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		<title>Fantasy Grounds Forums - Blogs - pindercarl</title>
		<link>https://www.fantasygrounds.com/forums/blog.php?31312-pindercarl</link>
		<description>Fantasy Grounds is a virtual tabletop application which allows GMs and player to play RPG games online.</description>
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			<title>Life after GenCon</title>
			<link>https://www.fantasygrounds.com/forums/entry.php?184-Life-after-GenCon</link>
			<pubDate>Wed, 24 Aug 2016 03:29:33 GMT</pubDate>
			<description><![CDATA[First, I'd like to extend a special thanks to everyone who stopped by the booth at GenCon. It was a long 5 days, but I enjoyed meeting members of the...]]></description>
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<blockquote class="blogcontent restore">First, I'd like to extend a special thanks to everyone who stopped by the booth at GenCon. It was a long 5 days, but I enjoyed meeting members of the community and, hopefully, we encouraged a few more people become Fantasy Grounds users.<br />
<br />
Work continues on the port, as expected. The majority of the work on the controls is complete. Anyone who has built a ruleset or an extension knows that the all of the desktop objects are built of a series of controls: windows, buttons, formattedtext, etc. That's the bulk of what you see during an FG session. I'm focusing more now on the singleton objects like the radial menu.<br />
<br />
In my copious free time, I still like to get some work in on the fun stuff. Doug had commented on the previous line-of-sight (LOS) video that it would be great if an image could be used as a mask for the LOS occlusion. We don't want to do per pixel LOS calculations, both for performance and memory—but we could trace the image alpha and generate the occluders from that. On Saturday, I added some tech to the LOS preview to do just that.<br />
<br />
<a href="https://youtu.be/qVppbivpWS0" target="_blank">https://youtu.be/qVppbivpWS0</a><br />
<br />
In the sample video, the mask generates 814 occluder segments in 2.8 seconds (the time varies based on map size and complexity). Even with the time to create the mask in Photoshop, that's a pretty big time savings. Most of the mask was created using magic wand selections, so that didn't take too much time either.</blockquote>


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			<dc:creator>pindercarl</dc:creator>
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			<title>A quick update on the Unity port</title>
			<link>https://www.fantasygrounds.com/forums/entry.php?177-A-quick-update-on-the-Unity-port</link>
			<pubDate>Tue, 19 Jul 2016 00:01:27 GMT</pubDate>
			<description><![CDATA[During this long process of porting Fantasy Grounds to Unity there has been one caveat, "don't break Fantasy Grounds." In addition to the officially...]]></description>
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<blockquote class="blogcontent restore">During this long process of porting Fantasy Grounds to Unity there has been one caveat, &quot;don't break Fantasy Grounds.&quot; In addition to the officially supported rulesets, there are countless modules, token packs, and community rulesets with which the new version must maintain compatibility. We're working hard to make sure that compatibility remains intact. To varying degrees (and depending on the day) Fantasy Grounds is running in Unity. <br />
<br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=14744"  title="Name:  
Views: 
Size:  ">Attachment 14744</a><br />
<br />
A long the way, we are adding new features and building support for future improvements. While working this past week on custom controls for map drawing, I've been putting in support for two of the most requested Fantasy Grounds features (<a href="http://fg2app.idea.informer.com/" target="_blank">FG Wishlist</a>): <b>dynamic lighting/line-of-sight</b> and<b> multiple map layers</b>. You can look forward to LOS and <i>n </i>number of map layers.<br />
<br />
<a href="https://youtu.be/do9BR7aJcLs" target="_blank">https://youtu.be/do9BR7aJcLs</a><br />
<br />
I'll be sure to post future updates to let everyone see we're making progress and give you a sneak preview of what's coming up.<br />
<br />
Carl</blockquote>


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