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    <title>Advogato blog for witten</title>
    <link>http://www.advogato.org/person/witten/</link>
    <description>Advogato blog for witten</description>
    <language>en-us</language>
    <generator>mod_virgule</generator>
    <pubDate>Wed, 9 Jul 2008 05:51:46 GMT</pubDate>
    <item>
      <pubDate>Wed, 12 Sep 2001 02:54:18 GMT</pubDate>
      <title>12 Sep 2001</title>
      <link>http://www.advogato.org/person/witten/diary.html?start=2</link>
      <guid>http://www.advogato.org/person/witten/diary.html?start=2</guid>
      <description>"There's a reason for all of this, and I don't know what it is."
&lt;p&gt;
I woke up this morning and hit slashdot. I immediately saw the story about the attacks. I kept looking up to the top of the page for the "It's Funny. Laugh." icon. But all that was there was the U.S. flag. I guess this is really happening.</description>
    </item>
    <item>
      <pubDate>Mon, 13 Nov 2000 10:36:01 GMT</pubDate>
      <title>13 Nov 2000</title>
      <link>http://www.advogato.org/person/witten/diary.html?start=1</link>
      <guid>http://www.advogato.org/person/witten/diary.html?start=1</guid>
      <description>Today I finally released a new version of Hover Carnage.
That's about eight months since the last one. Working at
Linuxcare this summer took up quite a bit of time
that I could have spent hacking, and rewriting the game's
engine several times didn't exactly help speed development.
But it was definitely all worth it, because now we have a
solid, extensible engine to play with.

&lt;p&gt; &lt;p&gt;
For me, the next priority is to get complex tunnel
generation working. Branching, rooms, and intersections will
be very necessary for any sort of interesting gameplay.</description>
    </item>
    <item>
      <pubDate>Sun, 5 Mar 2000 02:56:33 GMT</pubDate>
      <title>5 Mar 2000</title>
      <link>http://www.advogato.org/person/witten/diary.html?start=0</link>
      <guid>http://www.advogato.org/person/witten/diary.html?start=0</guid>
      <description>Lately, I've been hacking entirely too much on Hover
Carnage, my pet 3D game. I'm toying with the idea of making
it more than just a multiplayer action game, but I figure
that I had best get the basic engine working first before I
start delving into the wonderful world of creeping
featurism.

&lt;p&gt; Right now the craft moves over the tunnel surface mesh (with
inertia, gravity, and velocity, oh my!). The problem is that
because the position and velocity are calculated depending
on the rather non-fine-grained tunnel mesh, the craft's
movements are unacceptably jerky. I think I should try
smoothing it out with hermite curves.

&lt;p&gt; Oh, and something really must be done about that chase cam.
It would be nice if it didn't weave in and out of the walls
whenever it pleased. I've definitely got my work cut out for
me. :)</description>
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