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	<title>Comments on: Real-time Terrain Deformation in Unity3D</title>
	<atom:link href="http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/</link>
	<description>Flash, Unity3D, JigLibFlash, New Media and pretty much anything else that is related to the Internet. Blog by Devin Reimer.</description>
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	<item>
		<title>By: RushRage.com</title>
		<link>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/#comment-72281</link>
		<dc:creator>RushRage.com</dc:creator>
		<pubDate>Tue, 23 Aug 2011 17:50:04 +0000</pubDate>
		<guid isPermaLink="false">http://blog.almostlogical.com/?p=907#comment-72281</guid>
		<description>Wow, awesome!  Thank you sooooooo much!</description>
		<content:encoded><![CDATA[<p>Wow, awesome!  Thank you sooooooo much!</p>
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	<item>
		<title>By: flowerfuneral</title>
		<link>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/#comment-97</link>
		<dc:creator>flowerfuneral</dc:creator>
		<pubDate>Thu, 19 Aug 2010 18:24:14 +0000</pubDate>
		<guid isPermaLink="false">http://blog.almostlogical.com/?p=907#comment-97</guid>
		<description>Hi Devin, it was my mistake. Please ignore my last post.</description>
		<content:encoded><![CDATA[<p>Hi Devin, it was my mistake. Please ignore my last post.</p>
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	<item>
		<title>By: flowerfuneral</title>
		<link>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/#comment-96</link>
		<dc:creator>flowerfuneral</dc:creator>
		<pubDate>Thu, 19 Aug 2010 03:22:58 +0000</pubDate>
		<guid isPermaLink="false">http://blog.almostlogical.com/?p=907#comment-96</guid>
		<description>Hi Devin. This post is pretty nice. I have a question here:

I tried your demo and I feel that the depth of the crate depends on the &#039;terrain height&#039; of the terrain. For example, if the height is 6, the crate is fleet and if the height is 60, then the crate will be very deep. I wonder if it is possible that when the height is 60 and I can make some shallow crates just like when the height is 6?

I modified the codes and nothing changes and the properties of terrain in Unity 3d really confused me. Can you offer some help here? Thanks.</description>
		<content:encoded><![CDATA[<p>Hi Devin. This post is pretty nice. I have a question here:</p>
<p>I tried your demo and I feel that the depth of the crate depends on the &#8216;terrain height&#8217; of the terrain. For example, if the height is 6, the crate is fleet and if the height is 60, then the crate will be very deep. I wonder if it is possible that when the height is 60 and I can make some shallow crates just like when the height is 6?</p>
<p>I modified the codes and nothing changes and the properties of terrain in Unity 3d really confused me. Can you offer some help here? Thanks.</p>
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	<item>
		<title>By: Devin Reimer</title>
		<link>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/#comment-95</link>
		<dc:creator>Devin Reimer</dc:creator>
		<pubDate>Sun, 15 Aug 2010 19:49:47 +0000</pubDate>
		<guid isPermaLink="false">http://blog.almostlogical.com/?p=907#comment-95</guid>
		<description>@headkit I don&#039;t know exactly what you mean by crumble. If you mean make &#039;crater&#039; slowly, well yes you could using the same technique. That being said editing the terrain at runtime is performance hog. So lots of small changes can impact performance.</description>
		<content:encoded><![CDATA[<p>@headkit I don&#8217;t know exactly what you mean by crumble. If you mean make &#8216;crater&#8217; slowly, well yes you could using the same technique. That being said editing the terrain at runtime is performance hog. So lots of small changes can impact performance.</p>
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	<item>
		<title>By: headkit</title>
		<link>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/#comment-94</link>
		<dc:creator>headkit</dc:creator>
		<pubDate>Sun, 01 Aug 2010 10:22:55 +0000</pubDate>
		<guid isPermaLink="false">http://blog.almostlogical.com/?p=907#comment-94</guid>
		<description>nice one. thanx!
I am looking for a way to crumble terrain. do you know a way for this, too?</description>
		<content:encoded><![CDATA[<p>nice one. thanx!<br />
I am looking for a way to crumble terrain. do you know a way for this, too?</p>
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	<item>
		<title>By: Déformation de terrain</title>
		<link>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/#comment-93</link>
		<dc:creator>Déformation de terrain</dc:creator>
		<pubDate>Fri, 02 Jul 2010 19:16:15 +0000</pubDate>
		<guid isPermaLink="false">http://blog.almostlogical.com/?p=907#comment-93</guid>
		<description>[...] continuer sur le thème de la déformation de mesh, voici un projet gratuit du site almostlogical. Cette fois-ci les scripts fournis permettent de déformer un terrain à des endroits indiqués ou [...]</description>
		<content:encoded><![CDATA[<p>[...] continuer sur le thème de la déformation de mesh, voici un projet gratuit du site almostlogical. Cette fois-ci les scripts fournis permettent de déformer un terrain à des endroits indiqués ou [...]</p>
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		<title>By: Anthony</title>
		<link>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/#comment-92</link>
		<dc:creator>Anthony</dc:creator>
		<pubDate>Wed, 16 Jun 2010 02:26:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.almostlogical.com/?p=907#comment-92</guid>
		<description>This will be very helpful and time saving to look at. I want to have buildings and other things break and deform too in an open world game idea I have. Keep up the good work!</description>
		<content:encoded><![CDATA[<p>This will be very helpful and time saving to look at. I want to have buildings and other things break and deform too in an open world game idea I have. Keep up the good work!</p>
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