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	<title>Comments for Casually Hardcore devlog</title>
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	<link>http://casuallyhardcore.com/blog</link>
	<description>Chronicling the fantastic life of an indie.</description>
	<lastBuildDate>Mon, 01 Jun 2009 03:40:04 -0500</lastBuildDate>
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		<title>Comment on Characteristics of the Amateur Actor (written in 1938) by Thuan</title>
		<link>http://casuallyhardcore.com/blog/2009/04/04/characteristics-of-the-amateur-actor-written-in-1938/comment-page-1/#comment-1298</link>
		<dc:creator>Thuan</dc:creator>
		<pubDate>Mon, 01 Jun 2009 03:40:04 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=399#comment-1298</guid>
		<description>I&#039;m definitely no actor but I can personally relate to the &#039;lacking in imagination&#039; part.  I find I don&#039;t have such an imagination as I use to when I was a kid and I think it&#039;s something I want to try and get back.</description>
		<content:encoded><![CDATA[<p>I&#8217;m definitely no actor but I can personally relate to the &#8216;lacking in imagination&#8217; part.  I find I don&#8217;t have such an imagination as I use to when I was a kid and I think it&#8217;s something I want to try and get back.</p>
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		<title>Comment on All I learnt at GDC by inchmale</title>
		<link>http://casuallyhardcore.com/blog/2009/04/04/all-i-learnt-at-gdc/comment-page-1/#comment-1297</link>
		<dc:creator>inchmale</dc:creator>
		<pubDate>Mon, 06 Apr 2009 02:19:37 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/2009/04/04/all-i-learnt-at-gdc/#comment-1297</guid>
		<description>F*ck me. you go guy! waitin for the supers</description>
		<content:encoded><![CDATA[<p>F*ck me. you go guy! waitin for the supers</p>
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		<title>Comment on Gaming in 2020&#8230; by Casually Hardcore devlog &#187; Games Of 2020 (my entry) - This Is Your House</title>
		<link>http://casuallyhardcore.com/blog/2009/03/01/game-in-2020/comment-page-1/#comment-1292</link>
		<dc:creator>Casually Hardcore devlog &#187; Games Of 2020 (my entry) - This Is Your House</dc:creator>
		<pubDate>Fri, 06 Mar 2009 23:17:44 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=356#comment-1292</guid>
		<description>[...] shown us it takes about 10 years for research or high-end technology to make it into mainstream.  High-definition digital video was available to visual effects production houses in the mid-to-late 9... 3D graphics cards for the consumers appeared around 1996 after this technology had been available [...]</description>
		<content:encoded><![CDATA[<p>[...] shown us it takes about 10 years for research or high-end technology to make it into mainstream.  High-definition digital video was available to visual effects production houses in the mid-to-late 9&#8230; 3D graphics cards for the consumers appeared around 1996 after this technology had been available [...]</p>
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		<title>Comment on Lost in Translation by matthammill</title>
		<link>http://casuallyhardcore.com/blog/2008/10/02/lost-in-translation/comment-page-1/#comment-1289</link>
		<dc:creator>matthammill</dc:creator>
		<pubDate>Sun, 15 Feb 2009 17:28:52 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=242#comment-1289</guid>
		<description>Interesting blog, Nelson! I&#039;ve been reading through all the old posts. Yeah, that&#039;s a pretty painful illustration of art to model--and the poses, too. I wonder what happened behind the scenes. 

Sometimes the interesting edges of something can get sanded down by all the different people it needs to go through. And get approval from.</description>
		<content:encoded><![CDATA[<p>Interesting blog, Nelson! I&#8217;ve been reading through all the old posts. Yeah, that&#8217;s a pretty painful illustration of art to model&#8211;and the poses, too. I wonder what happened behind the scenes. </p>
<p>Sometimes the interesting edges of something can get sanded down by all the different people it needs to go through. And get approval from.</p>
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		<title>Comment on Embedding Lua into a C++ engine by Thuan</title>
		<link>http://casuallyhardcore.com/blog/2007/05/26/embedding-lua-into-a-c-engine/comment-page-1/#comment-1287</link>
		<dc:creator>Thuan</dc:creator>
		<pubDate>Tue, 20 Jan 2009 04:48:12 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=11#comment-1287</guid>
		<description>Very nice Nelson.  I was surprise to see this post as I spotted it as a reference from this recent article (http://www.gamedev.net/reference/programming/features/ToLuaPP/) on Gamedev.net on the same topic - how to integrate Lua to a C++ engine</description>
		<content:encoded><![CDATA[<p>Very nice Nelson.  I was surprise to see this post as I spotted it as a reference from this recent article (<a href="http://www.gamedev.net/reference/programming/features/ToLuaPP/" rel="nofollow">http://www.gamedev.net/reference/programming/features/ToLuaPP/</a>) on Gamedev.net on the same topic &#8211; how to integrate Lua to a C++ engine</p>
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		<title>Comment on The Supers &#8211; project announcement! by Casually Hardcore devlog &#187; Lost in Translation</title>
		<link>http://casuallyhardcore.com/blog/2008/05/07/the-supers-project-announcement/comment-page-1/#comment-1272</link>
