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	<title>Comments for object01.Blog</title>
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	<link>http://object01.com</link>
	<description>Thoughts on games, work, and... well, mostly games</description>
	<lastBuildDate>Thu, 13 Oct 2011 18:11:14 +0000</lastBuildDate>
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		<title>Comment on My MX Revolution Won&#8217;t Revolute by FXGuy</title>
		<link>http://object01.com/2008/08/14/my-mx-revolution-wont-revolute/#comment-79</link>
		<dc:creator><![CDATA[FXGuy]]></dc:creator>
		<pubDate>Thu, 13 Oct 2011 18:11:14 +0000</pubDate>
		<guid isPermaLink="false">http://object01.com/?p=121#comment-79</guid>
		<description><![CDATA[Thanks for this post. I need to change the left button switch because I&#039;m getting false double clicks, very annoying.. I just wanted to see where the screws are :)]]></description>
		<content:encoded><![CDATA[<p>Thanks for this post. I need to change the left button switch because I&#8217;m getting false double clicks, very annoying.. I just wanted to see where the screws are :)</p>
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		<title>Comment on How to Randomly Generate Loot: Part 2 by jovko</title>
		<link>http://object01.com/2011/02/01/how-to-randomly-generate-loot-part-2/#comment-76</link>
		<dc:creator><![CDATA[jovko]]></dc:creator>
		<pubDate>Mon, 11 Jul 2011 11:49:43 +0000</pubDate>
		<guid isPermaLink="false">http://object01.com/?p=204#comment-76</guid>
		<description><![CDATA[Part 3?]]></description>
		<content:encoded><![CDATA[<p>Part 3?</p>
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		<title>Comment on How to Randomly Generate Loot: Part 1 by Torchlight: Never the Same Easy Twice &#171; object01.Blog</title>
		<link>http://object01.com/2011/01/30/how-to-randomly-generate-loot-part-1/#comment-71</link>
		<dc:creator><![CDATA[Torchlight: Never the Same Easy Twice &#171; object01.Blog]]></dc:creator>
		<pubDate>Mon, 14 Mar 2011 05:23:30 +0000</pubDate>
		<guid isPermaLink="false">https://object01.wordpress.com/?p=200#comment-71</guid>
		<description><![CDATA[[...] this reminds me that I&#8217;ve still got some code to write in my series of posts on procedurally-generated loot.  Does anyone out there have any question they&#8217;d like me to take a stab at [...]]]></description>
		<content:encoded><![CDATA[<p>[...] this reminds me that I&#8217;ve still got some code to write in my series of posts on procedurally-generated loot.  Does anyone out there have any question they&#8217;d like me to take a stab at [...]</p>
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		<title>Comment on My list of BSODs and freezes on my 15&#8243; Unibody MacBook Pro by Many Things you better do, before you get Too Damn Old! (40-49) &#124; ChilliCherrRuby</title>
		<link>http://object01.com/2010/05/29/my-list-of-bsods-and-freezes-on-my-15-unibody-macbook-pro/#comment-70</link>
		<dc:creator><![CDATA[Many Things you better do, before you get Too Damn Old! (40-49) &#124; ChilliCherrRuby]]></dc:creator>
		<pubDate>Sat, 12 Mar 2011 20:06:29 +0000</pubDate>
		<guid isPermaLink="false">http://object01.com/?p=156#comment-70</guid>
		<description><![CDATA[[...] My list of BSODs and freezes on my 15″ Unibody MacBook Pro (object01.com) [...]]]></description>
		<content:encoded><![CDATA[<p>[...] My list of BSODs and freezes on my 15″ Unibody MacBook Pro (object01.com) [...]</p>
]]></content:encoded>
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		<title>Comment on Why Just Cause 2 is So Much Damn Fun by The Makers of Just Cause 2 Are Hiring! &#171; object01.Blog</title>
		<link>http://object01.com/2011/01/08/whyjustcause2issomuchdamnfu/#comment-69</link>
		<dc:creator><![CDATA[The Makers of Just Cause 2 Are Hiring! &#171; object01.Blog]]></dc:creator>
		<pubDate>Tue, 08 Mar 2011 06:11:36 +0000</pubDate>
		<guid isPermaLink="false">http://object01.com/?p=172#comment-69</guid>
		<description><![CDATA[[...] couldn&#8217;t take myself seriously as a Just Cause 2 fanboy without sharing [...]]]></description>
		<content:encoded><![CDATA[<p>[...] couldn&#8217;t take myself seriously as a Just Cause 2 fanboy without sharing [...]</p>
]]></content:encoded>
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		<title>Comment on How to Randomly Generate Loot: Part 1 by Possibilities: what keeps a game from being boring? &#171; object01.Blog</title>
		<link>http://object01.com/2011/01/30/how-to-randomly-generate-loot-part-1/#comment-65</link>
		<dc:creator><![CDATA[Possibilities: what keeps a game from being boring? &#171; object01.Blog]]></dc:creator>
		<pubDate>Fri, 18 Feb 2011 19:37:19 +0000</pubDate>
		<guid isPermaLink="false">https://object01.wordpress.com/?p=200#comment-65</guid>
		<description><![CDATA[[...] Borderlands, and other games with randomly generated loot: Numbers incarnate.  Possibilities lie in items having inherent uniqueness that affect the way you [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Borderlands, and other games with randomly generated loot: Numbers incarnate.  Possibilities lie in items having inherent uniqueness that affect the way you [...]</p>
]]></content:encoded>
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		<title>Comment on How to Randomly Generate Loot: Part 1 by How to Randomly Generate Loot: Part 2 &#171; object01.Blog</title>
		<link>http://object01.com/2011/01/30/how-to-randomly-generate-loot-part-1/#comment-63</link>
		<dc:creator><![CDATA[How to Randomly Generate Loot: Part 2 &#171; object01.Blog]]></dc:creator>
		<pubDate>Sat, 05 Feb 2011 20:25:34 +0000</pubDate>
		<guid isPermaLink="false">https://object01.wordpress.com/?p=200#comment-63</guid>
		<description><![CDATA[[...] Part 1: What Makes a Gun? [...]]]></description>
		<content:encoded><![CDATA[<p>[...] Part 1: What Makes a Gun? [...]</p>
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		<title>Comment on Just Cause 2 and my Study of Measurable Funness by Why Just Cause 2 is So Much Damn Fun &#171; object01.Blog</title>
		<link>http://object01.com/2010/05/02/just-cause-2-and-my-study-of-measurable-funness/#comment-54</link>
		<dc:creator><![CDATA[Why Just Cause 2 is So Much Damn Fun &#171; object01.Blog]]></dc:creator>
		<pubDate>Sat, 08 Jan 2011 20:33:52 +0000</pubDate>
		<guid isPermaLink="false">https://object01.wordpress.com/?p=137#comment-54</guid>
		<description><![CDATA[[...] posted some of my thoughts on Just Cause 2 last year, but didn&#8217;t go into detail about why I love this game so much.  Instead, I heaped [...]]]></description>
		<content:encoded><![CDATA[<p>[...] posted some of my thoughts on Just Cause 2 last year, but didn&#8217;t go into detail about why I love this game so much.  Instead, I heaped [...]</p>
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		<title>Comment on How I got an iPad to play MP4s that iTunes refused to sync by thomas</title>
		<link>http://object01.com/2010/05/23/how-i-got-an-ipad-to-play-mp4s-that-itunes-refused-to-sync/#comment-41</link>
		<dc:creator><![CDATA[thomas]]></dc:creator>
		<pubDate>Mon, 19 Jul 2010 02:02:42 +0000</pubDate>
		<guid isPermaLink="false">http://object01.com/?p=152#comment-41</guid>
		<description><![CDATA[great article and i agree. 
I am also waiting terribly for an &#039;advanced&#039; function to just synch the movies.]]></description>
		<content:encoded><![CDATA[<p>great article and i agree.<br />
I am also waiting terribly for an &#8216;advanced&#8217; function to just synch the movies.</p>
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		<title>Comment on Procedural Playgrounds by object01</title>
		<link>http://object01.com/2010/05/08/procedural-playgrounds/#comment-38</link>
		<dc:creator><![CDATA[object01]]></dc:creator>
		<pubDate>Mon, 07 Jun 2010 04:21:02 +0000</pubDate>
		<guid isPermaLink="false">http://object01.com/?p=147#comment-38</guid>
		<description><![CDATA[That video for Structure was VERY impressive. It represents exactly the kind of procedural interiors I&#039;d need to pull off a particular kind of game I&#039;ve been thinking about lately.

