<?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 Third Helix</title>
	<atom:link href="http:///blog/?feed=comments-rss2" rel="self" type="application/rss+xml" />
	<link>/blog</link>
	<description>Creativity. Evolved.</description>
	<lastBuildDate>Tue, 07 Sep 2010 11:43:58 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.0.1</generator>
	<item>
		<title>Comment on Fail-Deadly&#8230; Succeeds?! by DeadSpider</title>
		<link>/blog/?p=1133&#038;cpage=1#comment-371</link>
		<dc:creator>DeadSpider</dc:creator>
		<pubDate>Tue, 07 Sep 2010 11:43:58 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=1133#comment-371</guid>
		<description>My boys and I had a great time playing Fail-Deadly. I&#039;m looking forward to future updates... if there are any planned that is :)</description>
		<content:encoded><![CDATA[<p>My boys and I had a great time playing Fail-Deadly. I&#8217;m looking forward to future updates&#8230; if there are any planned that is <img src='/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Fail-Deadly&#8230; Succeeds?! by Ehud</title>
		<link>/blog/?p=1133&#038;cpage=1#comment-370</link>
		<dc:creator>Ehud</dc:creator>
		<pubDate>Tue, 07 Sep 2010 08:18:51 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=1133#comment-370</guid>
		<description>Hi Josh,
I&#039;m Ehud Rosenberg, one of the founders of http://www.playedonline.com. 
We played fail-deadly and really liked it. Are you interested in creating a flash version of it? We&#039;d may be interested in sponsoring one...
I think if you polish it up some more and tweak the graphics a bit (we can help with that) it can be very successful on large flash portals.

Feel free to get in touch with me if that sounds interesting:
ehud@playedonline.com

Have a great day! :)</description>
		<content:encoded><![CDATA[<p>Hi Josh,<br />
I&#8217;m Ehud Rosenberg, one of the founders of <a href="http://www.playedonline.com" rel="nofollow">http://www.playedonline.com</a>.<br />
We played fail-deadly and really liked it. Are you interested in creating a flash version of it? We&#8217;d may be interested in sponsoring one&#8230;<br />
I think if you polish it up some more and tweak the graphics a bit (we can help with that) it can be very successful on large flash portals.</p>
<p>Feel free to get in touch with me if that sounds interesting:<br />
<a href="mailto:ehud@playedonline.com">ehud@playedonline.com</a></p>
<p>Have a great day! <img src='/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Games, War, and Reality TV by Nathan</title>
		<link>/blog/?p=1114&#038;cpage=1#comment-369</link>
		<dc:creator>Nathan</dc:creator>
		<pubDate>Sat, 04 Sep 2010 08:51:29 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=1114#comment-369</guid>
		<description>Wow, I really like your article, and thinking about the things you discussed in it. I&#039;m trying to think about how this show could actually do well. It&#039;s too real for people to get enjoyment from them messing up and possibly dying. Especially if we&#039;re allowed to grow a relationship with these soldiers on camera and fall in love with them. The success of the show might instead hinge on the fact that they are good at their job, and they safely defuse and get rid of the explosives they find.

