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	<description>Just another GameDev weblog</description>
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		<title>Sea Jackal's GameDev</title>
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		<title>Editores de Texto</title>
		<link>http://seajackalgamedev.wordpress.com/2011/11/27/editores-de-texto/</link>
		<comments>http://seajackalgamedev.wordpress.com/2011/11/27/editores-de-texto/#comments</comments>
		<pubDate>Sun, 27 Nov 2011 18:19:24 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[mel]]></category>
		<category><![CDATA[Tools]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=67</guid>
		<description><![CDATA[Windows notepad++ (MEL definition) mi (windows ver.) Mac mi (mel definition) TextWrangler Carbon emacs Vim Linux Multiplataforma (java) jEdit<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&amp;blog=334232&amp;post=67&amp;subd=seajackalgamedev&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Windows<br />
<a href="http://notepad-plus-plus.org/">notepad++</a> (<a href="http://www.creativecrash.com/downloads/applications/syntax-scripting/c/mel-language-definition-for-notepad-">MEL definition</a>)<br />
<a href="http://www.mimikaki.net/en/">mi (windows ver.)</a></p>
<p>Mac<br />
<a href="http://www.mimikaki.net/en/">mi</a> (<a href="http://www.mimikaki.net/wiki/mi_support/index.php?%E3%83%A2%E3%83%BC%E3%83%89%E3%83%BB%E3%83%84%E3%83%BC%E3%83%AB%E3%83%A9%E3%82%A4%E3%83%96%E3%83%A9%E3%83%AA#d2fe8a4c">mel definition</a>)<br />
<a href="http://www.barebones.com/products/textwrangler/">TextWrangler</a><br />
<a href="http://homepage.mac.com/zenitani/emacs-e.html">Carbon emacs</a><br />
<a href="http://macvim.org/OSX/index.php">Vim</a></p>
<p>Linux</p>
<p>Multiplataforma (java)<br />
<a href="http://jedit.org/">jEdit</a></p>
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			<media:title type="html">Sea Jackal</media:title>
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		<title>Interval tree for 2D intersection tests</title>
		<link>http://seajackalgamedev.wordpress.com/2010/10/14/interval-tree-for-2d-intersection-tests/</link>
		<comments>http://seajackalgamedev.wordpress.com/2010/10/14/interval-tree-for-2d-intersection-tests/#comments</comments>
		<pubDate>Thu, 14 Oct 2010 06:59:54 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Triangulation]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=63</guid>
		<description><![CDATA[&#8220;We can use the interval tree [Ede83] for static query, as well as for the rectangle intersection problem. Each query of interval intersection takes O(logn + k) time where k is the number of reported intersection and n is the number of intervals. Therefore, reporting intersection among n rectangles can be done in O(nlogn + [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&amp;blog=334232&amp;post=63&amp;subd=seajackalgamedev&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>&#8220;We can use the interval tree [Ede83] for static query, as well as for the<br />
rectangle intersection problem. Each query of interval intersection takes<br />
O(logn + k) time where k is the number of reported intersection and n<br />
is the number of intervals. Therefore, reporting intersection among n<br />
rectangles can be done in O(nlogn + K) where K is the total number of<br />
intersecting rectangles.&#8221;</p>
<p>Collision detection between geometricmodels: a survey<br />
Ming C. Lin &amp; Stefan Gottschalk</p>
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		<title>Japanese Latex on Mac in texshop, including Beamer</title>
		<link>http://seajackalgamedev.wordpress.com/2010/08/31/japanese-latex-on-mac-in-texshop/</link>
