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	<title>Crappy Coding &#187; Game Programming</title>
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	<link>http://www.crappycoding.com</link>
	<description>Spreading the Geek</description>
	<lastBuildDate>Wed, 21 Jul 2010 15:12:13 +0000</lastBuildDate>
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		<title>GPU Geometry Map Rendering – Part 2</title>
		<link>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-%e2%80%93-part-2/</link>
		<comments>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-%e2%80%93-part-2/#comments</comments>
		<pubDate>Mon, 11 Jan 2010 06:27:28 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[Procedural Planet]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[planet]]></category>
		<category><![CDATA[procedural]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=193</guid>
		<description><![CDATA[We left off in part 1 talking about the initial failures with my GPU geometry map shader. I did fail to mention that there was a bright spot the first time I ran the new code – it was amazingly fast. So fast I was able to increase the noise octaves from the 5 that would run reasonably well on the CPU up to 30 and still run at well over 60fps. I have to admit that I spent some of that first 18 hour day just roaming around on a barren, reddish planet. That huge improvement in performance made the pain to come well worth it.
So, at the end of part 1 we set up the C# code for executing the geometry map shader.  Now let’s take a look at the shader itself.]]></description>
		<wfw:commentRss>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-%e2%80%93-part-2/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Guardian Playtest Release</title>
		<link>http://www.crappycoding.com/2009/11/guardian-playtest-release/</link>
		<comments>http://www.crappycoding.com/2009/11/guardian-playtest-release/#comments</comments>
		<pubDate>Sun, 08 Nov 2009 04:40:31 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[XBLIG]]></category>
		<category><![CDATA[xbox]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=124</guid>
		<description><![CDATA[Just uploaded the next version of Guardian for playtesting (you'll need to be an XNA Creators Club member and signed in to follow the link successfully).  There were lots of changes this time around.  Over 250 items checked off of the todo list, many of them polish type things, but also some very major changes and additions.]]></description>
		<wfw:commentRss>http://www.crappycoding.com/2009/11/guardian-playtest-release/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sprite Sheet Creator</title>
		<link>http://www.crappycoding.com/2009/08/sprite-sheet-creator/</link>
		<comments>http://www.crappycoding.com/2009/08/sprite-sheet-creator/#comments</comments>
		<pubDate>Tue, 25 Aug 2009 19:37:33 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[C#]]></category>
		<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[graphics]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=110</guid>
		<description><![CDATA[When developing the iPhone version of Guardian I manually created my sprite sheets.  I used individual sprites up until the end so everything was pretty much set in stone by the time I created the the sprite sheet.  Even then I ended up having to recreate the sprite sheet two or three times, and let me tell you, manually figuring out the texture coordinates isn't a particularly pleasant experience. In this case I believe I made the right choice.  There were few enough sprites that I would have spent more time creating the tool than I would have saved.]]></description>
		<wfw:commentRss>http://www.crappycoding.com/2009/08/sprite-sheet-creator/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Yet Another Guardian Progress Video</title>
		<link>http://www.crappycoding.com/2009/07/yet-another-guardian-progress-video/</link>
		<comments>http://www.crappycoding.com/2009/07/yet-another-guardian-progress-video/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 04:50:01 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[xbox]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=97</guid>
		<description><![CDATA[Things are coming along nicely with Guardian.  The <a href="http://www.dreambuildplay.com">Dream Build Play</a> entry deadline is fast approaching, but I think I'm in pretty good shape to get my entry completed.  The video shows most of the functionality. Pretty much all that's left now is fleshing out some of the graphics, and adding a few more weapons.  Then I can start getting some sleep.]]></description>
		<wfw:commentRss>http://www.crappycoding.com/2009/07/yet-another-guardian-progress-video/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>XNA Game Project</title>
		<link>http://www.crappycoding.com/2009/06/xna-game-project/</link>
		<comments>http://www.crappycoding.com/2009/06/xna-game-project/#comments</comments>
		<pubDate>Thu, 25 Jun 2009 04:59:04 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[xbox]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=89</guid>
		<description><![CDATA[Here's a video of the XNA game I've been working on.  It's a port of the <a href="http://www.willowridgesoftware.com/blog/guardian/">iPhone version</a> with some additional functionality planned.]]></description>
		<wfw:commentRss>http://www.crappycoding.com/2009/06/xna-game-project/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Simplified XNA Message Boxes</title>
		<link>http://www.crappycoding.com/2009/06/simplified-xna-message-boxes/</link>
		<comments>http://www.crappycoding.com/2009/06/simplified-xna-message-boxes/#comments</comments>
		<pubDate>Fri, 12 Jun 2009 03:46:47 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[C#]]></category>
		<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[graphics]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=82</guid>
		<description><![CDATA[<a title="Shawn Hargreaves" href="http://blogs.msdn.com/shawnhar/">Shawn Hargreaves</a> brings up the subject of how annoying async coding can be.  Calling a "begin" method, dealing with the completion callback function, handling the results - it's all very ugly to keep track of, and often leads to very ugly code.