Somebody on screen really being destroyed by an explosive would probably mean the end of the show. There&#039;s a chance this could do the opposite of your fears and actually make war very humanizing, and get us more in touch with what they are really dealing with. Especiallly because it&#039;s a reality show, not even a war movie. The viewer is forced to acknowledge that everyone who dies will never be seen again. I&#039;m going over there soon, in not a very high risk MOS, (I can&#039;t say anything more specific) but I look forward to seeing what the reaction will be when this show actually airs.</description>
		<content:encoded><![CDATA[<p>Wow, I really like your article, and thinking about the things you discussed in it. I&#8217;m trying to think about how this show could actually do well. It&#8217;s too real for people to get enjoyment from them messing up and possibly dying. Especially if we&#8217;re allowed to grow a relationship with these soldiers on camera and fall in love with them. The success of the show might instead hinge on the fact that they are good at their job, and they safely defuse and get rid of the explosives they find.</p>
<p>Somebody on screen really being destroyed by an explosive would probably mean the end of the show. There&#8217;s a chance this could do the opposite of your fears and actually make war very humanizing, and get us more in touch with what they are really dealing with. Especiallly because it&#8217;s a reality show, not even a war movie. The viewer is forced to acknowledge that everyone who dies will never be seen again. I&#8217;m going over there soon, in not a very high risk MOS, (I can&#8217;t say anything more specific) but I look forward to seeing what the reaction will be when this show actually airs.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Games, War, and Reality TV by J.I.</title>
		<link>/blog/?p=1114&#038;cpage=1#comment-368</link>
		<dc:creator>J.I.</dc:creator>
		<pubDate>Sun, 29 Aug 2010 01:38:42 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=1114#comment-368</guid>
		<description>I have been thinking about these issues for a while now also.  The thing about it is we really can&#039;t expect to stop the corporations that profit from War-based games just like we can&#039;t expect to stop the corporations that profit from real and actual wars from doing their thing.  You have brought up some great points and I applaud you for contemplating such a deep issue, but from an individual perspective it is something that is out of our reasonable control.</description>
		<content:encoded><![CDATA[<p>I have been thinking about these issues for a while now also.  The thing about it is we really can&#8217;t expect to stop the corporations that profit from War-based games just like we can&#8217;t expect to stop the corporations that profit from real and actual wars from doing their thing.  You have brought up some great points and I applaud you for contemplating such a deep issue, but from an individual perspective it is something that is out of our reasonable control.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Games, War, and Reality TV by vazor222</title>
		<link>/blog/?p=1114&#038;cpage=1#comment-367</link>
		<dc:creator>vazor222</dc:creator>
		<pubDate>Thu, 26 Aug 2010 17:29:23 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=1114#comment-367</guid>
		<description>Sheesh... I know I&#039;m concerned- but what do we do?  I already don&#039;t watch G4 and it&#039;s not like I can go out and make all the Counter-Strike kids suddenly care about how gamers look to the rest of society...
Makes me want to come up with a new label for the sickos that like things like this possibly disgusting reality tv show, and say real gamers don&#039;t support it.</description>
		<content:encoded><![CDATA[<p>Sheesh&#8230; I know I&#8217;m concerned- but what do we do?  I already don&#8217;t watch G4 and it&#8217;s not like I can go out and make all the Counter-Strike kids suddenly care about how gamers look to the rest of society&#8230;<br />
Makes me want to come up with a new label for the sickos that like things like this possibly disgusting reality tv show, and say real gamers don&#8217;t support it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on New Release: TRI by invicticide</title>
		<link>/blog/?p=1083&#038;cpage=1#comment-358</link>
		<dc:creator>invicticide</dc:creator>
		<pubDate>Sat, 10 Jul 2010 19:22:59 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=1083#comment-358</guid>
		<description>@John: I haven&#039;t seen that before. Is there any particular behavior that makes this most likely to happen?

I know in some cases you can get into a weird collision state if you start moving while your avatar is still scaling down in the first half-second or so when the level starts, and for 1.1 I&#039;ve implemented a fix for that.

BTW you should be able to press ESC to suicide and then retry the current level. Though I guess I&#039;m not actually telling you that at any point in the game... (added to todo list)</description>
		<content:encoded><![CDATA[<p>@John: I haven&#8217;t seen that before. Is there any particular behavior that makes this most likely to happen?</p>
<p>I know in some cases you can get into a weird collision state if you start moving while your avatar is still scaling down in the first half-second or so when the level starts, and for 1.1 I&#8217;ve implemented a fix for that.</p>
<p>BTW you should be able to press ESC to suicide and then retry the current level. Though I guess I&#8217;m not actually telling you that at any point in the game&#8230; (added to todo list)</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on New Release: TRI by John D. Moore</title>
		<link>/blog/?p=1083&#038;cpage=1#comment-357</link>
		<dc:creator>John D. Moore</dc:creator>
		<pubDate>Sat, 10 Jul 2010 18:58:58 +0000</pubDate>
		<guid isPermaLink="false">/blog/?p=1083#comment-357</guid>
		<description>This is very good.  The tension that builds while aiming is wonderful.  The atmosphere is great, too.  You should be proud of yourself for this. 

One technical thing: sometimes, the game allows the player object to pass through the borders of the level but doesn&#039;t allow reentry to the level.  All the player can do is aim bullets that will never bee seen.  Unfortunately, this has happened to me twice about midway through the game and since the game doesn&#039;t have any kind of save function, I have to refresh or something and lose my progress and then I don&#039;t feel like playing again for a while.  

