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	<title>Comments on: Unity Summer of Code Takes Off</title>
	<atom:link href="http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/feed/" rel="self" type="application/rss+xml" />
	<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/</link>
	<description>A glimpse inside Unity Technologies...</description>
	<lastBuildDate>Mon, 06 Feb 2012 19:04:14 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
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	<item>
		<title>By: Arnoldo Klitzing</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-25550</link>
		<dc:creator>Arnoldo Klitzing</dc:creator>
		<pubDate>Fri, 17 Jun 2011 09:33:35 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-25550</guid>
		<description>Do I really agree with it?</description>
		<content:encoded><![CDATA[<p>Do I really agree with it?</p>
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	</item>
	<item>
		<title>By: Владимир Сенников</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-12793</link>
		<dc:creator>Владимир Сенников</dc:creator>
		<pubDate>Wed, 14 Apr 2010 11:41:56 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-12793</guid>
		<description>Познавательно написано, но как говорится, для общей картины нужно минимум  три источника :)</description>
		<content:encoded><![CDATA[<p>Познавательно написано, но как говорится, для общей картины нужно минимум  три источника <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Pix'nlove</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-12160</link>
		<dc:creator>Pix'nlove</dc:creator>
		<pubDate>Sat, 27 Feb 2010 21:01:38 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-12160</guid>
		<description>I really wishes i was up to undertake these tasks,
I admire you guys.
Keep on pushing and soon unity will make the whole world of game development
evolve around it.</description>
		<content:encoded><![CDATA[<p>I really wishes i was up to undertake these tasks,<br />
I admire you guys.<br />
Keep on pushing and soon unity will make the whole world of game development<br />
evolve around it.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Unity Technologies Blog &#187; Blog Archive &#187; Summer of Code: Terrain Toolkit Released!</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-12099</link>
		<dc:creator>Unity Technologies Blog &#187; Blog Archive &#187; Summer of Code: Terrain Toolkit Released!</dc:creator>
		<pubDate>Tue, 23 Feb 2010 14:29:21 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-12099</guid>
		<description>[...] on Terrain Toolkit to help generate realistic terrains in Unity Editor. The project was one of the four selected projects that were selected for the Unity Summer of [...]</description>
		<content:encoded><![CDATA[<p>[...] on Terrain Toolkit to help generate realistic terrains in Unity Editor. The project was one of the four selected projects that were selected for the Unity Summer of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Raymond L.</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-10218</link>
		<dc:creator>Raymond L.</dc:creator>
		<pubDate>Tue, 27 Oct 2009 18:01:19 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-10218</guid>
		<description>Can you give us a date for the new project? Just to have something to look forward to. ;-)</description>
		<content:encoded><![CDATA[<p>Can you give us a date for the new project? Just to have something to look forward to. <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
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	</item>
	<item>
		<title>By: Rune Skovbo Johansen</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-9863</link>
		<dc:creator>Rune Skovbo Johansen</dc:creator>
		<pubDate>Thu, 08 Oct 2009 12:10:31 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-9863</guid>
		<description>@Brendang: The Detonator Parametric Explosion Framework is already out. We have one more of the projects coming out shortly, one has status unclear (our fault I&#039;m afraid) and one is in a prolonged &quot;Autumn of continued code&quot;.</description>
		<content:encoded><![CDATA[<p>@Brendang: The Detonator Parametric Explosion Framework is already out. We have one more of the projects coming out shortly, one has status unclear (our fault I&#8217;m afraid) and one is in a prolonged &#8220;Autumn of continued code&#8221;.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Brendang</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-9829</link>
		<dc:creator>Brendang</dc:creator>
		<pubDate>Wed, 07 Oct 2009 18:48:08 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-9829</guid>
		<description>So... How did the Summer of Code end up?   Are we moving into an Autumn of continued code or a Winter of cooled expectations?</description>
		<content:encoded><![CDATA[<p>So&#8230; How did the Summer of Code end up?   Are we moving into an Autumn of continued code or a Winter of cooled expectations?</p>
]]></content:encoded>
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	<item>
		<title>By: Detonator and the Unity Summer of Code &#124; Groundswell Games</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-9131</link>
		<dc:creator>Detonator and the Unity Summer of Code &#124; Groundswell Games</dc:creator>
		<pubDate>Tue, 22 Sep 2009 02:14:08 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-9131</guid>
		<description>[...] What else can we expect from the Unity Summer of Code? [...]</description>
		<content:encoded><![CDATA[<p>[...] What else can we expect from the Unity Summer of Code? [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Sandor</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-8938</link>
		<dc:creator>Sandor</dc:creator>
		<pubDate>Thu, 17 Sep 2009 15:14:27 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-8938</guid>
		<description>@chadchat Sorry, didn&#039;t see the comment before! Perlin noise is in, as is a Diamond-Square fractal generator and another filter that creates mountain and hill peaks using a Voronoi diagram. These can also be called from scripts, so landscapes can be procedurally generated at runtime.

