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	<title>Comments on: Many Changes</title>
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	<link>http://www.dungeonleague.com/2010/06/24/many-changes/</link>
	<description>Experiments with procedural content generation</description>
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		<title>By: Sammual</title>
		<link>http://www.dungeonleague.com/2010/06/24/many-changes/comment-page-1/#comment-106</link>
		<dc:creator>Sammual</dc:creator>
		<pubDate>Fri, 01 Oct 2010 20:21:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonleague.com/?p=192#comment-106</guid>
		<description>Happy to see the move to the Hex grid, not so much on the move to a Globe.  Most game take place on a plain rather then a sphere because you have a much larger (useful) field of view on the plain.</description>
		<content:encoded><![CDATA[<p>Happy to see the move to the Hex grid, not so much on the move to a Globe.  Most game take place on a plain rather then a sphere because you have a much larger (useful) field of view on the plain.</p>
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		<title>By: J. Prevost</title>
		<link>http://www.dungeonleague.com/2010/06/24/many-changes/comment-page-1/#comment-100</link>
		<dc:creator>J. Prevost</dc:creator>
		<pubDate>Fri, 10 Sep 2010 13:57:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonleague.com/?p=192#comment-100</guid>
		<description>I would be interested in the code you&#039;re using to do the cell subdivision.  I&#039;ve been thinking about doing something similar after seeing your work, and it seems to me that the exact same subdivision can be accomplished by instead using a triangular mesh and then using the points as locations for your hexagonal (and very rare pentagonal) faces.  This has the potential to dramatically simplify the process of computing cells at a given level.

Or does this approach have some drawback I&#039;m not thinking of yet?</description>
		<content:encoded><![CDATA[<p>I would be interested in the code you&#8217;re using to do the cell subdivision.  I&#8217;ve been thinking about doing something similar after seeing your work, and it seems to me that the exact same subdivision can be accomplished by instead using a triangular mesh and then using the points as locations for your hexagonal (and very rare pentagonal) faces.  This has the potential to dramatically simplify the process of computing cells at a given level.</p>
<p>Or does this approach have some drawback I&#8217;m not thinking of yet?</p>
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		<title>By: Federico Tomassetti</title>
		<link>http://www.dungeonleague.com/2010/06/24/many-changes/comment-page-1/#comment-50</link>
		<dc:creator>Federico Tomassetti</dc:creator>
		<pubDate>Thu, 24 Jun 2010 07:03:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonleague.com/?p=192#comment-50</guid>
		<description>I was waiting for updates from you :)
I had little time to play with my world generator but I would like to use Clojure for some small parts,
let&#039;s see how it works,
Keep posting!</description>
		<content:encoded><![CDATA[<p>I was waiting for updates from you <img src='http://www.dungeonleague.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
I had little time to play with my world generator but I would like to use Clojure for some small parts,<br />
let&#8217;s see how it works,<br />
Keep posting!</p>
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