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	<title>TriangularPixels.com</title>
	<link>http://triangularpixels.net/games</link>
	<description>Blue Sky Games</description>
	<lastBuildDate>Tue, 05 Aug 2008 23:17:45 +0000</lastBuildDate>
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	<item>
		<title>LD12 Preparation</title>
		<description>So the theme voting for LD48 is up, and as usual there's a whole bunch of interesting ones but nothing that really jumps out and grabs me. And a whole bunch of others which could be quite horrible to do (like "Film Noir", which is a nice idea but would ...</description>
		<link>http://triangularpixels.net/games/development/2008/08/05/ld12-preparation/</link>
			</item>
	<item>
		<title>Ludum Dare 48h &#038; Locomotion</title>
		<description>It looks like there's another Ludum Dare 48 hour game programming competition starting soon, so I'll hopefully be taking part in that. Spread the word and join in - the more the merrier!

Meanwhile, back on my main project, I'm having much trouble with just trying to get a simple "chase ...</description>
		<link>http://triangularpixels.net/games/games/2008/07/30/ludum-dare-48h-locomotion/</link>
			</item>
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		<title>2D Ambient Shadows</title>
		<description>For the last few days I've taken some time off from the AI work to mess around with some graphical effects, and in particular I've been experimenting with a 2d ambient shadows effect. This is inspired by the Screen Space Ambient Occulsion (SSAO) effect which has gotten popular lately, and ...</description>
		<link>http://triangularpixels.net/games/games/2008/07/25/2d-ambient-shadows/</link>
			</item>
	<item>
		<title>Jumping, launch velocities and rounding errors</title>
		<description>The physics behind a jump in a platformer is pretty simple and something I must have written a thousand times, but having an AI player jump and land where it wants to is considerably trickier. My initial attempt was to string a bezier curve between the start and end points ...</description>
		<link>http://triangularpixels.net/games/games/2008/07/18/jumping-launch-velocities-and-rounding-errors/</link>
			</item>
	<item>
		<title>Yet More On Behaviour Trees</title>
		<description>So I've been going through as much stuff on behaviour trees that I can find to try and figure out whether they're going to be appropriate for what I'm doing and how they actually work. "Behavior Trees for Next-Gen Game AI" is very comprehensive and well worth a watch if ...</description>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/</link>
			</item>
	<item>
		<title>Behaviour / AI rambling</title>
		<description>Enemy behaviour in my current (as yet unnamed) game hasn't come on very far - just a single enemy with a traditional hard-coded finite state machine (done the old-school way, with a big switch statement). Which was initially fine as it let me get some of the more important low-level ...</description>
		<link>http://triangularpixels.net/games/development/2008/07/07/behaviour-ai-rambling/</link>
			</item>
	<item>
		<title>Hello world!</title>
		<description>My website has been neglected lately, so I've decided it's time for a makeover. As well as a fresh new look and a new url I've decided to move my journal from GameDev.net over to here. The reliability of gamedev has been pretty low recently, and I've much more space ...</description>
		<link>http://triangularpixels.net/games/games/2008/06/16/hello-world/</link>
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