I like the idea of texturing areas based on how much they have been eroded. I&#039;ve had a similar idea, but haven&#039;t come up with a good way of storing an &#039;eroded-ness&#039; map of the terrain between and after the application of multiple erosion filters. But this will definitely be in a future version.

And totally agree in regards to &#039;finished&#039; landscapes. I think a truly crafted game level needs a human touch - it can&#039;t all be generated. But on the other hand, procedurally generated landscapes can provide an infinite number of levels at a negligible file size.</description>
		<content:encoded><![CDATA[<p>@chadchat Sorry, didn&#8217;t see the comment before! Perlin noise is in, as is a Diamond-Square fractal generator and another filter that creates mountain and hill peaks using a Voronoi diagram. These can also be called from scripts, so landscapes can be procedurally generated at runtime.</p>
<p>I like the idea of texturing areas based on how much they have been eroded. I&#8217;ve had a similar idea, but haven&#8217;t come up with a good way of storing an &#8216;eroded-ness&#8217; map of the terrain between and after the application of multiple erosion filters. But this will definitely be in a future version.</p>
<p>And totally agree in regards to &#8216;finished&#8217; landscapes. I think a truly crafted game level needs a human touch &#8211; it can&#8217;t all be generated. But on the other hand, procedurally generated landscapes can provide an infinite number of levels at a negligible file size.</p>
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	</item>
	<item>
		<title>By: Unity Technologies Blog &#187; Blog Archive &#187; Summer of Code. It&#8217;s a wrap!</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-8327</link>
		<dc:creator>Unity Technologies Blog &#187; Blog Archive &#187; Summer of Code. It&#8217;s a wrap!</dc:creator>
		<pubDate>Tue, 01 Sep 2009 08:01:05 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-8327</guid>
		<description>[...] the last six weeks, the selected participants for Unity&#8217;s first Summer of Code program have been working hard at making the ideas from [...]</description>
		<content:encoded><![CDATA[<p>[...] the last six weeks, the selected participants for Unity&#8217;s first Summer of Code program have been working hard at making the ideas from [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Unity Technologies Blog &#187; Blog Archive &#187; Summer of Code: Progress of Terrain Erosion Tools</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7955</link>
		<dc:creator>Unity Technologies Blog &#187; Blog Archive &#187; Summer of Code: Progress of Terrain Erosion Tools</dc:creator>
		<pubDate>Sun, 23 Aug 2009 14:51:39 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7955</guid>
		<description>[...] Sándor Moldán who is working on a set of Terrain Erosion tools for Unity. The project is one of four selected projects that were selected for the Unity Summer of [...]</description>
		<content:encoded><![CDATA[<p>[...] Sándor Moldán who is working on a set of Terrain Erosion tools for Unity. The project is one of four selected projects that were selected for the Unity Summer of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Unity Technologies Blog &#187; Blog Archive &#187; Summer of Code: Progress of Cutscene Editor</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7864</link>
		<dc:creator>Unity Technologies Blog &#187; Blog Archive &#187; Summer of Code: Progress of Cutscene Editor</dc:creator>
		<pubDate>Fri, 21 Aug 2009 09:12:48 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7864</guid>
		<description>[...] by Matthew Miner who is working on a cutscene editor for Unity. The cutscene editor is one of four selected projects that were selected for the Unity Summer of [...]</description>
		<content:encoded><![CDATA[<p>[...] by Matthew Miner who is working on a cutscene editor for Unity. The cutscene editor is one of four selected projects that were selected for the Unity Summer of [...]</p>
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	<item>
		<title>By: chadchat</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7657</link>
		<dc:creator>chadchat</dc:creator>
		<pubDate>Fri, 14 Aug 2009 10:07:11 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7657</guid>
		<description>- &quot;An additional tool will be included with the project which will allow users to texture a terrain object by automatically generating splatmaps based on the height and slope of the terrain.&quot;

I&#039;m excited about Sándor Moldán&#039;s project, as I&#039;m excited about any attempts to develop Unity3D as a terrain editor. 

