<article>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#article10_02_04_0748224</id>
	<title>Code Review of <em>Doom</em> For the iPhone</title>
	<author>Soulskill</author>
	<datestamp>1265283720000</datestamp>
	<htmltext>Developer Fabien Sanglard has written <a href="http://fabiensanglard.net/doomIphone/index.php">a code review for id Software's iPhone port of <em>Doom</em></a>. It's an interesting look into how the original 1993 game (which he also reviewed <a href="http://fabiensanglard.net/doomIphone/doomClassicRenderer.php">to understand its rendering process</a>) was adapted to a modern platform.
<i>"Just like <em>Wolfenstein 3D</em>, <em>Doom</em> was rendering a screenframe pixel per pixel. The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework. But it is unfortunately restricted and using it would prevent distribution on the AppStore. The only solution is to use OpenGL, but this comes with a few challenges:  <em>Doom</em> was faking 3D with a 2D map. OpenGL needs real 3D vertices. More than 3D vertices, OpenGL needs data to be sent as triangles (among other things because they are easy to rasterize). But <em>Doom</em> sectors were made of arbitrary forms. <em>Doom</em> 1993's perspective was also faked, it was actually closer to an orthogonal projection than a perspective projection. <em>Doom</em> was using VGA palette indexing to perform special effect (red for damage, silver for invulnerable...)."</i></htmltext>
<tokenext>Developer Fabien Sanglard has written a code review for id Software 's iPhone port of Doom .
It 's an interesting look into how the original 1993 game ( which he also reviewed to understand its rendering process ) was adapted to a modern platform .
" Just like Wolfenstein 3D , Doom was rendering a screenframe pixel per pixel .
The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework .
But it is unfortunately restricted and using it would prevent distribution on the AppStore .
The only solution is to use OpenGL , but this comes with a few challenges : Doom was faking 3D with a 2D map .
OpenGL needs real 3D vertices .
More than 3D vertices , OpenGL needs data to be sent as triangles ( among other things because they are easy to rasterize ) .
But Doom sectors were made of arbitrary forms .
Doom 1993 's perspective was also faked , it was actually closer to an orthogonal projection than a perspective projection .
Doom was using VGA palette indexing to perform special effect ( red for damage , silver for invulnerable... ) .
"</tokentext>
<sentencetext>Developer Fabien Sanglard has written a code review for id Software's iPhone port of Doom.
It's an interesting look into how the original 1993 game (which he also reviewed to understand its rendering process) was adapted to a modern platform.
"Just like Wolfenstein 3D, Doom was rendering a screenframe pixel per pixel.
The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework.
But it is unfortunately restricted and using it would prevent distribution on the AppStore.
The only solution is to use OpenGL, but this comes with a few challenges:  Doom was faking 3D with a 2D map.
OpenGL needs real 3D vertices.
More than 3D vertices, OpenGL needs data to be sent as triangles (among other things because they are easy to rasterize).
But Doom sectors were made of arbitrary forms.
Doom 1993's perspective was also faked, it was actually closer to an orthogonal projection than a perspective projection.
Doom was using VGA palette indexing to perform special effect (red for damage, silver for invulnerable...).
"</sentencetext>
</article>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021650</id>
	<title>Re:Classics never die</title>
	<author>Jesus\_666</author>
	<datestamp>1265295600000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>Take a look at Marathon. It's what Bungie did on the Mac while id released Doom for the IBM. Essentially Doom with fewer weapons, alt-fire and funny monologues. Durandal still ranks high in my list of the best insane AIs. The story is more complex than that of Doom but fairly simple to follow. Well, until you get to the third - pardon - infinitieth part, which is a time travel bonanza full of alternate pasts you never get to see.<br>
<br>
The engine used for Marathon 2 and Infinity is available as Aleph One; the first part has been ported as an addon called M1A1. Everything is available <a href="http://source.bungie.org/get/" title="bungie.org">straight from Bungie</a> [bungie.org] for OS X, Linux and Windows.</htmltext>
<tokenext>Take a look at Marathon .
It 's what Bungie did on the Mac while id released Doom for the IBM .
Essentially Doom with fewer weapons , alt-fire and funny monologues .
Durandal still ranks high in my list of the best insane AIs .
The story is more complex than that of Doom but fairly simple to follow .
Well , until you get to the third - pardon - infinitieth part , which is a time travel bonanza full of alternate pasts you never get to see .
The engine used for Marathon 2 and Infinity is available as Aleph One ; the first part has been ported as an addon called M1A1 .
Everything is available straight from Bungie [ bungie.org ] for OS X , Linux and Windows .</tokentext>
<sentencetext>Take a look at Marathon.
It's what Bungie did on the Mac while id released Doom for the IBM.
Essentially Doom with fewer weapons, alt-fire and funny monologues.
Durandal still ranks high in my list of the best insane AIs.
The story is more complex than that of Doom but fairly simple to follow.
Well, until you get to the third - pardon - infinitieth part, which is a time travel bonanza full of alternate pasts you never get to see.
The engine used for Marathon 2 and Infinity is available as Aleph One; the first part has been ported as an addon called M1A1.
Everything is available straight from Bungie [bungie.org] for OS X, Linux and Windows.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020846</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020942</id>
	<title>Bloody Hell</title>
	<author>Anonymous</author>
	<datestamp>1265290260000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p>I thought it was "Code Review of Doom" for the iPhone not "Code Review" of "Doom for the iPhone".<br>I've seen some "code reviews of doom". I was looking forward to some juicy ApplePain.<br>Oh well.</p></htmltext>
<tokenext>I thought it was " Code Review of Doom " for the iPhone not " Code Review " of " Doom for the iPhone " .I 've seen some " code reviews of doom " .