		<comments>http://seajackalgamedev.wordpress.com/2010/08/31/japanese-latex-on-mac-in-texshop/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 12:34:08 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[latex]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=49</guid>
		<description><![CDATA[Option 1) Use CJK pakage (CJKutf8 for UTF-8 encoding) and use normal latex ¥usepackage[10pt]{type1ec} % use only 10pt fonts ¥usepackage[T1]{fontenc} ¥usepackage{CJKutf8} ¥usepackage[german, russian, vietnam, USenglish]{babel} ¥usepackage[overlap, CJK]{ruby} ¥usepackage{CJKulem} ¥renewcommand{¥rubysep}{-0.2ex} ¥newenvironment{Japanese}{% ¥CJKfamily{min}% ¥CJKtilde ¥CJKnospace}{} ¥begin{document} ¥begin{CJK}{UTF8}{} ¥begin{Japanese} これは日本語の文章 ¥end{Japanese} ¥end{CJK} ¥end{document} A latex code Option 2) Use ptex (platex) *Recommended Install by Macports: sudo port install [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&amp;blog=334232&amp;post=49&amp;subd=seajackalgamedev&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>Option 1) Use CJK pakage (CJKutf8 for UTF-8 encoding) and use normal latex</strong></p>
<p><code>¥usepackage[10pt]{type1ec}          % use only 10pt fonts<br />
¥usepackage[T1]{fontenc}<br />
¥usepackage{CJKutf8}<br />
¥usepackage[german, russian, vietnam, USenglish]{babel}<br />
¥usepackage[overlap, CJK]{ruby}<br />
¥usepackage{CJKulem}<br />
¥renewcommand{¥rubysep}{-0.2ex}<br />
¥newenvironment{Japanese}{%<br />
  ¥CJKfamily{min}%<br />
  ¥CJKtilde<br />
  ¥CJKnospace}{}<br />
¥begin{document}<br />
¥begin{CJK}{UTF8}{}<br />
¥begin{Japanese}<br />
これは日本語の文章<br />
¥end{Japanese}<br />
¥end{CJK}<br />
¥end{document}</code><br />
<em>A latex code</em></p>
<p><strong>Option 2) Use ptex (platex) </strong> *Recommended</p>
<p>Install by Macports:<br />
sudo port install pTeX +hiragino +otf +utf8 +motif +macosx</p>
<p>In texshop-&gt;configuration, change &#8220;Profile&#8221; (a Drop menu at the bottom) to pTeX (EUC).<br />
Save a tex file in EUC encoding. </p>
<p>I had to modify the file &#8220;/Users/carlos/Library/TeXShop/bin/platex2pdf-euc&#8221; to change path to &#8220;opt&#8221; instead of &#8220;usr&#8221;</p>
<p>If fontspec is needed:<br />
sudo tlmgr update &#8211;self<br />
sudo tlmgr install fontspec</p>
<p><code>%¥documentclass[twocolumn,11pt]{jarticle} %In case two column layout<br />
¥documentclass[a4j]{jarticle}<br />
¥usepackage{graphicx} %for including graphics<br />
¥usepackage{nidanfloat}<br />
¥usepackage{url}<br />
¥title{タイトル}<br />
¥author{ 僕の名前 }<br />
¥date{2010年}<br />
¥renewcommand{¥refname}{References}<br />
¥begin{document}<br />
¥maketitle<br />
¥section{テスト}<br />
これはテストです。<br />
¥end{document}</code><br />
<em>A latex code</em></p>
<p>To use Beamer with platex, I had to reinstall the <a href="http://www.ctan.org/tex-archive/macros/latex/contrib/caption/">caption package in CTAN</a> (Download all the .ins and .dtx files and type &#8220;platex caption.ins&#8221; in the terminal; copy to current directory). The following templete from <a href="http://windom.phys.hirosaki-u.ac.jp/fswiki/wiki.cgi?page=LaTeX+Beamer%A4%C7%A5%D7%A5%EC%A5%BC%A5%F3%A5%C6%A1%BC%A5%B7%A5%E7%A5%F3">here</a> was useful:</p>
<p><code>\documentclass[14pt,dvipdfm]{beamer}<br />
% pdfの栞の字化けを防ぐ<br />
% \AtBeginDvi{\special{pdf:tounicode EUC-UCS2}}<br />
% テーマ<br />
\usetheme{AnnArbor}<br />
% navi. symbolsは目立たないが，dvipdfmxを使うと機能しないので非表示に<br />
\setbeamertemplate{navigation symbols}{}<br />
\usepackage{graphicx}<br />
\usepackage{amsmath}<br />
\usepackage{amssymb}<br />
% フォントはお好みで<br />
\usepackage{txfonts}<br />
\mathversion{bold}<br />
\renewcommand{\familydefault}{\sfdefault}<br />
\renewcommand{\kanjifamilydefault}{\gtdefault}<br />
\setbeamerfont{title}{size=\large,series=\bfseries}<br />