I wonder if this project wouldn&#039;t be much more valuable if it involved the inplementation of an advanced perlin generator as well. Currently I do this kind of work in World Machine, which has great erosion and noise generator tools of course, and I&#039;m excited about not having to fire up windows to do this. You can generate very sophisticated landscapes with such a tool, but more often then not I find that begining with a roughly suitable perlin noise is enough.  

Also, in regards to generating splat maps according to height and slope, it would be fantastic to include the ability to texture the newly eroded areas. This is outside the scope of slope and height parameters. Again you can do this in World Machine and like tools.

It is worth remembering also that, while it&#039;s admirable to aim to generate a user ready landscape in this very immediate way, in my experience at least that most of that landscape will be touched by the environment artist by the end of production. What I mean to say is that you don&#039;t need to attempt to produce a &#039;finished&#039; landscape, but rather a &#039;good start&#039; that then can be further developed with effective heightmap editor tools.</description>
		<content:encoded><![CDATA[<p>- &#8220;An additional tool will be included with the project which will allow users to texture a terrain object by automatically generating splatmaps based on the height and slope of the terrain.&#8221;</p>
<p>I&#8217;m excited about Sándor Moldán&#8217;s project, as I&#8217;m excited about any attempts to develop Unity3D as a terrain editor. </p>
<p>I wonder if this project wouldn&#8217;t be much more valuable if it involved the inplementation of an advanced perlin generator as well. Currently I do this kind of work in World Machine, which has great erosion and noise generator tools of course, and I&#8217;m excited about not having to fire up windows to do this. You can generate very sophisticated landscapes with such a tool, but more often then not I find that begining with a roughly suitable perlin noise is enough.  </p>
<p>Also, in regards to generating splat maps according to height and slope, it would be fantastic to include the ability to texture the newly eroded areas. This is outside the scope of slope and height parameters. Again you can do this in World Machine and like tools.</p>
<p>It is worth remembering also that, while it&#8217;s admirable to aim to generate a user ready landscape in this very immediate way, in my experience at least that most of that landscape will be touched by the environment artist by the end of production. What I mean to say is that you don&#8217;t need to attempt to produce a &#8216;finished&#8217; landscape, but rather a &#8216;good start&#8217; that then can be further developed with effective heightmap editor tools.</p>
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	<item>
		<title>By: Raaymond L.</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7447</link>
		<dc:creator>Raaymond L.</dc:creator>
		<pubDate>Thu, 06 Aug 2009 10:28:57 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7447</guid>
		<description>Yes, that was one of the few disappointments I have in Unity. At first, I also wanted a Key/Animation Editor so that, instead of all this heavy scripting, you&#039;d have a simple editor to hook keys to animations, so you don&#039;t have to do that in scripting. Now I know scripting is really quite necessary for animation.</description>
		<content:encoded><![CDATA[<p>Yes, that was one of the few disappointments I have in Unity. At first, I also wanted a Key/Animation Editor so that, instead of all this heavy scripting, you&#8217;d have a simple editor to hook keys to animations, so you don&#8217;t have to do that in scripting. Now I know scripting is really quite necessary for animation.</p>
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	<item>
		<title>By: Elliott Mitchell</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7243</link>
		<dc:creator>Elliott Mitchell</dc:creator>
		<pubDate>Thu, 30 Jul 2009 16:45:47 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7243</guid>
		<description>Looks like a bunch of great projects! I along with many others would like to see blendshapes / morphtargets in Unity to make more compelling characters without using as many bones.</description>
		<content:encoded><![CDATA[<p>Looks like a bunch of great projects! I along with many others would like to see blendshapes / morphtargets in Unity to make more compelling characters without using as many bones.</p>
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	<item>