I was looking forward to some juicy ApplePain.Oh well .</tokentext>
<sentencetext>I thought it was "Code Review of Doom" for the iPhone not "Code Review" of "Doom for the iPhone".I've seen some "code reviews of doom".
I was looking forward to some juicy ApplePain.Oh well.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021328</id>
	<title>Re:Already done</title>
	<author>Rogerborg</author>
	<datestamp>1265293680000</datestamp>
	<modclass>Troll</modclass>
	<modscore>0</modscore>
	<htmltext>And the iPhone runs OpenGL <b>ES</b>, so what's your point again?</htmltext>
<tokenext>And the iPhone runs OpenGL ES , so what 's your point again ?</tokentext>
<sentencetext>And the iPhone runs OpenGL ES, so what's your point again?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020748</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020846</id>
	<title>Classics never die</title>
	<author>adosch</author>
	<datestamp>1265289180000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>5</modscore>
	<htmltext>I remember playing <i>Doom</i> in the mid-90's on my friend's Gateway 2000 Pentium 100Mhz.  I still play it to this day from time to time (openGL port on Linux).  It's mindless, self-indulging, gory, non-challenging (now, not then!), and it's becoming one of timeless those FPS games that won't die because it's story line is simple and not drug out, you're thrown right into the mix and you can keep your objective as simple as you want:  Make it to the end of the map.</htmltext>
<tokenext>I remember playing Doom in the mid-90 's on my friend 's Gateway 2000 Pentium 100Mhz .
I still play it to this day from time to time ( openGL port on Linux ) .
It 's mindless , self-indulging , gory , non-challenging ( now , not then !
) , and it 's becoming one of timeless those FPS games that wo n't die because it 's story line is simple and not drug out , you 're thrown right into the mix and you can keep your objective as simple as you want : Make it to the end of the map .</tokentext>
<sentencetext>I remember playing Doom in the mid-90's on my friend's Gateway 2000 Pentium 100Mhz.
I still play it to this day from time to time (openGL port on Linux).
It's mindless, self-indulging, gory, non-challenging (now, not then!
), and it's becoming one of timeless those FPS games that won't die because it's story line is simple and not drug out, you're thrown right into the mix and you can keep your objective as simple as you want:  Make it to the end of the map.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31024094</id>
	<title>Re:Classics never die</title>
	<author>CAIMLAS</author>
	<datestamp>1265307600000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Meh. Your friend had a P100?</p><p>I remember playing it on a friend's parents' 386 DX, which we had covertly over-clocked to something like 44MHz.</p><p>Kids these days, they get everything...</p></htmltext>
<tokenext>Meh .
Your friend had a P100 ? I remember playing it on a friend 's parents ' 386 DX , which we had covertly over-clocked to something like 44MHz.Kids these days , they get everything.. .</tokentext>
<sentencetext>Meh.
Your friend had a P100?I remember playing it on a friend's parents' 386 DX, which we had covertly over-clocked to something like 44MHz.Kids these days, they get everything...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020846</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021532</id>
	<title>Re:Classics never die</title>
	<author>Anonymous</author>
	<datestamp>1265295000000</datestamp>
	<modclass>Funny</modclass>
	<modscore>2</modscore>
	<htmltext><p><div class="quote"><p>it's story line is simple and not drug out</p></div><p>Unlike, say, Pacman in which the main character spends the entire game eating pills.</p><p>I think the word you're looking for is 'dragged'.</p></div>
	</htmltext>
<tokenext>it 's story line is simple and not drug outUnlike , say , Pacman in which the main character spends the entire game eating pills.I think the word you 're looking for is 'dragged' .</tokentext>
<sentencetext>it's story line is simple and not drug outUnlike, say, Pacman in which the main character spends the entire game eating pills.I think the word you're looking for is 'dragged'.
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020846</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021146</id>
	<title>Doom is still incredible</title>
	<author>renrutal</author>
	<datestamp>1265292240000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext><p>Heh, I remember playing Doom in my uncle's computer back in 94 as as 9 year old boy, and loved it, adored it.</p><p>16 years later, now an employed programmer, I still think it is made of black sorcery and an ingenious amount of coding. That's awesome!</p><p>Does Carmack<nobr> <wbr></nobr>/id Soft have a donation paypal-esque account? I'd love to give them what is due for all those early years of pure fun.</p></htmltext>
<tokenext>Heh , I remember playing Doom in my uncle 's computer back in 94 as as 9 year old boy , and loved it , adored it.16 years later , now an employed programmer , I still think it is made of black sorcery and an ingenious amount of coding .
That 's awesome ! Does Carmack /id Soft have a donation paypal-esque account ?
I 'd love to give them what is due for all those early years of pure fun .</tokentext>
<sentencetext>Heh, I remember playing Doom in my uncle's computer back in 94 as as 9 year old boy, and loved it, adored it.16 years later, now an employed programmer, I still think it is made of black sorcery and an ingenious amount of coding.
That's awesome!Does Carmack /id Soft have a donation paypal-esque account?
I'd love to give them what is due for all those early years of pure fun.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023048</id>
	<title>Re:What's with this CoreSurface licensing restrict</title>
	<author>Anonymous</author>
	<datestamp>1265302620000</datestamp>
	<modclass>Funny</modclass>
	<modscore>1</modscore>
	<htmltext><p><div class="quote"><p>What was that RMS was saying again?</p></div><p>I don't remember, I was too busy watching <a href="http://www.youtube.com/watch?v=I25UeVXrEHQ" title="youtube.com" rel="nofollow">him while he was talking</a> [youtube.com].</p></div>
	</htmltext>
<tokenext>What was that RMS was saying again ? I do n't remember , I was too busy watching him while he was talking [ youtube.com ] .</tokentext>
<sentencetext>What was that RMS was saying again?I don't remember, I was too busy watching him while he was talking [youtube.com].
