Germany
I've managed to land in Germany, and make the drive from Frankfurt to Stuttgart on only a couple hours of sleep (I never sleep good on airplanes...). The whole production was quite a scene, as evidenced by the many stares we received in the airport - with my wife, 2 kids, and my dog, and our 2 years worth of luggage we took up half of the arrival area on our own [grin]. I also managed to damage a manual transmission vehicle (I'm not used to them quite yet) to some degree, but that's not a story for a graphics journal [grin].
Jet lag is still quite strong, so I haven't had any focus as of yet to get anything done. However, I did realize that I hadn't mentioned that the water simulation demo will run on D3D10 level hardware - it uses a structured buffer as the input/output to the compute shader, so if you are running Vista or Win7 with DX10 hardware then go try it out!
I'm trying to get my Ambient Occlusion sample from my Game Programming Gems 8 chapter ported over to Hieroglyph 3 now. That should be ready in the next couple of days, and then I may look into some skeletal animation system support in the engine. It has been a long time coming, and I actually think it will not be too bad to add in, since the scene graph based system that I use can easily add such a structure. More on this later on...