\setbeamerfont{frametitle}{size=\large,series=\bfseries}<br />
\setbeamertemplate{frametitle}[default][center]<br />
\usefonttheme{professionalfonts}<br />
%<br />
\title{PowerPoint{\color{red}なしで}<br />
プレゼンテーション}<br />
\author{かさい ますみ}<br />
\institute{弘前大学}<br />
\date{2005年12月吉日}<br />
\begin{document}<br />
\frame{\titlepage}<br />
\end{document}</code></p>
<p> To include furigana (small kana above the kanji), use <a href="http://homepage3.nifty.com/xymtex/fujitas2/texlatex/index.html">furikana.sty</a></p>
<p>Y copied all files to <em>/opt/local/share/Library/texmf/ptex/platex/base</em> and ran sudo <em>mktexlsr</em><br />
Include<br />
<code>\usepackage{furikana} </code><br />
in your document.<br />
use the &#8220;kana&#8221; command: ¥kana{漢}{かん}¥kana{字}{じ} </p>
<p>This made me a problem in beamer (an @ appeared in the background), so I had to use the following marco (found <a href="http://detail.chiebukuro.yahoo.co.jp/qa/question_detail/q142198129">here</a>) instead:<br />
<code>%<br />
% macro ルビ usage: \ruby{漢}{かん}\ruby{字}{じ}<br />
%<br />
\def\ruby#1#2{%<br />
\leavevmode<br />
\setbox0=\hbox{#1}\setbox1=\hbox{\tiny#2}%<br />
\ifdim\wd0&gt;\wd1 \dimen0=\wd0 \else \dimen0=\wd1 \fi<br />
\hbox{\kanjiskip=\fill<br />
\vbox{\hbox to \dimen0{\tiny \hfil#2\hfil}%<br />
\nointerlineskip<br />
\hbox to \dimen0{\hfil#1\hfil}}}}</code></p>
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			<media:title type="html">Sea Jackal</media:title>
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		<title>DevIL on Mac with PNG support</title>
		<link>http://seajackalgamedev.wordpress.com/2010/06/03/devil-on-mac-with-png-support/</link>
		<comments>http://seajackalgamedev.wordpress.com/2010/06/03/devil-on-mac-with-png-support/#comments</comments>
		<pubDate>Thu, 03 Jun 2010 11:23:54 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=45</guid>
		<description><![CDATA[DevIL is a library to manage many kind of image formats, as jpg, bmp, jpg, tga.. In Mac, can be installed libpng or libpng12 in darwin ports (mac ports) for png format, and then configure DevIL by: ./configure CC=&#8221;gcc -arch i386 -isysroot /Developer/SDKs/MacOSX10.4u.sdk&#8221; CFLAGS=&#8221;-I/sw/include -L/sw/lib&#8221; LDFLAGS=&#8221;-L/sw/lib&#8221; As an alternative, by installing libpng (and libjpg) by [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&amp;blog=334232&amp;post=45&amp;subd=seajackalgamedev&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>DevIL is a library to manage many kind of image formats, as jpg, bmp, jpg, tga..<br />
In Mac, can be installed libpng or libpng12 in darwin ports (mac ports) for png format, and then configure DevIL by:</p>
<p>./configure CC=&#8221;gcc -arch i386 -isysroot /Developer/SDKs/MacOSX10.4u.sdk&#8221;  CFLAGS=&#8221;-I/sw/include -L/sw/lib&#8221; LDFLAGS=&#8221;-L/sw/lib&#8221; </p>
<p>As an alternative, by installing libpng (and libjpg) by this binary file: </p>
<p>http://ethan.tira-thompson.org/Mac_OS_X_Ports.html</p>
<p>and configure DevIL by:<br />
./configure CC=&#8221;gcc -arch i386 -isysroot /Developer/SDKs/MacOSX10.4u.sdk&#8221;  CFLAGS=&#8221;-I/usr/local/include/libpng -L/local/lib&#8221; LDFLAGS=&#8221;-L/local/lib&#8221; </p>
<p>On both cases, run:<br />
autoreconf -i<br />
before ./configure</p>
<p>and<br />
make<br />
sudo make install</p>
<p>to install</p>
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			<media:title type="html">Sea Jackal</media:title>
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		<title>Implicit representation of a sphere and cube on a regular grid</title>
		<link>http://seajackalgamedev.wordpress.com/2010/05/04/implicit-representation-of-a-cube-and-sphere-on-a-grid/</link>