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021114</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31022754</id>
	<title>Re:Already done</title>
	<author>NeoStrider\_BZK</author>
	<datestamp>1265301180000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>*ahem*<br><a href="http://kokak.free.fr/DoomGLES.htm" title="kokak.free.fr" rel="nofollow">http://kokak.free.fr/DoomGLES.htm</a> [kokak.free.fr]</p></htmltext>
<tokenext>* ahem * http : //kokak.free.fr/DoomGLES.htm [ kokak.free.fr ]</tokentext>
<sentencetext>*ahem*http://kokak.free.fr/DoomGLES.htm [kokak.free.fr]</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021328</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023492</id>
	<title>Re:Classics never die</title>
	<author>Hatta</author>
	<datestamp>1265304660000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><i>I remember playing Doom in the mid-90's on my friend's Gateway 2000 Pentium 100Mhz.</i></p><p>And that was way over powered for Doom.  I played Half-life for the first time (all the way through) on a P133.  Yeah it sucked, but not as much as not playing Half-Life.  Doom was certainly playable with a 386, and a 486 was more than enough. These days I can even play Doom on my Sansa C250 with Rockbox, and my printer has a faster processor than the computer I first played Half-Life on.</p></htmltext>
<tokenext>I remember playing Doom in the mid-90 's on my friend 's Gateway 2000 Pentium 100Mhz.And that was way over powered for Doom .
I played Half-life for the first time ( all the way through ) on a P133 .
Yeah it sucked , but not as much as not playing Half-Life .
Doom was certainly playable with a 386 , and a 486 was more than enough .
These days I can even play Doom on my Sansa C250 with Rockbox , and my printer has a faster processor than the computer I first played Half-Life on .</tokentext>
<sentencetext>I remember playing Doom in the mid-90's on my friend's Gateway 2000 Pentium 100Mhz.And that was way over powered for Doom.
I played Half-life for the first time (all the way through) on a P133.
Yeah it sucked, but not as much as not playing Half-Life.
Doom was certainly playable with a 386, and a 486 was more than enough.
These days I can even play Doom on my Sansa C250 with Rockbox, and my printer has a faster processor than the computer I first played Half-Life on.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020846</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020940</id>
	<title>Re:Pushing pixels</title>
	<author>RedK</author>
	<datestamp>1265290200000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext><b>glDrawPixels</b> is not supported under OpenGL ES which is what the iPhone uses.  An in-memory buffer used as a texture is about the only way for fullscreen images (vertex arrays drawn using GL\_POINTS is another solution but would not be fast enough).</htmltext>
<tokenext>glDrawPixels is not supported under OpenGL ES which is what the iPhone uses .
An in-memory buffer used as a texture is about the only way for fullscreen images ( vertex arrays drawn using GL \ _POINTS is another solution but would not be fast enough ) .</tokentext>
<sentencetext>glDrawPixels is not supported under OpenGL ES which is what the iPhone uses.
An in-memory buffer used as a texture is about the only way for fullscreen images (vertex arrays drawn using GL\_POINTS is another solution but would not be fast enough).</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020862</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021094</id>
	<title>These are implementation notes, not a code review</title>
	<author>Anonymous</author>
	<datestamp>1265291820000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>3</modscore>
	<htmltext>&lt;pedant&gt;
<br>
This isn't a "code review" -- it's a short monograph (with Quicktime movies!) that talks about how Id got DOOM working well on the iPhone. A "code review" is, well, a critique of code, and the style, correctness, and efficiency, thereof.
<br>
&lt;/pedant&gt;</htmltext>
<tokenext>This is n't a " code review " -- it 's a short monograph ( with Quicktime movies !
) that talks about how Id got DOOM working well on the iPhone .
A " code review " is , well , a critique of code , and the style , correctness , and efficiency , thereof .</tokentext>
<sentencetext>

This isn't a "code review" -- it's a short monograph (with Quicktime movies!
) that talks about how Id got DOOM working well on the iPhone.
A "code review" is, well, a critique of code, and the style, correctness, and efficiency, thereof.

</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020820</id>
	<title>Pushing pixels</title>
	<author>MtHuurne</author>
	<datestamp>1265288940000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext>Forgive my ignorance, but couldn't you have the original software renderer write to an in-memory buffer and then upload that using glTexSubImage2D()?</htmltext>
<tokenext>Forgive my ignorance , but could n't you have the original software renderer write to an in-memory buffer and then upload that using glTexSubImage2D ( ) ?</tokentext>
<sentencetext>Forgive my ignorance, but couldn't you have the original software renderer write to an in-memory buffer and then upload that using glTexSubImage2D()?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021442</id>
	<title>Re:Already done</title>
	<author>jdowland</author>
	<datestamp>1265294580000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>iPhone doom is a port from an existing GL port of doom (namely prboom) back to idsoftware and onto the iphone. So yes, someone has done it years ago, and yes, id leveraged that.</p></htmltext>
<tokenext>iPhone doom is a port from an existing GL port of doom ( namely prboom ) back to idsoftware and onto the iphone .
So yes , someone has done it years ago , and yes , id leveraged that .</tokentext>
<sentencetext>iPhone doom is a port from an existing GL port of doom (namely prboom) back to idsoftware and onto the iphone.
So yes, someone has done it years ago, and yes, id leveraged that.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020748</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31038158</id>
	<title>Re:Pushing pixels</title>
	<author>Anonymous</author>
	<datestamp>1265402160000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>I thought there were *nix gl and OpenGL ports of this game years ago?  I remember playing this game on an SGI Indy years ago and it was using gl.  Why not use these?</p></htmltext>
<tokenext>I thought there were * nix gl and OpenGL ports of this game years ago ?
I remember playing this game on an SGI Indy years ago and it was using gl .
Why not use these ?</tokentext>
<sentencetext>I thought there were *nix gl and OpenGL ports of this game years ago?
