<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Grand Glest Unification</title>
	<atom:link href="http://www.linuxgames.com/archives/16617/feed" rel="self" type="application/rss+xml" />
	<link>http://www.linuxgames.com/archives/16617</link>
	<description>Embrace your Inner Penguin</description>
	<lastBuildDate>Mon, 22 Apr 2013 20:38:38 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=</generator>
	<item>
		<title>By: Anonymous</title>
		<link>http://www.linuxgames.com/archives/16617/comment-page-1#comment-330847</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sat, 26 Feb 2011 05:50:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.linuxgames.com/archives/16617#comment-330847</guid>
		<description><![CDATA[Of&#039;course, everything looks &quot;pretty&quot; when your face is within 1-foot of the Display, but when you have fog between your eyes and monitor it looks all the same as what I meant to say.

That&#039;s about the difference between Myth (1 or 2) and Glest, at the moment.  With the older software it is more efficient to allow active  background processes and programs to run without the foreground application to stutter to it&#039;s real-time input, yet things such as Glest would demand full attention of the entire system.

That&#039;s why the forks of prior engines, such as Quake 2, the Dooming engines, and even Quake 3 (particularly ioquake3) should be extended for more reach in their playability.]]></description>
		<content:encoded><![CDATA[<p>Of&#8217;course, everything looks &#8220;pretty&#8221; when your face is within 1-foot of the Display, but when you have fog between your eyes and monitor it looks all the same as what I meant to say.</p>
<p>That&#8217;s about the difference between Myth (1 or 2) and Glest, at the moment.  With the older software it is more efficient to allow active  background processes and programs to run without the foreground application to stutter to it&#8217;s real-time input, yet things such as Glest would demand full attention of the entire system.</p>
<p>That&#8217;s why the forks of prior engines, such as Quake 2, the Dooming engines, and even Quake 3 (particularly ioquake3) should be extended for more reach in their playability.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Anonymous</title>
		<link>http://www.linuxgames.com/archives/16617/comment-page-1#comment-330846</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Thu, 24 Feb 2011 21:01:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.linuxgames.com/archives/16617#comment-330846</guid>
		<description><![CDATA[Looks great for resource usage and playability, only not everyone has that in today&#039;s market of embedded handhelds (PDA phones). It&#039;s looking a little parallel to Myth 1(or 2) with higher resource usage, and when you are running this with your head far from the screen then you realy start wondering if the details are worth applying when you can&#039;t actually benefit from them; you know how the fog of war works in the game, yet the same fog can exist between the screen and the beholder.]]></description>
		<content:encoded><![CDATA[<p>Looks great for resource usage and playability, only not everyone has that in today&#8217;s market of embedded handhelds (PDA phones). It&#8217;s looking a little parallel to Myth 1(or 2) with higher resource usage, and when you are running this with your head far from the screen then you realy start wondering if the details are worth applying when you can&#8217;t actually benefit from them; you know how the fog of war works in the game, yet the same fog can exist between the screen and the beholder.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
