<?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: Canabalt</title>
	<atom:link href="http://toase.net/2009/12/21/canabalt/feed/" rel="self" type="application/rss+xml" />
	<link>http://toase.net/2009/12/21/canabalt/</link>
	<description>love/hate video games.</description>
	<lastBuildDate>Sun, 11 Jul 2010 03:13:33 -0400</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.3</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Andrew</title>
		<link>http://toase.net/2009/12/21/canabalt/comment-page-1/#comment-7708</link>
		<dc:creator>Andrew</dc:creator>
		<pubDate>Sun, 03 Jan 2010 03:00:29 +0000</pubDate>
		<guid isPermaLink="false">http://toase.net/?p=1034#comment-7708</guid>
		<description>Thanks for the comment.

Semantics time: It&#039;s more of a clarification than a correction. I was talking about the randomness of the building shape and appearance. The gaps &quot;seem like they are getting bigger&quot; for the reason you explain: sometimes you happen to be going really fast, and they increase in size.

Nevertheless, it&#039;s a fascinating bit of information and certainly of value to those who intend on optimizing the system for a better run. Personally, I can&#039;t help but be drawn into the daring escape angle. It&#039;s irresistible.

We clearly both like the game very much, so I suppose that&#039;s all that matters.</description>
		<content:encoded><![CDATA[<p>Thanks for the comment.</p>
<p>Semantics time: It&#8217;s more of a clarification than a correction. I was talking about the randomness of the building shape and appearance. The gaps &#8220;seem like they are getting bigger&#8221; for the reason you explain: sometimes you happen to be going really fast, and they increase in size.</p>
<p>Nevertheless, it&#8217;s a fascinating bit of information and certainly of value to those who intend on optimizing the system for a better run. Personally, I can&#8217;t help but be drawn into the daring escape angle. It&#8217;s irresistible.</p>
<p>We clearly both like the game very much, so I suppose that&#8217;s all that matters.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Charles</title>
		<link>http://toase.net/2009/12/21/canabalt/comment-page-1/#comment-7704</link>
		<dc:creator>Charles</dc:creator>
		<pubDate>Sat, 02 Jan 2010 22:49:29 +0000</pubDate>
		<guid isPermaLink="false">http://toase.net/?p=1034#comment-7704</guid>
		<description>Great write-up! I think you capture some of the important features that make Canabalt so good.

I do feel I should correct you in one case though: the distance between buildings is not random. Rather, it&#039;s procedurally generated based on the speed you&#039;re running. So if you keep yourself going slowly then the buildings spawn closer together. This is the strategic key to a really long run.

For me the most interesting thing about the game is that you&#039;re right, everything seems to be pushing you to go faster and faster, but a long run actually requires you to keep yourself a little above a brisk jog.</description>
		<content:encoded><![CDATA[<p>Great write-up! I think you capture some of the important features that make Canabalt so good.</p>
<p>I do feel I should correct you in one case though: the distance between buildings is not random. Rather, it&#8217;s procedurally generated based on the speed you&#8217;re running. So if you keep yourself going slowly then the buildings spawn closer together. This is the strategic key to a really long run.</p>
<p>For me the most interesting thing about the game is that you&#8217;re right, everything seems to be pushing you to go faster and faster, but a long run actually requires you to keep yourself a little above a brisk jog.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