I remember playing this game on an SGI Indy years ago and it was using gl.
Why not use these?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020820</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021092</id>
	<title>Re:A little off topic.</title>
	<author>Clover\_Kicker</author>
	<datestamp>1265291760000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>idspispopd</p></htmltext>
<tokenext>idspispopd</tokentext>
<sentencetext>idspispopd</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021034</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31022972</id>
	<title>Re:He's wrong though</title>
	<author>petermgreen</author>
	<datestamp>1265302260000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>In a true perspective view different parts of a wall vertex will be different distances from your viewpoint, therefore they will not be a straight vertical line. In the psuedo perspective that doom and duke used a wall vertex is always a straight vertical line.</p><p>This is more noticable in duke than in doom because duke lets you move your view up and down and therefore see angles further from the vertical than doom does.</p></htmltext>
<tokenext>In a true perspective view different parts of a wall vertex will be different distances from your viewpoint , therefore they will not be a straight vertical line .
In the psuedo perspective that doom and duke used a wall vertex is always a straight vertical line.This is more noticable in duke than in doom because duke lets you move your view up and down and therefore see angles further from the vertical than doom does .</tokentext>
<sentencetext>In a true perspective view different parts of a wall vertex will be different distances from your viewpoint, therefore they will not be a straight vertical line.
In the psuedo perspective that doom and duke used a wall vertex is always a straight vertical line.This is more noticable in duke than in doom because duke lets you move your view up and down and therefore see angles further from the vertical than doom does.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020956</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020960</id>
	<title>Interesting...</title>
	<author>Anonymous</author>
	<datestamp>1265290380000</datestamp>
	<modclass>Troll</modclass>
	<modscore>0</modscore>
	<htmltext><p><a href="http://www.nytimes.com/2010/02/04/us/politics/04scotus.html?hp" title="nytimes.com" rel="nofollow">http://www.nytimes.com/2010/02/04/us/politics/04scotus.html?hp</a> [nytimes.com]</p><p>FTA: &ldquo;Go back and read why Tillman introduced that legislation,&rdquo; Justice Thomas said, referring to Senator Benjamin Tillman. &ldquo;Tillman was from South Carolina, and as I hear the story he was concerned that the corporations, Republican corporations, were favorable toward blacks and he felt that there was a need to regulate them.&rdquo;</p><p>I just find it interesting that Democrats are always on the wrong side of racial issues.  Always.  Whether it's American slavery, the Civil War, Reconstruction, Eugenics, or the modern-day example of how they strive to keep minorities enslaved on the government entitlement plantation.  It's interesting to look at the vote totals by party in both houses of Congress for the Civil Rights Act of 1964: <a href="http://en.wikipedia.org/wiki/Civil\_Rights\_Act\_of\_1964#Vote\_totals" title="wikipedia.org" rel="nofollow">http://en.wikipedia.org/wiki/Civil\_Rights\_Act\_of\_1964#Vote\_totals</a> [wikipedia.org].  Once again, Republicans led the way for racial justice - and as a result the Democrats lost the South.  And yet minorities still vote overwhelmingly for Democrat candidates, despite the mountain of evidence that Democrats want to keep them ideologically and materially enslaved, and Republicans want to see them be able to stand on their own two feet.  I just don't understand...</p></htmltext>
<tokenext>http : //www.nytimes.com/2010/02/04/us/politics/04scotus.html ? hp [ nytimes.com ] FTA :    Go back and read why Tillman introduced that legislation ,    Justice Thomas said , referring to Senator Benjamin Tillman .
   Tillman was from South Carolina , and as I hear the story he was concerned that the corporations , Republican corporations , were favorable toward blacks and he felt that there was a need to regulate them.    I just find it interesting that Democrats are always on the wrong side of racial issues .
Always. Whether it 's American slavery , the Civil War , Reconstruction , Eugenics , or the modern-day example of how they strive to keep minorities enslaved on the government entitlement plantation .
It 's interesting to look at the vote totals by party in both houses of Congress for the Civil Rights Act of 1964 : http : //en.wikipedia.org/wiki/Civil \ _Rights \ _Act \ _of \ _1964 # Vote \ _totals [ wikipedia.org ] .
Once again , Republicans led the way for racial justice - and as a result the Democrats lost the South .
And yet minorities still vote overwhelmingly for Democrat candidates , despite the mountain of evidence that Democrats want to keep them ideologically and materially enslaved , and Republicans want to see them be able to stand on their own two feet .
I just do n't understand.. .</tokentext>
<sentencetext>http://www.nytimes.com/2010/02/04/us/politics/04scotus.html?hp [nytimes.com]FTA: “Go back and read why Tillman introduced that legislation,” Justice Thomas said, referring to Senator Benjamin Tillman.
“Tillman was from South Carolina, and as I hear the story he was concerned that the corporations, Republican corporations, were favorable toward blacks and he felt that there was a need to regulate them.”I just find it interesting that Democrats are always on the wrong side of racial issues.
Always.  Whether it's American slavery, the Civil War, Reconstruction, Eugenics, or the modern-day example of how they strive to keep minorities enslaved on the government entitlement plantation.
It's interesting to look at the vote totals by party in both houses of Congress for the Civil Rights Act of 1964: http://en.wikipedia.org/wiki/Civil\_Rights\_Act\_of\_1964#Vote\_totals [wikipedia.org].
Once again, Republicans led the way for racial justice - and as a result the Democrats lost the South.
And yet minorities still vote overwhelmingly for Democrat candidates, despite the mountain of evidence that Democrats want to keep them ideologically and materially enslaved, and Republicans want to see them be able to stand on their own two feet.
I just don't understand...</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020820</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021386</id>
	<title>Re:Doom is still incredible</title>
	<author>blahplusplus</author>
	<datestamp>1265294100000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Just buy their games.  Go buy some copies of doom, quake or Doom 3 or wait for RAGE and buy a bunch of those.</p></htmltext>
<tokenext>Just buy their games .