		<comments>http://seajackalgamedev.wordpress.com/2010/05/04/implicit-representation-of-a-cube-and-sphere-on-a-grid/#comments</comments>
		<pubDate>Tue, 04 May 2010 11:24:48 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Volume]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=42</guid>
		<description><![CDATA[void MakeSphere(Grid &#38;grid, Double h, const Vector &#38;pos, Double radius) { FOR_ALL grid[INDEX(i,j,k)] =((pos-Vector(i,j,k)).Length()-radius) *h; END_THREE } void MakeCube(Grid &#38;init, Double h, const Vector &#38;pos1, const Vector &#38;pos2) { FOR_ALL_LS //Find Nearest Point Vector Nearest; Nearest[0] = Clamp((Float)i,pos1[0],pos2[0]); Nearest[1] = Clamp((Float)j,pos1[1],pos2[1]); Nearest[2] = Clamp((Float)k,pos1[2],pos2[2]); if(Nearest[0]==i&#38;&#38;Nearest[1]==j&#38;&#38;Nearest[2]==k){ //inside Double d1 = min(abs(i-pos1[0]),abs(i-pos2[0])); Double d2 = min(abs(j-pos1[1]),abs(j-pos2[1])); Double [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&amp;blog=334232&amp;post=42&amp;subd=seajackalgamedev&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><code><br />
void MakeSphere(Grid &amp;grid, Double h, const Vector &amp;pos, Double radius)<br />
{<br />
    FOR_ALL<br />
    grid[INDEX(i,j,k)] =((pos-Vector(i,j,k)).Length()-radius) *h;<br />
    END_THREE<br />
}<br />
</code></p>
<p><code><br />
void MakeCube(Grid &amp;init, Double h, const Vector &amp;pos1, const Vector &amp;pos2)<br />
{<br />
	FOR_ALL_LS<br />
		//Find Nearest Point<br />
		Vector Nearest;<br />
		Nearest[0]  = 	Clamp((Float)i,pos1[0],pos2[0]);<br />
		Nearest[1]  =	Clamp((Float)j,pos1[1],pos2[1]);<br />
		Nearest[2]  =	Clamp((Float)k,pos1[2],pos2[2]);<br />
		if(Nearest[0]==i&amp;&amp;Nearest[1]==j&amp;&amp;Nearest[2]==k){ //inside<br />
			Double d1 = min(abs(i-pos1[0]),abs(i-pos2[0]));<br />
			Double d2 = min(abs(j-pos1[1]),abs(j-pos2[1]));<br />
			Double d3 = min(abs(k-pos1[2]),abs(k-pos2[2]));<br />
			init(i,j,k) = -min(d1,min(d2,d3))* h;<br />
		}else{ //outside<br />
			init(i,j,k) = (Nearest-Vector(i,j,k)).Length()* h;<br />
		}<br />
		END_FOR_THREE<br />
}<br />
</code></p>
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		<title>Delaunay triangulations</title>
		<link>http://seajackalgamedev.wordpress.com/2010/05/04/delaunay-triangulations/</link>
		<comments>http://seajackalgamedev.wordpress.com/2010/05/04/delaunay-triangulations/#comments</comments>
		<pubDate>Tue, 04 May 2010 10:51:27 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Triangulation]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=40</guid>
		<description><![CDATA[Sometimes we want to divide a space (delimited by a polygon / polyhedral representation) into triangles. This is useful for calculations inside a body such as stress in elastic / breaking simulations and also fluid simulation. There are many ways to to do this. Delaunay is optimal since avoids &#8220;skinny triangles&#8221;. Algorithms to create Delaunay [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&amp;blog=334232&amp;post=40&amp;subd=seajackalgamedev&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Sometimes we want to divide a space (delimited by a polygon / polyhedral representation) into triangles. This is useful for calculations inside a body such as stress in elastic / breaking simulations and also fluid simulation. There are many ways to to do this. Delaunay is optimal since avoids &#8220;skinny triangles&#8221;.  Algorithms to create Delaunay triangulations include: Flip method, incremental, divide and conquer, and sweepline.  For 3D triangle construction from a isosurface input, &#8220;isosurface stuffing&#8221; (Labelle, SIGGRAPH 2007) can be used:</p>