		<title>By: Matt Campbell</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7209</link>
		<dc:creator>Matt Campbell</dc:creator>
		<pubDate>Wed, 29 Jul 2009 14:59:01 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7209</guid>
		<description>Folks, these sound *awesome*!  I can&#039;t wait to see some of this stuff in action.</description>
		<content:encoded><![CDATA[<p>Folks, these sound *awesome*!  I can&#8217;t wait to see some of this stuff in action.</p>
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	<item>
		<title>By: Jonathan Czeck</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7148</link>
		<dc:creator>Jonathan Czeck</dc:creator>
		<pubDate>Mon, 27 Jul 2009 16:35:24 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7148</guid>
		<description>Detonator should play nicely with QualitySettings. :)  It&#039;ll be cool to see how the lightmapping stuff differs from our solution.  Sweet projects all around!</description>
		<content:encoded><![CDATA[<p>Detonator should play nicely with QualitySettings. <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />   It&#8217;ll be cool to see how the lightmapping stuff differs from our solution.  Sweet projects all around!</p>
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	<item>
		<title>By: Raymond L.</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7145</link>
		<dc:creator>Raymond L.</dc:creator>
		<pubDate>Mon, 27 Jul 2009 14:09:22 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7145</guid>
		<description>Oh, perfect! Actually, that is exactly what I needed. Can you hook cutscenes up to keys in a script? That would be totally cool. Also - Unity pro is the one that has the sepia, etc. Does that mean Unity Indie users would have the Cutscene Editor without the effects?</description>
		<content:encoded><![CDATA[<p>Oh, perfect! Actually, that is exactly what I needed. Can you hook cutscenes up to keys in a script? That would be totally cool. Also &#8211; Unity pro is the one that has the sepia, etc. Does that mean Unity Indie users would have the Cutscene Editor without the effects?</p>
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	</item>
	<item>
		<title>By: Rune Skovbo Johansen</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7143</link>
		<dc:creator>Rune Skovbo Johansen</dc:creator>
		<pubDate>Mon, 27 Jul 2009 11:38:00 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7143</guid>
		<description>@Raymond L.: The cutscene editor is not for making video files, but for making in-game cutscenes that simply make various game objects do the right things at the right times while the cutscene plays, while also having support for camera effects and subtitles, among other things. But it&#039;s all realtime; not pre-recorded.</description>
		<content:encoded><![CDATA[<p>@Raymond L.: The cutscene editor is not for making video files, but for making in-game cutscenes that simply make various game objects do the right things at the right times while the cutscene plays, while also having support for camera effects and subtitles, among other things. But it&#8217;s all realtime; not pre-recorded.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Raymond L.</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7142</link>
		<dc:creator>Raymond L.</dc:creator>
		<pubDate>Mon, 27 Jul 2009 11:32:26 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7142</guid>
		<description>Wish I&#039;d heard about this before... Great work guys! The cutscene editor is fantastic sounding! (I normally use iMovie, so this will be great... Wow!).
One question: Are these for Unity Pro? I have Unity Indie and I noticed that Movie Textures are for Unity Pro. Is the cutscene editor going to also be in Unity Indie?</description>
		<content:encoded><![CDATA[<p>Wish I&#8217;d heard about this before&#8230; Great work guys! The cutscene editor is fantastic sounding! (I normally use iMovie, so this will be great&#8230; Wow!).<br />
One question: Are these for Unity Pro? I have Unity Indie and I noticed that Movie Textures are for Unity Pro. Is the cutscene editor going to also be in Unity Indie?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Adrian T</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7127</link>
		<dc:creator>Adrian T</dc:creator>
		<pubDate>Sun, 26 Jul 2009 21:19:19 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7127</guid>
		<description>The Exposion tool sounds very cool. I haven&#039;t had good explosions since I started working on indie projects. For me some of the key features I&#039;d like to see are:

Global scale: of the emitter where all children scale with it.