]]></description>
		<wfw:commentRss>http://www.crappycoding.com/2009/06/simplified-xna-message-boxes/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Lens Flare Occlusion Using Texture Masking and XNA</title>
		<link>http://www.crappycoding.com/2009/05/lens-flare-occlusion-using-texture-masking-and-xna/</link>
		<comments>http://www.crappycoding.com/2009/05/lens-flare-occlusion-using-texture-masking-and-xna/#comments</comments>
		<pubDate>Sat, 30 May 2009 05:24:45 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[C#]]></category>
		<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[graphics]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=78</guid>
		<description><![CDATA[I have an article posted on Ziggyware that discusses an alternate method to hardware occlusion queries for checking sun visibility to control lens flare intensity.  The article is part of a contest so I can't post it here until the contest has been over for awhile.  I can link to it however.]]></description>
		<wfw:commentRss>http://www.crappycoding.com/2009/05/lens-flare-occlusion-using-texture-masking-and-xna/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sprite Splitting with SpriteBatch</title>
		<link>http://www.crappycoding.com/2009/05/sprite-splitting-with-spritebatch/</link>
		<comments>http://www.crappycoding.com/2009/05/sprite-splitting-with-spritebatch/#comments</comments>
		<pubDate>Wed, 06 May 2009 03:25:32 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[C#]]></category>
		<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[SpriteBatch]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=58</guid>
		<description><![CDATA[Someone over in the <a title="XNA Forums" href="http://forums.xna.com">XNA forums</a> asked a question about how to make sprite explosions like those in the old <a href="http://en.wikipedia.org/wiki/Defender_(arcade_game)">Defender</a> arcade game, where the sprite is broken into pieces and exploded everywhere.]]></description>
		<wfw:commentRss>http://www.crappycoding.com/2009/05/sprite-splitting-with-spritebatch/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Horizon Culling 3 &#8211; Finale</title>
		<link>http://www.crappycoding.com/2009/04/horizon-culling-3-finale/</link>
		<comments>http://www.crappycoding.com/2009/04/horizon-culling-3-finale/#comments</comments>
		<pubDate>Fri, 03 Apr 2009 04:33:42 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[C#]]></category>
		<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[graphics]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=47</guid>
		<description><![CDATA[So we finally come to the last post in the horizon culling series.  Previously we've discussed what horizon culling is and some reasons for using it.  Then we went through the math involved in determining the angle between a line from the camera to the planet center  and a line from the center to the point on the horizon.]]></description>
		<wfw:commentRss>http://www.crappycoding.com/2009/04/horizon-culling-3-finale/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Horizon Culling 2 &#8211; The Math</title>
		<link>http://www.crappycoding.com/2009/03/horizon-culling-2-the-math/</link>
		<comments>http://www.crappycoding.com/2009/03/horizon-culling-2-the-math/#comments</comments>
		<pubDate>Fri, 20 Mar 2009 04:13:04 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[C#]]></category>
		<category><![CDATA[Game Programming]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[c#]]></category>
		<category><![CDATA[graphics]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=28</guid>
		<description><![CDATA[In my previous post on horizon culling we talked about what horizon culling is, the reasons one might want to do it, and went over a simple C# vector class.  In this post we'll take a look at the math we'll need to use.]]></description>
		<wfw:commentRss>http://www.crappycoding.com/2009/03/horizon-culling-2-the-math/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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