Go buy some copies of doom , quake or Doom 3 or wait for RAGE and buy a bunch of those .</tokentext>
<sentencetext>Just buy their games.
Go buy some copies of doom, quake or Doom 3 or wait for RAGE and buy a bunch of those.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021146</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021212</id>
	<title>Re:Pushing pixels</title>
	<author>Anonymous</author>
	<datestamp>1265292840000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>Yeah, and enjoy 15fps "motion".</p></htmltext>
<tokenext>Yeah , and enjoy 15fps " motion " .</tokentext>
<sentencetext>Yeah, and enjoy 15fps "motion".</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020820</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021412</id>
	<title>Re:What's with this CoreSurface licensing restrict</title>
	<author>Anonymous</author>
	<datestamp>1265294280000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>4</modscore>
	<htmltext>Disallowing the use of private APIs ensures that your software will continue to function with new versions of the iPhone OS. The private APIs might change, but the public ones will not.
The real questions is whether or not there should be a public API for CoreSurface.</htmltext>
<tokenext>Disallowing the use of private APIs ensures that your software will continue to function with new versions of the iPhone OS .
The private APIs might change , but the public ones will not .
The real questions is whether or not there should be a public API for CoreSurface .</tokentext>
<sentencetext>Disallowing the use of private APIs ensures that your software will continue to function with new versions of the iPhone OS.
The private APIs might change, but the public ones will not.
The real questions is whether or not there should be a public API for CoreSurface.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021114</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023896</id>
	<title>Re:A little off topic.</title>
	<author>asylumx</author>
	<datestamp>1265306700000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>smashing pumpkins into small piles of putrid debris?</htmltext>
<tokenext>smashing pumpkins into small piles of putrid debris ?</tokentext>
<sentencetext>smashing pumpkins into small piles of putrid debris?</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021092</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023068</id>
	<title>Re:Doom is still incredible</title>
	<author>shutdown -p now</author>
	<datestamp>1265302740000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>2</modscore>
	<htmltext><p>You can still buy id classics on e.g. Steam.</p></htmltext>
<tokenext>You can still buy id classics on e.g .
Steam .</tokentext>
<sentencetext>You can still buy id classics on e.g.
Steam.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021146</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023032</id>
	<title>Re:What's with this CoreSurface licensing restrict</title>
	<author>SatanicPuppy</author>
	<datestamp>1265302560000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Yea...But no. I appreciate their decision to limit their supported frameworks: it's basically the same decision as a console makers. They want a stable, easy to support platform that is still robust enough to allow people to do interesting things.</p><p>It's not their job to support every conceivable framework. It's your job to develop within the boundaries that they've set, same as people have been doing with consoles and embedded devices for years.</p></htmltext>
<tokenext>Yea...But no .
I appreciate their decision to limit their supported frameworks : it 's basically the same decision as a console makers .
They want a stable , easy to support platform that is still robust enough to allow people to do interesting things.It 's not their job to support every conceivable framework .
It 's your job to develop within the boundaries that they 've set , same as people have been doing with consoles and embedded devices for years .</tokentext>
<sentencetext>Yea...But no.
I appreciate their decision to limit their supported frameworks: it's basically the same decision as a console makers.
They want a stable, easy to support platform that is still robust enough to allow people to do interesting things.It's not their job to support every conceivable framework.
It's your job to develop within the boundaries that they've set, same as people have been doing with consoles and embedded devices for years.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021114</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021142</id>
	<title>Re:I'd like to read this article</title>
	<author>slim</author>
	<datestamp>1265292180000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>4</modscore>
	<htmltext><p>You need the <a href="http://lab.arc90.com/experiments/readability/" title="arc90.com">Readability bookmarklet</a> [arc90.com].</p></htmltext>
<tokenext>You need the Readability bookmarklet [ arc90.com ] .</tokentext>
<sentencetext>You need the Readability bookmarklet [arc90.com].</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020972</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021020</id>
	<title>Re:Pushing pixels</title>
	<author>Anonymous</author>
	<datestamp>1265290860000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>1</modscore>
	<htmltext><p>I'm sure they thought of that.</p><blockquote><div><p>Just like Wolfenstein 3D, Doom was rendering a screenframe pixel per pixel. The only way to do this on iPhone with an <b>acceptable framerate</b> would be to use CoreSurface/CoreSurface.h framework.</p></div></blockquote><p>I know that sending data to GPU's is hideously slow, can anybody tell us how well a raycaster blitted via OpenGL would perform on the iPhone?</p></div>
	</htmltext>
<tokenext>I 'm sure they thought of that.Just like Wolfenstein 3D , Doom was rendering a screenframe pixel per pixel .
The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework.I know that sending data to GPU 's is hideously slow , can anybody tell us how well a raycaster blitted via OpenGL would perform on the iPhone ?</tokentext>
<sentencetext>I'm sure they thought of that.Just like Wolfenstein 3D, Doom was rendering a screenframe pixel per pixel.
The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework.I know that sending data to GPU's is hideously slow, can anybody tell us how well a raycaster blitted via OpenGL would perform on the iPhone?
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020820</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021034</id>
	<title>A little off topic.</title>
	<author>Anonymous</author>
	<datestamp>1265290980000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>IDDQD Anybody? If only I could remember more important things like I can a cheat code from 10 years ago.</p></htmltext>
<tokenext>IDDQD Anybody ?
If only I could remember more important things like I can a cheat code from 10 years ago .</tokentext>
<sentencetext>IDDQD Anybody?
If only I could remember more important things like I can a cheat code from 10 years ago.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020972</id>
	<title>I'd like to read this article</title>
	<author>drinkypoo</author>
	<datestamp>1265290500000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext><p>But it won't fit on a 800 pixel wide screen. WTF? I thought it was a code review, not a flash game.</p></htmltext>
<tokenext>But it wo n't fit on a 800 pixel wide screen .