Delay: So you can set up chain sequences of emitters secondary, primary etc
Mesh Particles: some simple particle chunks with physics. Just for effect

Looking forward to seeing how these turn out.</description>
		<content:encoded><![CDATA[<p>The Exposion tool sounds very cool. I haven&#8217;t had good explosions since I started working on indie projects. For me some of the key features I&#8217;d like to see are:</p>
<p>Global scale: of the emitter where all children scale with it.<br />
Delay: So you can set up chain sequences of emitters secondary, primary etc<br />
Mesh Particles: some simple particle chunks with physics. Just for effect</p>
<p>Looking forward to seeing how these turn out.</p>
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	<item>
		<title>By: ranza</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7102</link>
		<dc:creator>ranza</dc:creator>
		<pubDate>Sat, 25 Jul 2009 17:36:31 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7102</guid>
		<description>@col000rI, @zumwalt will do my best to make the system as general as possible. Probably the name of the project will change for something like &quot;Lightmapping tool&quot;</description>
		<content:encoded><![CDATA[<p>@col000rI, @zumwalt will do my best to make the system as general as possible. Probably the name of the project will change for something like &#8220;Lightmapping tool&#8221;</p>
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	<item>
		<title>By: zumwalt</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7083</link>
		<dc:creator>zumwalt</dc:creator>
		<pubDate>Fri, 24 Jul 2009 20:51:06 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7083</guid>
		<description>For that project then, you might want to consider visiting http://www.vray.com/ they might be able to shed some light on how to integrate it in all of the modeling pipelines smoothly, that or maybe you can pickup something from them that gives that project the extra kick it needs :) As you can see in the list, VRay for Blender, VRay for Maya, VRay for 3D Studio max, the list goes on! Now to take that to the next level and utilize what you all are doing and merge it with that! WOW is all I can say, purely WOW.</description>
		<content:encoded><![CDATA[<p>For that project then, you might want to consider visiting <a href="http://www.vray.com/" rel="nofollow">http://www.vray.com/</a> they might be able to shed some light on how to integrate it in all of the modeling pipelines smoothly, that or maybe you can pickup something from them that gives that project the extra kick it needs <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  As you can see in the list, VRay for Blender, VRay for Maya, VRay for 3D Studio max, the list goes on! Now to take that to the next level and utilize what you all are doing and merge it with that! WOW is all I can say, purely WOW.</p>
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	<item>
		<title>By: Aras Pranckevičius</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7080</link>
		<dc:creator>Aras Pranckevičius</dc:creator>
		<pubDate>Fri, 24 Jul 2009 20:13:33 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7080</guid>
		<description>@col000r, zumwalt: the vray proposal is specifically about vray, but we&#039;ll be trying to make the workflow and/or ideas &quot;generic enough&quot; for other external lightmappers.</description>
		<content:encoded><![CDATA[<p>@col000r, zumwalt: the vray proposal is specifically about vray, but we&#8217;ll be trying to make the workflow and/or ideas &#8220;generic enough&#8221; for other external lightmappers.</p>
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		<title>By: zumwalt</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7076</link>
		<dc:creator>zumwalt</dc:creator>
		<pubDate>Fri, 24 Jul 2009 18:18:36 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7076</guid>
		<description>All look fabulious, for the last one though with VRAY, most of us use tools like MilkShape 3D, Maya and other named modeling tools, not sure how many will get a use out of a limited 3d Studio Max product requirement. That is a very focused audience. The other selections though are extremely wonderful! I was hoping all of them would be 100% generic in nature and not tied to a specific tool set requirement. I can&#039;t wait to see how this all pans out!</description>
		<content:encoded><![CDATA[<p>All look fabulious, for the last one though with VRAY, most of us use tools like MilkShape 3D, Maya and other named modeling tools, not sure how many will get a use out of a limited 3d Studio Max product requirement. That is a very focused audience. The other selections though are extremely wonderful! I was hoping all of them would be 100% generic in nature and not tied to a specific tool set requirement. I can&#8217;t wait to see how this all pans out!</p>
