<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<oembed>
  <author_name>hanecci</author_name>
  <author_url>https://blog.hatena.ne.jp/hanecci/</author_url>
  <blog_title>OLD hanecci’s blog : 旧 はねっちブログ</blog_title>
  <blog_url>https://hanecci.hatenadiary.org/</blog_url>
  <categories>
    <anon>GI</anon>
    <anon>GAME_ENGINE</anon>
  </categories>
  <description>http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/ &quot;Unreal Diaries: Why Lionhead chose UE4 for Fable Legends&quot; @ develop https://www.develop-online.net/tools-and-tech/unreal-diaries-why-lionhead-chose-ue4-for-fable-legends/0184611 Light Propagation Volume off Lig…</description>
  <height>190</height>
  <html>&lt;iframe src=&quot;https://hatenablog-parts.com/embed?url=https%3A%2F%2Fhanecci.hatenadiary.org%2Fentry%2F20140419%2Fp1&quot; title=&quot; &amp;quot;Light Propagation Volumes in Fable Legends&amp;quot; @ Unreal Engine 4 - OLD hanecci’s blog : 旧 はねっちブログ&quot; class=&quot;embed-card embed-blogcard&quot; scrolling=&quot;no&quot; frameborder=&quot;0&quot; style=&quot;display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;&quot;&gt;&lt;/iframe&gt;</html>
  <image_url>http://www.lionhead.com/imagegen.ashx?image=/media/28719/Arch_Layers_justAmbientCube.jpg&amp;width=500</image_url>
  <provider_name>Hatena Blog</provider_name>
  <provider_url>https://hatena.blog</provider_url>
  <published>2014-04-19 00:00:00</published>
  <title> &quot;Light Propagation Volumes in Fable Legends&quot; @ Unreal Engine 4</title>
  <type>rich</type>
  <url>https://hanecci.hatenadiary.org/entry/20140419/p1</url>
  <version>1.0</version>
  <width>100%</width>
</oembed>