WTF ? I thought it was a code review , not a flash game .</tokentext>
<sentencetext>But it won't fit on a 800 pixel wide screen.
WTF? I thought it was a code review, not a flash game.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31025452</id>
	<title>Re:If you can dream it you can Doom it.</title>
	<author>Cederic</author>
	<datestamp>1265313900000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Not sure, but I have Quake for my Nokia n900. It uses the tilt sensor for mouse-look, which is impressively usable too.</p></htmltext>
<tokenext>Not sure , but I have Quake for my Nokia n900 .
It uses the tilt sensor for mouse-look , which is impressively usable too .</tokentext>
<sentencetext>Not sure, but I have Quake for my Nokia n900.
It uses the tilt sensor for mouse-look, which is impressively usable too.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021284</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021114</id>
	<title>What's with this CoreSurface licensing restriction</title>
	<author>mikelieman</author>
	<datestamp>1265291880000</datestamp>
	<modclass>Insightful</modclass>
	<modscore>4</modscore>
	<htmltext><blockquote><div><p>The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework. But it is unfortunately restricted and using it would prevent distribution on the AppStore.</p></div> </blockquote><p>

Now this is what really annoys me.  Here are tools.  Appropriate tools.   But you aren't allowed to use the tools, because what you're going to use them for offends The Gods.
</p><p>
What was that RMS was saying again?</p></div>
	</htmltext>
<tokenext>The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework .
But it is unfortunately restricted and using it would prevent distribution on the AppStore .
Now this is what really annoys me .
Here are tools .
Appropriate tools .
But you are n't allowed to use the tools , because what you 're going to use them for offends The Gods .
What was that RMS was saying again ?</tokentext>
<sentencetext>The only way to do this on iPhone with an acceptable framerate would be to use CoreSurface/CoreSurface.h framework.
But it is unfortunately restricted and using it would prevent distribution on the AppStore.
Now this is what really annoys me.
Here are tools.
Appropriate tools.
But you aren't allowed to use the tools, because what you're going to use them for offends The Gods.
What was that RMS was saying again?
	</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31025622</id>
	<title>Re:Doom is still incredible</title>
	<author>Anonymous</author>
	<datestamp>1265314920000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext>Better than being a shitty human being that fails at basic logic.</htmltext>
<tokenext>Better than being a shitty human being that fails at basic logic .</tokentext>
<sentencetext>Better than being a shitty human being that fails at basic logic.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021760</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020748</id>
	<title>Already done</title>
	<author>Anonymous</author>
	<datestamp>1265287800000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>1</modscore>
	<htmltext><p>Doom was <a href="http://en.wikipedia.org/wiki/Doom\_source\_port" title="wikipedia.org" rel="nofollow">ported</a> [wikipedia.org] to OpenGL a long time ago.</p></htmltext>
<tokenext>Doom was ported [ wikipedia.org ] to OpenGL a long time ago .</tokentext>
<sentencetext>Doom was ported [wikipedia.org] to OpenGL a long time ago.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021164</id>
	<title>Re:He's wrong though</title>
	<author>Anonymous</author>
	<datestamp>1265292480000</datestamp>
	<modclass>Informativ</modclass>
	<modscore>5</modscore>
	<htmltext><p>You are correct. What TFA probably means is that walls, floors and ceilings are drawn in strips, and that for every strip all the texels are looked up according to a straight line. But that doesn't mean at all that hence Doom just uses an orthogonal projection, since it actually let's things diminish in the distance properly. A lot of real three dimensional games actually linearised texel lookup, but that says nothing at all about the overall projection a game uses. If you want to know what an orthogonal projection looks like, go play Age of Empires. As an added comparison, take a look at Mode 7 tricks on the SNES. You can actually perspectively correctly display a flat surface on it. How is this done? By setting a different orthogonal projection for each (in this case horizontal) line. That does not mean however that games using this therefore use an orthogonal projection, because the parameters are different for each scanline and the overall projection is perspective.</p></htmltext>
<tokenext>You are correct .
What TFA probably means is that walls , floors and ceilings are drawn in strips , and that for every strip all the texels are looked up according to a straight line .
But that does n't mean at all that hence Doom just uses an orthogonal projection , since it actually let 's things diminish in the distance properly .
A lot of real three dimensional games actually linearised texel lookup , but that says nothing at all about the overall projection a game uses .
If you want to know what an orthogonal projection looks like , go play Age of Empires .
As an added comparison , take a look at Mode 7 tricks on the SNES .
You can actually perspectively correctly display a flat surface on it .
How is this done ?
By setting a different orthogonal projection for each ( in this case horizontal ) line .
That does not mean however that games using this therefore use an orthogonal projection , because the parameters are different for each scanline and the overall projection is perspective .</tokentext>
<sentencetext>You are correct.
What TFA probably means is that walls, floors and ceilings are drawn in strips, and that for every strip all the texels are looked up according to a straight line.
But that doesn't mean at all that hence Doom just uses an orthogonal projection, since it actually let's things diminish in the distance properly.
A lot of real three dimensional games actually linearised texel lookup, but that says nothing at all about the overall projection a game uses.
If you want to know what an orthogonal projection looks like, go play Age of Empires.
As an added comparison, take a look at Mode 7 tricks on the SNES.
You can actually perspectively correctly display a flat surface on it.
How is this done?
By setting a different orthogonal projection for each (in this case horizontal) line.