Of course, now that I&#039;ve seen it, it&#039;s likely patented and inaccessible.  :)

I wonder if those environments persist indefinitely; that is, does a destroyed interior remain destroyed (and the pieces remain strewn about the floor) even if I move miles away and then return? (Does The Matrix have garbage collection? :)

I think it&#039;s curious that all of the research in procedurally generated cities seems to focus so much on what we&#039;d consider typical, modern-day urban environments. Why aren&#039;t the demos a bit more whimsical? I desperately want to see tech like this applied to cities more akin to what we see in the Thief or Fable games. Interiors are a must, though, and the trick, especially with the likes of Thief, is making interiors compelling enough to play.]]></description>
		<content:encoded><![CDATA[<p>That video for Structure was VERY impressive. It represents exactly the kind of procedural interiors I&#8217;d need to pull off a particular kind of game I&#8217;ve been thinking about lately.</p>
<p>Of course, now that I&#8217;ve seen it, it&#8217;s likely patented and inaccessible.  :)</p>
<p>I wonder if those environments persist indefinitely; that is, does a destroyed interior remain destroyed (and the pieces remain strewn about the floor) even if I move miles away and then return? (Does The Matrix have garbage collection? :)</p>
<p>I think it&#8217;s curious that all of the research in procedurally generated cities seems to focus so much on what we&#8217;d consider typical, modern-day urban environments. Why aren&#8217;t the demos a bit more whimsical? I desperately want to see tech like this applied to cities more akin to what we see in the Thief or Fable games. Interiors are a must, though, and the trick, especially with the likes of Thief, is making interiors compelling enough to play.</p>
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