		<dc:creator>Casually Hardcore devlog &#187; Lost in Translation</dc:creator>
		<pubDate>Thu, 02 Oct 2008 09:43:04 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/2008/05/07/the-supers-project-announcement/#comment-1272</guid>
		<description>[...] The Supers, I performed a test - I gave 5 modelers - from junior to senior - the same building design and told [...]</description>
		<content:encoded><![CDATA[<p>[...] The Supers, I performed a test &#8211; I gave 5 modelers &#8211; from junior to senior &#8211; the same building design and told [...]</p>
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		<title>Comment on Lack of workflow management systems for games. by Aaron Proctor</title>
		<link>http://casuallyhardcore.com/blog/2008/06/08/lack-of-workflow-management-systems-for-games/comment-page-1/#comment-1271</link>
		<dc:creator>Aaron Proctor</dc:creator>
		<pubDate>Tue, 16 Sep 2008 02:15:13 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=214#comment-1271</guid>
		<description>Two things come to mind: GridIron&#039;s Flow and 37signals&#039; Basecamp. Flow isn&#039;t available yet, but in researching the desktop app for a brief &lt;a href=&quot;http://fwdlabs.com/blog/2008/09/13/mark-coleran_gridiron-flow/&quot; title=&quot;Mark Coleran&#039;s Flow of Visual Design for Film&quot; rel=&quot;nofollow&quot;&gt;post&lt;/a&gt;, it fits your need. Basecamp is all of what you wanted, too: web-based, version-controlled, workflow-oriented, email-killer, etc. I also wrote a brief &lt;a href=&quot;http://fwdlabs.com/blog/2008/03/09/filmmakers-and-basecamp/&quot; title=&quot;How Filmmakers Use Basecamp&quot; rel=&quot;nofollow&quot;&gt;post&lt;/a&gt; on how Basecamp can be used in other ways than organizational project management.</description>
		<content:encoded><![CDATA[<p>Two things come to mind: GridIron&#8217;s Flow and 37signals&#8217; Basecamp. Flow isn&#8217;t available yet, but in researching the desktop app for a brief <a href="http://fwdlabs.com/blog/2008/09/13/mark-coleran_gridiron-flow/" title="Mark Coleran's Flow of Visual Design for Film" rel="nofollow">post</a>, it fits your need. Basecamp is all of what you wanted, too: web-based, version-controlled, workflow-oriented, email-killer, etc. I also wrote a brief <a href="http://fwdlabs.com/blog/2008/03/09/filmmakers-and-basecamp/" title="How Filmmakers Use Basecamp" rel="nofollow">post</a> on how Basecamp can be used in other ways than organizational project management.</p>
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		<title>Comment on The Supers &#8211; project announcement! by corinnekrych</title>
		<link>http://casuallyhardcore.com/blog/2008/05/07/the-supers-project-announcement/comment-page-1/#comment-1270</link>
		<dc:creator>corinnekrych</dc:creator>
		<pubDate>Thu, 04 Sep 2008 21:22:36 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/2008/05/07/the-supers-project-announcement/#comment-1270</guid>
		<description>I like the idea of robots. Will be on fashion this year, coz of Wall-E movie.</description>
		<content:encoded><![CDATA[<p>I like the idea of robots. Will be on fashion this year, coz of Wall-E movie.</p>
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		<title>Comment on A neat way to find about industry salaries in the US by realtimecollisiondetection.net - the blog &#187; Salary of a game programmer (artist, designer, or producer)</title>
		<link>http://casuallyhardcore.com/blog/2008/02/27/a-neat-way-to-find-about-industry-salaries-in-the-us/comment-page-1/#comment-1268</link>
		<dc:creator>realtimecollisiondetection.net - the blog &#187; Salary of a game programmer (artist, designer, or producer)</dc:creator>
		<pubDate>Thu, 17 Jul 2008 06:02:36 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=167#comment-1268</guid>
		<description>[...] goes to the blogger at the Casually Hardcore devlog for alerting us to the existence of the H-1B [...]</description>
		<content:encoded><![CDATA[<p>[...] goes to the blogger at the Casually Hardcore devlog for alerting us to the existence of the H-1B [...]</p>
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		<title>Comment on Lack of workflow management systems for games. by raychua</title>
		<link>http://casuallyhardcore.com/blog/2008/06/08/lack-of-workflow-management-systems-for-games/comment-page-1/#comment-1267</link>
		<dc:creator>raychua</dc:creator>
		<pubDate>Sat, 05 Jul 2008 05:10:24 +0000</pubDate>
		<guid isPermaLink="false">http://casuallyhardcore.com/blog/?p=214#comment-1267</guid>
		<description>I checked out Tactic. It reminds me of Alienbrain and another one called Project Overlord. Gridflow is another different approach, but I question about its viability to larger animation or VFX projects. It seems better suitable to publishing.

A workflow manager for game assets? I remember checking out Mogware. I&#039;d love to hear other people&#039;s take on this one. They have a trial version that allows 4 users to work without any time limit.</description>
		<content:encoded><![CDATA[<p>I checked out Tactic. It reminds me of Alienbrain and another one called Project Overlord. Gridflow is another different approach, but I question about its viability to larger animation or VFX projects. It seems better suitable to publishing.</p>
<p>A workflow manager for game assets? I remember checking out Mogware. I&#8217;d love to hear other people&#8217;s take on this one. They have a trial version that allows 4 users to work without any time limit.</p>
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