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	<item>
		<title>By: col000r</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7063</link>
		<dc:creator>col000r</dc:creator>
		<pubDate>Fri, 24 Jul 2009 09:35:57 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7063</guid>
		<description>I&#039;m not happy with the decision to select a project that requires external software to use, as it will only benefit those who use 3ds max. But oh well... They&#039;re punished enough anyway, give them a hand with their lightmapping for all I care... :)

I&#039;m especially looking forward to the cutscene editor! Have fun, guys!</description>
		<content:encoded><![CDATA[<p>I&#8217;m not happy with the decision to select a project that requires external software to use, as it will only benefit those who use 3ds max. But oh well&#8230; They&#8217;re punished enough anyway, give them a hand with their lightmapping for all I care&#8230; <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I&#8217;m especially looking forward to the cutscene editor! Have fun, guys!</p>
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	</item>
	<item>
		<title>By: Rune Skovbo Johansen</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7022</link>
		<dc:creator>Rune Skovbo Johansen</dc:creator>
		<pubDate>Wed, 22 Jul 2009 23:13:52 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7022</guid>
		<description>@Martijn G: There are only tools and no games because that&#039;s what&#039;s Unity Summer of Code is about. It&#039;s all described on http://unity3d.com/usc/ in the section &quot;What Sort of Projects Are We Looking For ?&quot;</description>
		<content:encoded><![CDATA[<p>@Martijn G: There are only tools and no games because that&#8217;s what&#8217;s Unity Summer of Code is about. It&#8217;s all described on <a href="http://unity3d.com/usc/" rel="nofollow">http://unity3d.com/usc/</a> in the section &#8220;What Sort of Projects Are We Looking For ?&#8221;</p>
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	<item>
		<title>By: Unity Summer of Code &#8211; Detonator &#171; Variance Theory</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7021</link>
		<dc:creator>Unity Summer of Code &#8211; Detonator &#171; Variance Theory</dc:creator>
		<pubDate>Wed, 22 Jul 2009 23:03:20 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7021</guid>
		<description>[...] I wrote a proposal for a parametric explosion system for the Unity Summer of Code&#8230; and it was one of four accepted out of over a hundred! I&#8217;m excited to be working with Unity engineer Jonas Echterhoff as my mentor &#8211; and I&#8217;ll definitely need his help. Here&#8217;s the announcement: http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/ [...]</description>
		<content:encoded><![CDATA[<p>[...] I wrote a proposal for a parametric explosion system for the Unity Summer of Code&#8230; and it was one of four accepted out of over a hundred! I&#8217;m excited to be working with Unity engineer Jonas Echterhoff as my mentor &#8211; and I&#8217;ll definitely need his help. Here&#8217;s the announcement: <a href="http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/" rel="nofollow">http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/</a> [...]</p>
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	<item>
		<title>By: Martijn G</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7020</link>
		<dc:creator>Martijn G</dc:creator>
		<pubDate>Wed, 22 Jul 2009 22:59:08 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7020</guid>
		<description>Looks cool, but how come there are only tools there ? no games ?</description>
		<content:encoded><![CDATA[<p>Looks cool, but how come there are only tools there ? no games ?</p>
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	<item>
		<title>By: CosmoKing</title>
		<link>http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/#comment-7013</link>
		<dc:creator>CosmoKing</dc:creator>
		<pubDate>Wed, 22 Jul 2009 15:44:39 +0000</pubDate>
		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1069#comment-7013</guid>
		<description>Wow, i&#039;d love to see the results of the cutscene editor - that is much needed for my game.</description>
		<content:encoded><![CDATA[<p>Wow, i&#8217;d love to see the results of the cutscene editor &#8211; that is much needed for my game.</p>
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