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	<title>Comments for Marc ten Bosch</title>
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	<link>http://marctenbosch.com/news</link>
	<description>Miegakure</description>
	<lastBuildDate>Mon, 06 Sep 2010 03:34:19 +0200</lastBuildDate>
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		<title>Comment on An Interview with Stephen Totilo from Kotaku by marc</title>
		<link>http://marctenbosch.com/news/?p=64&#038;cpage=1#comment-1284</link>
		<dc:creator>marc</dc:creator>
		<pubDate>Mon, 06 Sep 2010 03:34:19 +0000</pubDate>
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		<description>Yes, that&#039;s the plan.</description>
		<content:encoded><![CDATA[<p>Yes, that&#8217;s the plan.</p>
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		<title>Comment on An Interview with Stephen Totilo from Kotaku by justin</title>
		<link>http://marctenbosch.com/news/?p=64&#038;cpage=1#comment-1283</link>
		<dc:creator>justin</dc:creator>
		<pubDate>Mon, 06 Sep 2010 03:16:40 +0000</pubDate>
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		<description>will this game be realised on consoles?</description>
		<content:encoded><![CDATA[<p>will this game be realised on consoles?</p>
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		<title>Comment on Miegakure Selected Press by DrNoze</title>
		<link>http://marctenbosch.com/news/?p=3&#038;cpage=1#comment-731</link>
		<dc:creator>DrNoze</dc:creator>
		<pubDate>Sun, 18 Jul 2010 08:04:50 +0000</pubDate>
		<guid isPermaLink="false">http://marctenbosch.com/news/?p=3#comment-731</guid>
		<description>Thx for this game! Can&#039;t wait....

My post about the game (in french) : http://www.foxylounge.com/MIEGAKURE-un-puzzle-platformer-en

Cheers!</description>
		<content:encoded><![CDATA[<p>Thx for this game! Can&#8217;t wait&#8230;.</p>
<p>My post about the game (in french) : <a href="http://www.foxylounge.com/MIEGAKURE-un-puzzle-platformer-en" rel="nofollow">http://www.foxylounge.com/MIEGAKURE-un-puzzle-platformer-en</a></p>
<p>Cheers!</p>
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		<title>Comment on Hello xkcd people. by T-82</title>
		<link>http://marctenbosch.com/news/?p=49&#038;cpage=1#comment-720</link>
		<dc:creator>T-82</dc:creator>
		<pubDate>Sat, 17 Jul 2010 13:57:01 +0000</pubDate>
		<guid isPermaLink="false">http://marctenbosch.com/news/?p=49#comment-720</guid>
		<description>Yep, you can put me down for a PSN release also, and if you work in some kind of music visualisation, that would be perfect.</description>
		<content:encoded><![CDATA[<p>Yep, you can put me down for a PSN release also, and if you work in some kind of music visualisation, that would be perfect.</p>
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		<title>Comment on An Interview with Stephen Totilo from Kotaku by Julien Gambelli</title>
		<link>http://marctenbosch.com/news/?p=64&#038;cpage=1#comment-685</link>
		<dc:creator>Julien Gambelli</dc:creator>
		<pubDate>Tue, 13 Jul 2010 07:22:13 +0000</pubDate>
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		<description>Really, really nice! Congrats! (nice picture too :)</description>
		<content:encoded><![CDATA[<p>Really, really nice! Congrats! (nice picture too <img src='http://marctenbosch.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Comment on IGF 2010 Finalist by Christopher Roy</title>
		<link>http://marctenbosch.com/news/?p=22&#038;cpage=1#comment-500</link>
		<dc:creator>Christopher Roy</dc:creator>
		<pubDate>Thu, 10 Jun 2010 01:55:18 +0000</pubDate>
		<guid isPermaLink="false">http://marctenbosch.com/news/?p=22#comment-500</guid>
		<description>You&#039;ve inspired me to go into independent game development</description>
		<content:encoded><![CDATA[<p>You&#8217;ve inspired me to go into independent game development</p>
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		<title>Comment on Hello xkcd people. by marc</title>
		<link>http://marctenbosch.com/news/?p=49&#038;cpage=1#comment-477</link>
		<dc:creator>marc</dc:creator>
		<pubDate>Sat, 05 Jun 2010 15:37:47 +0000</pubDate>
		<guid isPermaLink="false">http://marctenbosch.com/news/?p=49#comment-477</guid>
		<description>Xelxebar:
Yes, let&#039;s just say the collision detection code and the visualization code are unrelated, so there is an option to have any angle of rotation. I think there might be some good gameplay there but it&#039;s obviously not for beginners. Same goes for higher dimensions.
As far as the way extra dimensions are &quot;transparent&quot; I&#039;m not exactly sure what you mean but I made the extra dimensions  invisible because it&#039;s the most &quot;realistic&quot; way to define them. Flatland defines them the same way. As long as the player moves around 3 dimensions, these 3 dimensions can be a subset of 4 or 5 or any number of dimensions total, and everything would work the same way.</description>
		<content:encoded><![CDATA[<p>Xelxebar:<br />
Yes, let&#8217;s just say the collision detection code and the visualization code are unrelated, so there is an option to have any angle of rotation. I think there might be some good gameplay there but it&#8217;s obviously not for beginners. Same goes for higher dimensions.<br />
As far as the way extra dimensions are &#8220;transparent&#8221; I&#8217;m not exactly sure what you mean but I made the extra dimensions  invisible because it&#8217;s the most &#8220;realistic&#8221; way to define them. Flatland defines them the same way. As long as the player moves around 3 dimensions, these 3 dimensions can be a subset of 4 or 5 or any number of dimensions total, and everything would work the same way.</p>
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		<title>Comment on Hello xkcd people. by xelxebar</title>
		<link>http://marctenbosch.com/news/?p=49&#038;cpage=1#comment-474</link>
		<dc:creator>xelxebar</dc:creator>
		<pubDate>Sat, 05 Jun 2010 01:54:34 +0000</pubDate>
		<guid isPermaLink="false">http://marctenbosch.com/news/?p=49#comment-474</guid>
		<description>WARNING: a bit mathy.