That does not mean however that games using this therefore use an orthogonal projection, because the parameters are different for each scanline and the overall projection is perspective.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020956</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31057064</id>
	<title>Re:Classics never die</title>
	<author>GaryPatterson</author>
	<datestamp>1265555880000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p><i>story line is simple </i></p><p>There was a story?</p><p>I was a bit stunned by the comment, until I remembered that there was a story... sadly</p><p><a href="http://www.doomworld.com/10years/doomcomic/" title="doomworld.com">http://www.doomworld.com/10years/doomcomic/</a> [doomworld.com]</p><p>Read it and know that it contains everything about the Doom story, and even expands on it a little. It's probably better, come to think of it. I'm pretty sure it was an official release as well, so if you're one of those "canon / not canon" types, you'll love this.</p></htmltext>
<tokenext>story line is simple There was a story ? I was a bit stunned by the comment , until I remembered that there was a story... sadlyhttp : //www.doomworld.com/10years/doomcomic/ [ doomworld.com ] Read it and know that it contains everything about the Doom story , and even expands on it a little .
It 's probably better , come to think of it .
I 'm pretty sure it was an official release as well , so if you 're one of those " canon / not canon " types , you 'll love this .</tokentext>
<sentencetext>story line is simple There was a story?I was a bit stunned by the comment, until I remembered that there was a story... sadlyhttp://www.doomworld.com/10years/doomcomic/ [doomworld.com]Read it and know that it contains everything about the Doom story, and even expands on it a little.
It's probably better, come to think of it.
I'm pretty sure it was an official release as well, so if you're one of those "canon / not canon" types, you'll love this.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020846</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021406</id>
	<title>Doom via phone, like most iPhone stuff, is not new</title>
	<author>cacheMan</author>
	<datestamp>1265294220000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>The Sony Ericson P800 and the Motorola A920 had Doom ports that were very true to the Doom experience... in 2003.</p><p>As an unlocked A920 user, there is very little on the iPhone that I didn't see on that device. Apple's real accomplishment has been wrestling control away from the carriers who {locked down/disabled/walled gardened/made crappy} all of the devices that they sold.</p><p>I am happy for what Apple has done. It has allowed me to buy a Motorola Droid from Verizon without all of the restrictions it would otherwise have had.</p></htmltext>
<tokenext>The Sony Ericson P800 and the Motorola A920 had Doom ports that were very true to the Doom experience... in 2003.As an unlocked A920 user , there is very little on the iPhone that I did n't see on that device .
Apple 's real accomplishment has been wrestling control away from the carriers who { locked down/disabled/walled gardened/made crappy } all of the devices that they sold.I am happy for what Apple has done .
It has allowed me to buy a Motorola Droid from Verizon without all of the restrictions it would otherwise have had .</tokentext>
<sentencetext>The Sony Ericson P800 and the Motorola A920 had Doom ports that were very true to the Doom experience... in 2003.As an unlocked A920 user, there is very little on the iPhone that I didn't see on that device.
Apple's real accomplishment has been wrestling control away from the carriers who {locked down/disabled/walled gardened/made crappy} all of the devices that they sold.I am happy for what Apple has done.
It has allowed me to buy a Motorola Droid from Verizon without all of the restrictions it would otherwise have had.</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021760</id>
	<title>Re:Doom is still incredible</title>
	<author>Anonymous</author>
	<datestamp>1265296320000</datestamp>
	<modclass>Flamebait</modclass>
	<modscore>-1</modscore>
	<htmltext><p>Considering you didnt have your own computer, and likely weren't coding when you were 9 years old, you are probably a shitty programmer today.</p></htmltext>
<tokenext>Considering you didnt have your own computer , and likely were n't coding when you were 9 years old , you are probably a shitty programmer today .</tokentext>
<sentencetext>Considering you didnt have your own computer, and likely weren't coding when you were 9 years old, you are probably a shitty programmer today.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021146</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021456</id>
	<title>Re:What's with this CoreSurface licensing restrict</title>
	<author>anomnomnomymous</author>
	<datestamp>1265294640000</datestamp>
	<modclass>Troll</modclass>
	<modscore>0</modscore>
	<htmltext><i>What was that RMS was saying again?</i>
<br> <br>
"Oooh, there's something eatable in between my toes: Shall I eat it?!"<br> <br>
Or were you referring to another quote of him?</div>
	</htmltext>
<tokenext>What was that RMS was saying again ?
" Oooh , there 's something eatable in between my toes : Shall I eat it ? !
" Or were you referring to another quote of him ?</tokentext>
<sentencetext>What was that RMS was saying again?
"Oooh, there's something eatable in between my toes: Shall I eat it?!
" 
Or were you referring to another quote of him?
	</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021114</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020862</id>
	<title>Re:Pushing pixels</title>
	<author>Lord Pillage</author>
	<datestamp>1265289360000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>2</modscore>
	<htmltext>Or glWritePixels() would work too. Might be a little bit closer to the original method. But then again, I didn't RTFA, so I wouldn't know.</htmltext>
<tokenext>Or glWritePixels ( ) would work too .
Might be a little bit closer to the original method .
But then again , I did n't RTFA , so I would n't know .</tokentext>
<sentencetext>Or glWritePixels() would work too.
Might be a little bit closer to the original method.
