.volumesoffun.com/python-bindings-for-polyvox-preview/#comment-30612</link>
		<dc:creator>Matt Williams</dc:creator>
		<pubDate>Tue, 30 Apr 2013 10:51:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.volumesoffun.com/?p=1279#comment-30612</guid>
		<description>Well it&#039;s already kinda working. When it&#039;s in a better state I&#039;ll get your opinion on it since your C# is definitely better than mine :)</description>
		<content:encoded><![CDATA[<p>Well it&#8217;s already kinda working. When it&#8217;s in a better state I&#8217;ll get your opinion on it since your C# is definitely better than mine <img src='http://www.volumesoffun.com/wordpress/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Python bindings for PolyVox preview by Matt Williams</title>
		<link>http://www.volumesoffun.com/python-bindings-for-polyvox-preview/#comment-30611</link>
		<dc:creator>Matt Williams</dc:creator>
		<pubDate>Tue, 30 Apr 2013 10:50:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.volumesoffun.com/?p=1279#comment-30611</guid>
		<description>I had a play with emscripten about 6 months back. I found it worked very well and able to wrap PolyVox quite easily. The main problem I found was that since it&#039;s basically compiling the LLVM IR to EMCAScript you have to deal with all the C++ ABI name-mangling issues so none of the functions have pleasant names. My next step would have been to generate a simple C API over PolyVox and then wrap that with emscripten but I didn&#039;t get around to it. A future version of SWIG is hopefully going to support generating a C API  maybe that&#039;s an option. Regardless, I&#039;d love to see what you manage to get working so be sure to post about it on the forums.</description>
		<content:encoded><![CDATA[<p>I had a play with emscripten about 6 months back. I found it worked very well and able to wrap PolyVox quite easily. The main problem I found was that since it&#8217;s basically compiling the LLVM IR to EMCAScript you have to deal with all the C++ ABI name-mangling issues so none of the functions have pleasant names. My next step would have been to generate a simple C API over PolyVox and then wrap that with emscripten but I didn&#8217;t get around to it. A future version of SWIG is hopefully going to support generating a C API  maybe that&#8217;s an option. Regardless, I&#8217;d love to see what you manage to get working so be sure to post about it on the forums.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