@Michael Spencer, maybe you&#039;re familiar with this, but I&#039;ll just put it here for others too. Quaternions can be used to represent rotations in 3 dimensions (3-rotations, let&#039;s call them) without the problem of Gimbal lock, which only pops up in the Euclidean representation of 3-rotations. Gimbal lock occurs because Euler representation represents all rotations as a combination of 3 separate rotations (one along each of the three spacial axes). Quaternions on the other hand represent rotations as an angle of rotation along a specified axis, not a combination of 3 separate basis axes. So, with quaternions there is no problem of Gimbal lock in three dimensions.

Ok, so in 4D space (R4), if you extent the Euclidean representation, Gimbal lock is still a problem. However, using it is possible to describe rotations in R4 as the multiplication of two quaternions and in a sense, and this doesn&#039;t have Gimbol lock.

Anyway, enough of the math talk. Apologies. :P

@Marc, First off. Thanks for the awesomeness!! I&#039;m curious as to how you came up with the 4D visualisation you did. It seems particularly brilliant. :) That is, referring to the &quot;extra&quot; dimension being transparent. Do you have any ideas on how visualisation of more dimensions--say 5, 6 or even 10--could be represented in a similarly playable way? Also, it occurs to me that in Miegakure the &quot;switching of dimenions&quot; is equivalent to pi/2 rotations (oops! more math), any exploration of gameplay with arbitrary rotations, as mentioned briefly by a previous poster?

Thanks again!</description>
		<content:encoded><![CDATA[<p>WARNING: a bit mathy.</p>
<p>@Michael Spencer, maybe you&#8217;re familiar with this, but I&#8217;ll just put it here for others too. Quaternions can be used to represent rotations in 3 dimensions (3-rotations, let&#8217;s call them) without the problem of Gimbal lock, which only pops up in the Euclidean representation of 3-rotations. Gimbal lock occurs because Euler representation represents all rotations as a combination of 3 separate rotations (one along each of the three spacial axes). Quaternions on the other hand represent rotations as an angle of rotation along a specified axis, not a combination of 3 separate basis axes. So, with quaternions there is no problem of Gimbal lock in three dimensions.</p>
<p>Ok, so in 4D space (R4), if you extent the Euclidean representation, Gimbal lock is still a problem. However, using it is possible to describe rotations in R4 as the multiplication of two quaternions and in a sense, and this doesn&#8217;t have Gimbol lock.</p>
<p>Anyway, enough of the math talk. Apologies. <img src='http://marctenbosch.com/news/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
<p>@Marc, First off. Thanks for the awesomeness!! I&#8217;m curious as to how you came up with the 4D visualisation you did. It seems particularly brilliant. <img src='http://marctenbosch.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  That is, referring to the &#8220;extra&#8221; dimension being transparent. Do you have any ideas on how visualisation of more dimensions&#8211;say 5, 6 or even 10&#8211;could be represented in a similarly playable way? Also, it occurs to me that in Miegakure the &#8220;switching of dimenions&#8221; is equivalent to pi/2 rotations (oops! more math), any exploration of gameplay with arbitrary rotations, as mentioned briefly by a previous poster?</p>
<p>Thanks again!</p>
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	<item>
		<title>Comment on Hello xkcd people. by Cooking for Vampires one drop at a time</title>
		<link>http://marctenbosch.com/news/?p=49&#038;cpage=1#comment-439</link>
		<dc:creator>Cooking for Vampires one drop at a time</dc:creator>
		<pubDate>Fri, 28 May 2010 11:22:02 +0000</pubDate>
		<guid isPermaLink="false">http://marctenbosch.com/news/?p=49#comment-439</guid>
		<description>XKCD led me to this.  I am female, and this is one of the first computer games i&#039;ve seen which make me want to play them!  This is fabulous :)  Please please please bring a demo out soon (and the real thing!!!!)</description>
		<content:encoded><![CDATA[<p>XKCD led me to this.  I am female, and this is one of the first computer games i&#8217;ve seen which make me want to play them!  This is fabulous <img src='http://marctenbosch.com/news/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   Please please please bring a demo out soon (and the real thing!!!!)</p>
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		<title>Comment on Hello xkcd people. by Isoceles Soldier</title>
		<link>http://marctenbosch.com/news/?p=49&#038;cpage=1#comment-376</link>
		<dc:creator>Isoceles Soldier</dc:creator>
		<pubDate>Mon, 10 May 2010 05:34:49 +0000</pubDate>
		<guid isPermaLink="false">http://marctenbosch.com/news/?p=49#comment-376</guid>
		<description>The comic about this game was enough to make me read Flatland.  I just finished it a few days ago.  Needless to say it was brilliant.  I&#039;ve always loved the mental exercise of attempting to perceive a fourth dimension, and I can&#039;t wait to see how this translates into a game.</description>
		<content:encoded><![CDATA[<p>The comic about this game was enough to make me read Flatland.  I just finished it a few days ago.  Needless to say it was brilliant.  I&#8217;ve always loved the mental exercise of attempting to perceive a fourth dimension, and I can&#8217;t wait to see how this translates into a game.</p>
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