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	<title>Comments on: Talk is cheap</title>
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	<link>http://www.codercorner.com/blog/?p=13</link>
	<description>Home of Pierre Terdiman</description>
	<pubDate>Fri, 10 Sep 2010 02:16:41 +0000</pubDate>
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		<title>By: Kostas Michalopoulos</title>
		<link>http://www.codercorner.com/blog/?p=13#comment-1352</link>
		<dc:creator>Kostas Michalopoulos</dc:creator>
		<pubDate>Sun, 13 Jul 2008 02:07:22 +0000</pubDate>
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		<description>Hehe, nice :-). Although AFAIK the first game engine to introduce decals, Build (the one used in Duke Nukem 3D, Blood, etc) had unlimited decals without fading them out. I remember poking the walls in Blood with the Pitchfork for a few minutes at the same spot and "opening" so much "holes" that when they were in camera's fov the game slowed down a bit (remember, that was in a software rendered Pentium MMX). So basically you did decals the "right" way (its a little irritating to spill blood all over the room in Doom 3 and after a few minutes seeing the room as if someone came by and cleaned it).</description>
		<content:encoded><![CDATA[<p>Hehe, nice :-). Although AFAIK the first game engine to introduce decals, Build (the one used in Duke Nukem 3D, Blood, etc) had unlimited decals without fading them out. I remember poking the walls in Blood with the Pitchfork for a few minutes at the same spot and &#8220;opening&#8221; so much &#8220;holes&#8221; that when they were in camera&#8217;s fov the game slowed down a bit (remember, that was in a software rendered Pentium MMX). So basically you did decals the &#8220;right&#8221; way (its a little irritating to spill blood all over the room in Doom 3 and after a few minutes seeing the room as if someone came by and cleaned it).</p>
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		<title>By: George</title>
		<link>http://www.codercorner.com/blog/?p=13#comment-18</link>
		<dc:creator>George</dc:creator>
		<pubDate>Mon, 18 Feb 2008 08:48:23 +0000</pubDate>
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		<description>Pierre, tell us how you did it?</description>
		<content:encoded><![CDATA[<p>Pierre, tell us how you did it?</p>
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