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	<title>Crappy Coding &#187; Procedural Planet</title>
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	<link>http://www.crappycoding.com</link>
	<description>Spreading the Geek</description>
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		<title>Procedural Planet Video</title>
		<link>http://www.crappycoding.com/2010/01/procedural-planet-video/</link>
		<comments>http://www.crappycoding.com/2010/01/procedural-planet-video/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 18:31:12 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<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=221</guid>
		<description><![CDATA[Procedural Planet video showing the space-to-surface transition, as well as the tank driving around a bit. I'm pretty happy with how it looks, but there are a lot of things that still need to be fixed.]]></description>
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		<slash:comments>3</slash:comments>
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		<title>Of Tanks and Quad Trees</title>
		<link>http://www.crappycoding.com/2010/01/of-tanks-and-quad-trees/</link>
		<comments>http://www.crappycoding.com/2010/01/of-tanks-and-quad-trees/#comments</comments>
		<pubDate>Thu, 28 Jan 2010 19:50:40 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<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=214</guid>
		<description><![CDATA[I needed a bit of a diversion from the planet rendering itself, into something that would give some purpose behind it. Why is the planet there?  Well, what better use is there for a planet than driving a tank on it?]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<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>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>GPU Geometry Map Rendering &#8211; Part 1</title>
		<link>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-part-1/</link>
		<comments>http://www.crappycoding.com/2010/01/gpu-geometry-map-rendering-part-1/#comments</comments>
		<pubDate>Sun, 10 Jan 2010 03:38:42 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[C#]]></category>
		<category><![CDATA[Procedural Planet]]></category>
		<category><![CDATA[planet]]></category>
		<category><![CDATA[procedural]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=143</guid>
		<description><![CDATA[I spent the past week moving my procedural planet renderer’s
geometry map creation code from the CPU to the GPU. It didn’t go as smoothly as
I would have liked, but in a way that was a good thing since I gained a much
deeper understanding of some render pipeline things that I had been taking for
granted.]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Planet Renderer Screenshots</title>
		<link>http://www.crappycoding.com/2010/01/planet-renderer-screenshots/</link>
		<comments>http://www.crappycoding.com/2010/01/planet-renderer-screenshots/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 07:01:46 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[Procedural Planet]]></category>
		<category><![CDATA[graphics]]></category>
		<category><![CDATA[planet]]></category>
		<category><![CDATA[procedural]]></category>

		<guid isPermaLink="false">http://www.crappycoding.com/?p=134</guid>
		<description><![CDATA[Going to write up something useful tomorrow, but for now here are a few screenshots&#8230;]]></description>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Procedural Planet Engine Status</title>
		<link>http://www.crappycoding.com/2009/12/procedural-planet-engine-status/</link>
		<comments>http://www.crappycoding.com/2009/12/procedural-planet-engine-status/#comments</comments>
		<pubDate>Wed, 30 Dec 2009 05:43:29 +0000</pubDate>
		<dc:creator>Dave</dc:creator>
				<category><![CDATA[C#]]></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=130</guid>
		<description><![CDATA[Previously I mentioned I was going to do a mulligan on my procedural planet engine. The few hours I've worked on it so far have lead to a beautiful new architecture that's doing most of the same things as before, as well as some major new things, using about 25% of the code.]]></description>
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		<slash:comments>2</slash:comments>
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