<p>&#8220;The isosurface stuffing algorithm by Labelle and Shewchuk produces a well-conditioned mesh by snapping some vertices to the triangulated surface and refining others using a precomputed stencil&#8221;. </p>
<p>Useful when higher resolution is desired near the surface.</p>
<p>Some useful triangulation code:</p>
<p>Triangle</p>
<p>http://www.compgeom.com/~piyush/scripts/triangle/index.html</p>
<p>(in 2D!)</p>
<p>Pyramid<br />
3D version of Triangle but maybe it is not available?</p>
<p>Qhull</p>
<p>http://www.qhull.org/</p>
<p>CGAL</p>
<p>http://www.cgal.org/Manual/last/doc_html/cgal_manual/packages.html#Pkg:Triangulation3</p>
<p>LEDA</p>
<p>http://www.algorithmic-solutions.com/leda/ledar/index.htm</p>
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			<media:title type="html">Sea Jackal</media:title>
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		<title>Text in OpenGL</title>
		<link>http://seajackalgamedev.wordpress.com/2010/03/21/text-in-opengl/</link>
		<comments>http://seajackalgamedev.wordpress.com/2010/03/21/text-in-opengl/#comments</comments>
		<pubDate>Sun, 21 Mar 2010 10:02:58 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[OpenGL]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=36</guid>
		<description><![CDATA[There are various ways for including text in a OpenGL. Some of them are discussed here: http://www.opengl.org/resources/features/fontsurvey/<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&amp;blog=334232&amp;post=36&amp;subd=seajackalgamedev&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>There are various ways for including text in a OpenGL.<br />
Some of them are discussed here:<br />
<a href="http://www.opengl.org/resources/features/fontsurvey/">http://www.opengl.org/resources/features/fontsurvey/<br />
</a></p>
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		<title>Installing Wi-fi and Opera Mini on a Palm Tungsten T5 in 2010</title>
		<link>http://seajackalgamedev.wordpress.com/2010/03/02/installing-wi-fi-and-opera-mini-on-a-palm-tungsten-t5-in-2010/</link>
		<comments>http://seajackalgamedev.wordpress.com/2010/03/02/installing-wi-fi-and-opera-mini-on-a-palm-tungsten-t5-in-2010/#comments</comments>
		<pubDate>Tue, 02 Mar 2010 11:17:09 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Palm]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=34</guid>
		<description><![CDATA[After some years I got a cheap Wi-Fi card for my Palm Tungsten T5. I got the CD but instead, I used the Wi-Fi driver installer from the palm site. Then I got the JVM (Java Virtual Machine) files from PDATungsteno, look for JVM.zip in here. Then I got a .prc version (palm installer) of [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&amp;blog=334232&amp;post=34&amp;subd=seajackalgamedev&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>After some years I got a cheap Wi-Fi card for my Palm Tungsten T5. I got the CD but instead, I used the Wi-Fi driver installer from the palm site.  Then I got the JVM (Java Virtual Machine) files from PDATungsteno, look for JVM.zip in <a href="http://www.pdatungsteno.com/2008/01/23/instalar-java-gmail-y-juegos-java-en-equipos-palm/">here</a>.  Then I got a .prc version (palm installer) of opera mini, since installing the .jar files of the latest version was not working (fatal exceptions). This was the tricky part, as the files are not shown in the Opera Mini site, but they can still been downloaded if you have the correct link. I got opera-mini-4.2.14912-advanced-ja.prc from http://mini.opera.com/global/opera-mini-4.2.14912-advanced-int.prc . You can change &#8220;int&#8221; for other languages, for example &#8220;jp&#8221; for Japanese, &#8220;us&#8221; for United States, &#8220;es&#8221; for Spain, and so on.  I also got a twitter and gmail Java <a href="http://en.wikipedia.org/wiki/MIDlet">midlets</a> (some games are available as well). I am still having trouble showing the japanese font in these. </p>