But then again, I didn't RTFA, so I wouldn't know.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020820</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021284</id>
	<title>If you can dream it you can Doom it.</title>
	<author>TheLeopardsAreComing</author>
	<datestamp>1265293320000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext>So when can I expect Counterstrike for my iPhone?</htmltext>
<tokenext>So when can I expect Counterstrike for my iPhone ?</tokentext>
<sentencetext>So when can I expect Counterstrike for my iPhone?</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021378</id>
	<title>Re:A little off topic.</title>
	<author>Anonymous</author>
	<datestamp>1265294040000</datestamp>
	<modclass>None</modclass>
	<modscore>0</modscore>
	<htmltext><p>ABACAB</p><p>up up down down left right left right B A start</p><p>dipstick chojin \ekg</p><p>satanra</p><p>destruct (okay, not a cheat code... but still fun noneoftheless)</p></htmltext>
<tokenext>ABACABup up down down left right left right B A startdipstick chojin \ ekgsatanradestruct ( okay , not a cheat code... but still fun noneoftheless )</tokentext>
<sentencetext>ABACABup up down down left right left right B A startdipstick chojin \ekgsatanradestruct (okay, not a cheat code... but still fun noneoftheless)</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021034</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023498</id>
	<title>Re:He's wrong though</title>
	<author>dpilot</author>
	<datestamp>1265304660000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>Go try Heretic or Hexen - the originals based on Doom, and then make your call.  Doom restricted things so you couldn't look up or down, and simplified the perspective issue.  Heretic (followed by Hexen) added the ability to look up and down, and showed pretty bad perspective distortion.</p></htmltext>
<tokenext>Go try Heretic or Hexen - the originals based on Doom , and then make your call .
Doom restricted things so you could n't look up or down , and simplified the perspective issue .
Heretic ( followed by Hexen ) added the ability to look up and down , and showed pretty bad perspective distortion .</tokentext>
<sentencetext>Go try Heretic or Hexen - the originals based on Doom, and then make your call.
Doom restricted things so you couldn't look up or down, and simplified the perspective issue.
Heretic (followed by Hexen) added the ability to look up and down, and showed pretty bad perspective distortion.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020956</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023002</id>
	<title>Re:Pushing pixels</title>
	<author>Anonymous</author>
	<datestamp>1265302440000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>You'd be lucky to get 1fps doing that.  Not only is iPhone texture upload horrendously slow, but glTexSubImage2D reprocesses the entire texture even if you just change a single pixel of it.  Plus you need power-of-2 textures, so you're looking at a 512x512 texture upload every frame.  Not going to happen.<nobr> <wbr></nobr>/iPhone game developer</p></htmltext>
<tokenext>You 'd be lucky to get 1fps doing that .
Not only is iPhone texture upload horrendously slow , but glTexSubImage2D reprocesses the entire texture even if you just change a single pixel of it .
Plus you need power-of-2 textures , so you 're looking at a 512x512 texture upload every frame .
Not going to happen .
/iPhone game developer</tokentext>
<sentencetext>You'd be lucky to get 1fps doing that.
Not only is iPhone texture upload horrendously slow, but glTexSubImage2D reprocesses the entire texture even if you just change a single pixel of it.
Plus you need power-of-2 textures, so you're looking at a 512x512 texture upload every frame.
Not going to happen.
/iPhone game developer</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020820</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020956</id>
	<title>He's wrong though</title>
	<author>Anonymous</author>
	<datestamp>1265290380000</datestamp>
	<modclass>Interestin</modclass>
	<modscore>5</modscore>
	<htmltext><p><i>Doom 1993's perspective was also faked, it was actually closer to an orthogonal projection than a perspective projection</i></p><p>Not remotely true; DOOM's perspective is/was perfectly correct (apart from the monsters being billboards, of course - but they were perspective-correct billboards).</p><p>The method for achieving perspective is rather unconventional, but the maths works out the same.</p><p>Matching up floor and ceiling in an animated view with fake perspective is basically impossible.</p><p>[I did a port of DOOM before it was open-source, so I know a thing or two about this.]</p></htmltext>
<tokenext>Doom 1993 's perspective was also faked , it was actually closer to an orthogonal projection than a perspective projectionNot remotely true ; DOOM 's perspective is/was perfectly correct ( apart from the monsters being billboards , of course - but they were perspective-correct billboards ) .The method for achieving perspective is rather unconventional , but the maths works out the same.Matching up floor and ceiling in an animated view with fake perspective is basically impossible .
[ I did a port of DOOM before it was open-source , so I know a thing or two about this .
]</tokentext>
<sentencetext>Doom 1993's perspective was also faked, it was actually closer to an orthogonal projection than a perspective projectionNot remotely true; DOOM's perspective is/was perfectly correct (apart from the monsters being billboards, of course - but they were perspective-correct billboards).The method for achieving perspective is rather unconventional, but the maths works out the same.Matching up floor and ceiling in an animated view with fake perspective is basically impossible.
[I did a port of DOOM before it was open-source, so I know a thing or two about this.
]</sentencetext>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021418</id>
	<title>Re:Already done</title>
	<author>Anonymous</author>
	<datestamp>1265294400000</datestamp>
	<modclass>None</modclass>
	<modscore>1</modscore>
	<htmltext><p>I'm not sure what rendering API it used, but I had Doom on my Nokia 7650 running just fine around 2002 as well. I think it's been ported most places in many different ways.</p></htmltext>
<tokenext>I 'm not sure what rendering API it used , but I had Doom on my Nokia 7650 running just fine around 2002 as well .
I think it 's been ported most places in many different ways .</tokentext>
<sentencetext>I'm not sure what rendering API it used, but I had Doom on my Nokia 7650 running just fine around 2002 as well.
I think it's been ported most places in many different ways.</sentencetext>
	<parent>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31020748</parent>
</comment>
<comment>
	<id>http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023880</id>
	<title>Code Review of DOOM</title>
	<author>asylumx</author>
	<datestamp>1265306640000</datestamp>
	<modclass>Funny</modclass>
	<modscore>3</modscore>
	<htmltext>I think this is how I'll start referring to ALL my code reviews<nobr> <wbr></nobr>;-)</htmltext>
<tokenext>I think this is how I 'll start referring to ALL my code reviews ; - )</tokentext>
<sentencetext>I think this is how I'll start referring to ALL my code reviews ;-)</sentencetext>
</comment>
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-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023068
-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021760
--http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31025622
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-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021650
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-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023492
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-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31023048
-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021412
-http://www.semanticweb.org/ontologies/ConversationInstances.owl#comment10_02_04_0748224.31021456
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