Though it is fascinating to watch the patterns the enemies get into when this happens.</description>
		<content:encoded><![CDATA[<p>This is very good.  The tension that builds while aiming is wonderful.  The atmosphere is great, too.  You should be proud of yourself for this. </p>
<p>One technical thing: sometimes, the game allows the player object to pass through the borders of the level but doesn&#8217;t allow reentry to the level.  All the player can do is aim bullets that will never bee seen.  Unfortunately, this has happened to me twice about midway through the game and since the game doesn&#8217;t have any kind of save function, I have to refresh or something and lose my progress and then I don&#8217;t feel like playing again for a while.  </p>
<p>Though it is fascinating to watch the patterns the enemies get into when this happens.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on TRI by Emanuel Ciessynna</title>
		<link>/blog/?page_id=1068&#038;cpage=1#comment-356</link>
		<dc:creator>Emanuel Ciessynna</dc:creator>
		<pubDate>Thu, 08 Jul 2010 13:34:28 +0000</pubDate>
		<guid isPermaLink="false">/blog/?page_id=1068#comment-356</guid>
		<description>Very cool game I particularly like the audio design and overall simplicity.
What you should change is the &quot;2-clicks-to-reset-level&quot; since it slows down the pace for no reason. You could make it that the level restarts itself when you die and you have to press a button to get back to the level select screen.

I hope I could help</description>
		<content:encoded><![CDATA[<p>Very cool game I particularly like the audio design and overall simplicity.<br />
What you should change is the &#8220;2-clicks-to-reset-level&#8221; since it slows down the pace for no reason. You could make it that the level restarts itself when you die and you have to press a button to get back to the level select screen.</p>
<p>I hope I could help</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on I Can Has UV Unwrap? by BlackTerror</title>
		<link>/blog/?p=648&#038;cpage=1#comment-355</link>
		<dc:creator>BlackTerror</dc:creator>
		<pubDate>Thu, 08 Jul 2010 01:24:09 +0000</pubDate>
		<guid isPermaLink="false">http://thirdhelix.wordpress.com/?p=648#comment-355</guid>
		<description>Since your post was about 10 months ago, I&#039;m guessing you&#039;ve improved at UV Unwrapping. In my experience, every model I unwrap I get a little faster at it. Its true, its tedious, and in my opinion the least exciting part of 3d artwork, but planning is the answer. If you still have an interest or other readers out there are having trouble, try these steps that I&#039;ve given to my students in a class for Modeling for the Unreal engine:

o	In Maya, we can begin unwrapping the model by apply a mapping protocol. If you click on the Create Uvs pulldown, you’ll see a few mapping options. Planar, Spherical, Cylindrical, and Automatic. I know what you’re thinking. Automatic sounds really nice. And in actuality is it, but it rarely works, ever. Automatic mapping takes a best guess approach of unfolding the UVs of your model. Think of the unwrapping as if your object was made of paper and you folded it to create the shape. Somewhere on your model you would need to have a seam to make it flat again. That’s what we’re going to create.
o	First, we need to delete our models history. Go to Edit, Delete by Type, History. Notice our previous Extrudes are now no longer in our Input list. We need to remove these because Unreal doesn’t understand what history is. Also, it’s a general good modeling practice to remove history once your model is complete.
o	Go ahead and select your model and then click Create Uvs, Automatic Mapping. You’ll notice that blue and green planes appear all around our object. Not much else. However, go to Window, UV Texture Editor. A new window will pop up and you’ll see Maya’s best guess at unwrapping our crate. Now, technically you could save out this UVLayout as a Targa file, and start painting, but the pieces are everywhere and it would have a strange look. So Automatic isn’t going to work for us here. Undo the automatic mapping (Ctl-Z).
o	First, let’s make it a little easier on ourselves and setup a 2 pane viewport. Go to Window, View Arrangement, and Choose 2 Pane side by side. Now you’ll notice at the bottom of the left toolbox, two arrows, those control what viewports we are going to see.
o	Press and hold the left arrow button and choose Persp View. Do the same for the right but choose UV Texture Editor.
o	When it comes to unwrapping, planning is everything. I sat in front of this cube and played around for about ½ hour before I found a good work flow. Since every model is different your approach is going to change. To me UV Unwrapping is my least favorite part about being a digital artist, but it’s very necessary. Ok so let’s get started.
o	Right click hold and choose Faces. Select all of the faces on one side of the cube.
o	Go to Create UVs and click the box next to Planar Mapping. A dialog appears.
	Set Fit projection to Best Plane
	Project from Camera
	Keep image width/height ratio
o	In the 3D viewport, click the viewport widget to the front view. You’ll notice it moves our 3d view to the front side.
o	Hit the F key to frame in our subject.
o	Now hit apply in the Planar mapping window.
o	It looks like the UV editor has done everything correctly; however, there are 4 faces that are hidden. There on the underside of where our metal brackets will be.
o	In the 3D viewport, deselect the faces that are on the underside of the box as well as the main panel by holding shift and clicking.
o	In the main toolbar click Select, Convert Selection, To UVs.
o	Now in the UV Editor window, hit the R key to switch to the scale widget. Slowly scale the selected UVS until you can see the hidden UVs. When finished click anywhere in the editor to deselect. Click on one of the UV points, right click and Select, Select Border. Move the UV set out of the way.
o	Now in the 3D viewport move to the next side and repeat this action for each side.
o	When finished stitch the connecting edges into a T shape.</description>
		<content:encoded><![CDATA[<p>Since your post was about 10 months ago, I&#8217;m guessing you&#8217;ve improved at UV Unwrapping. In my experience, every model I unwrap I get a little faster at it. Its true, its tedious, and in my opinion the least exciting part of 3d artwork, but planning is the answer. If you still have an interest or other readers out there are having trouble, try these steps that I&#8217;ve given to my students in a class for Modeling for the Unreal engine:</p>
<p>o	In Maya, we can begin unwrapping the model by apply a mapping protocol. If you click on the Create Uvs pulldown, you’ll see a few mapping options. Planar, Spherical, Cylindrical, and Automatic. I know what you’re thinking. Automatic sounds really nice. And in actuality is it, but it rarely works, ever. Automatic mapping takes a best guess approach of unfolding the UVs of your model. Think of the unwrapping as if your object was made of paper and you folded it to create the shape. Somewhere on your model you would need to have a seam to make it flat again. That’s what we’re going to create.<br />
o	First, we need to delete our models history. Go to Edit, Delete by Type, History. Notice our previous Extrudes are now no longer in our Input list. We need to remove these because Unreal doesn’t understand what history is. Also, it’s a general good modeling practice to remove history once your model is complete.<br />
o	Go ahead and select your model and then click Create Uvs, Automatic Mapping. You’ll notice that blue and green planes appear all around our object. Not much else. However, go to Window, UV Texture Editor. A new window will pop up and you’ll see Maya’s best guess at unwrapping our crate. Now, technically you could save out this UVLayout as a Targa file, and start painting, but the pieces are everywhere and it would have a strange look. So Automatic isn’t going to work for us here. Undo the automatic mapping (Ctl-Z).<br />
o	First, let’s make it a little easier on ourselves and setup a 2 pane viewport. Go to Window, View Arrangement, and Choose 2 Pane side by side. Now you’ll notice at the bottom of the left toolbox, two arrows, those control what viewports we are going to see.<br />
o	Press and hold the left arrow button and choose Persp View. Do the same for the right but choose UV Texture Editor.<br />
o	When it comes to unwrapping, planning is everything. I sat in front of this cube and played around for about ½ hour before I found a good work flow. Since every model is different your approach is going to change. To me UV Unwrapping is my least favorite part about being a digital artist, but it’s very necessary. Ok so let’s get started.<br />
o	Right click hold and choose Faces. Select all of the faces on one side of the cube.<br />
o	Go to Create UVs and click the box next to Planar Mapping. A dialog appears.<br />
	Set Fit projection to Best Plane<br />
	Project from Camera<br />
	Keep image width/height ratio<br />
o	In the 3D viewport, click the viewport widget to the front view. You’ll notice it moves our 3d view to the front side.<br />
o	Hit the F key to frame in our subject.<br />
o	Now hit apply in the Planar mapping window.<br />
o	It looks like the UV editor has done everything correctly; however, there are 4 faces that are hidden. There on the underside of where our metal brackets will be.<br />
o	In the 3D viewport, deselect the faces that are on the underside of the box as well as the main panel by holding shift and clicking.<br />
o	In the main toolbar click Select, Convert Selection, To UVs.<br />
o	Now in the UV Editor window, hit the R key to switch to the scale widget. Slowly scale the selected UVS until you can see the hidden UVs. When finished click anywhere in the editor to deselect. Click on one of the UV points, right click and Select, Select Border. Move the UV set out of the way.<br />
o	Now in the 3D viewport move to the next side and repeat this action for each side.<br />
o	When finished stitch the connecting edges into a T shape.</p>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on TRI by invicticide</title>
		<link>/blog/?page_id=1068&#038;cpage=1#comment-354</link>
		<dc:creator>invicticide</dc:creator>
		<pubDate>Tue, 06 Jul 2010 16:59:23 +0000</pubDate>
		<guid isPermaLink="false">/blog/?page_id=1068#comment-354</guid>
		<description>@Tyrone: That&#039;s a good point. ^_^</description>
		<content:encoded><![CDATA[<p>@Tyrone: That&#8217;s a good point. ^_^</p>
]]></content:encoded>
	</item>
</channel>
</rss>