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			<media:title type="html">Sea Jackal</media:title>
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		<title>Simplificando meshes</title>
		<link>http://seajackalgamedev.wordpress.com/2008/06/13/simplificando-meshes/</link>
		<comments>http://seajackalgamedev.wordpress.com/2008/06/13/simplificando-meshes/#comments</comments>
		<pubDate>Fri, 13 Jun 2008 12:11:18 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[meshes]]></category>

		<guid isPermaLink="false">http://seajackalgamedev.wordpress.com/?p=30</guid>
		<description><![CDATA[Para algunas aplicaciones se necesitan meshes con el mayor numero de vertices y caras para mostrar detalle.  Para otras no se necesita tanto, por ejemplo aplicaciones en tiempo real, colisiones, etc.  &#8220;Qslim&#8221; es uno de los algoritmos más usados ya que reduce los meshes de triangulas rapidamente y sin perder detalles hasta que se simplifica [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&amp;blog=334232&amp;post=30&amp;subd=seajackalgamedev&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>Para algunas aplicaciones se necesitan meshes con el mayor numero de vertices y caras para mostrar detalle.  Para otras no se necesita tanto, por ejemplo aplicaciones en tiempo real, colisiones, etc.  &#8220;Qslim&#8221; es uno de los algoritmos más usados ya que reduce los meshes de triangulas rapidamente y sin perder detalles hasta que se simplifica demasiado.</p>
<p>Pude compilar la version de linea de comandos en MacOS X leopard, pero no la version de interface grafica.  http://graphics.cs.uiuc.edu/~garland/software/qslim.html</p>
<ul>
<li>Michael Garland and Paul S. Heckbert, Surface Simplification Using Quadric Error Metrics, in <em>Proceedings</em> <em>of</em> <em>SIGGARPH&#8217;97</em>, pp. 209-216, 1997.</li>
</ul>
<p>For more accurate results, NSA (<strong>Normal-Based Simplification Algorithm for Meshes</strong>) can be used as well</p>
<p><a href="http://www.di.ubi.pt/~fsilva/nsa/">http://www.di.ubi.pt/~fsilva/nsa/</a></p>
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		<title>Rigid Body Collision and how to make a Distance Field from Triangle mesh</title>
		<link>http://seajackalgamedev.wordpress.com/2008/02/14/rigid-body-collision-and-how-to-make-a-distance-field-from-triangle-mesh/</link>
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		<pubDate>Thu, 14 Feb 2008 12:24:16 +0000</pubDate>
		<dc:creator>Sea Jackal</dc:creator>
				<category><![CDATA[Physics]]></category>
		<category><![CDATA[Volume]]></category>

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		<description><![CDATA[&#8220;Non-convex rigid bodies with stacking&#8221; by Eran Guendelman, Robert Bridson and Ronald Fedkiw http://www.rowlhouse.co.uk/jiggle/index.html Generating Signed Distance Fields From Triangle , J. Andreas Bærentzen and Henrik Aanæs http://www-cs-students.stanford.edu/~eparker/files/PhysicsEngine/<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=seajackalgamedev.wordpress.com&amp;blog=334232&amp;post=29&amp;subd=seajackalgamedev&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p> &#8220;Non-convex rigid bodies with stacking&#8221; by Eran Guendelman, Robert Bridson and Ronald Fedkiw</p>
<p>http://www.rowlhouse.co.uk/jiggle/index.html</p>
<p>Generating Signed Distance Fields From Triangle , J. Andreas Bærentzen and Henrik Aanæs</p>
<p>http://www-cs-students.stanford.edu/~eparker/files/PhysicsEngine/</p>
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