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	<title>Comments on: Lightning Bolts</title>
	<atom:link href="http://drilian.com/2009/02/25/lightning-bolts/feed/" rel="self" type="application/rss+xml" />
	<link>http://drilian.com/2009/02/25/lightning-bolts/</link>
	<description>Infrequently-updated ramblings about game development projects, ideas, and techniques</description>
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		<title>By: ChickenBones</title>
		<link>http://drilian.com/2009/02/25/lightning-bolts/comment-page-1/#comment-221</link>
		<dc:creator>ChickenBones</dc:creator>
		<pubDate>Tue, 27 Sep 2011 13:07:07 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=281#comment-221</guid>
		<description>Could you please explain how you managed to get such a nice jittering effect on the bolt.</description>
		<content:encoded><![CDATA[<p>Could you please explain how you managed to get such a nice jittering effect on the bolt.</p>
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		<title>By: Mash</title>
		<link>http://drilian.com/2009/02/25/lightning-bolts/comment-page-1/#comment-170</link>
		<dc:creator>Mash</dc:creator>
		<pubDate>Thu, 28 Apr 2011 07:57:06 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=281#comment-170</guid>
		<description>Hey Drilian, awesome article great work. Have been looking for something like this for ages! 

I was wondering if you could please help me with something.

Im rendering each segment as three quads, two caps, and a middle. All the vert coordinates are generated into a single vertex buffer so the entire bolt can be drawn as a single batch. However, I have the problem you described above where the end caps of the segments overlap and blend together to create small circles along the bolt. Im using an additive blending when rendering the bolt.

I dont quite understand your solution to this. Could you explain a little more please? Also, what blending do you use when rendering your bolt?

Thanks!</description>
		<content:encoded><![CDATA[<p>Hey Drilian, awesome article great work. Have been looking for something like this for ages! </p>
<p>I was wondering if you could please help me with something.</p>
<p>Im rendering each segment as three quads, two caps, and a middle. All the vert coordinates are generated into a single vertex buffer so the entire bolt can be drawn as a single batch. However, I have the problem you described above where the end caps of the segments overlap and blend together to create small circles along the bolt. Im using an additive blending when rendering the bolt.</p>
<p>I dont quite understand your solution to this. Could you explain a little more please? Also, what blending do you use when rendering your bolt?</p>
<p>Thanks!</p>
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	<item>
		<title>By: Chris</title>
		<link>http://drilian.com/2009/02/25/lightning-bolts/comment-page-1/#comment-168</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Tue, 12 Apr 2011 06:45:18 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=281#comment-168</guid>
		<description>Hey all!

Very good article I understand what is behind it but i have my problems to implement it.
Can someone help me to realize this in C#/XNA ? I don&#039;t understand how to do the drawing with the animation (bolt1/bolt2 changes)? 
Would appreciate a code snippet.

Greetz and Thx to all. :-)</description>
		<content:encoded><![CDATA[<p>Hey all!</p>
<p>Very good article I understand what is behind it but i have my problems to implement it.<br />
Can someone help me to realize this in C#/XNA ? I don&#8217;t understand how to do the drawing with the animation (bolt1/bolt2 changes)?<br />
Would appreciate a code snippet.</p>
<p>Greetz and Thx to all. <img src='http://drilian.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>By: gorga</title>
		<link>http://drilian.com/2009/02/25/lightning-bolts/comment-page-1/#comment-167</link>
		<dc:creator>gorga</dc:creator>
		<pubDate>Sun, 03 Apr 2011 19:49:28 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=281#comment-167</guid>
		<description>Great article! And just what I was looking for.
Didn&#039;t even started programming my game yet but I knew lightning could be an obstacle. Not anymore! Thanks : )
Btw, Life force is my favourite NES game. If you make something better, let me know : )</description>
		<content:encoded><![CDATA[<p>Great article! And just what I was looking for.<br />
Didn&#8217;t even started programming my game yet but I knew lightning could be an obstacle. Not anymore! Thanks : )<br />
Btw, Life force is my favourite NES game. If you make something better, let me know : )</p>
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		<title>By: Aaron</title>
		<link>http://drilian.com/2009/02/25/lightning-bolts/comment-page-1/#comment-166</link>
		<dc:creator>Aaron</dc:creator>
		<pubDate>Tue, 29 Mar 2011 19:54:20 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=281#comment-166</guid>
		<description>Very nice. Though it is fractal, it seems less an L-system and more similar to the midpoint displacement technique for terrain generation (just constrained to a line instead of a quad).</description>
		<content:encoded><![CDATA[<p>Very nice. Though it is fractal, it seems less an L-system and more similar to the midpoint displacement technique for terrain generation (just constrained to a line instead of a quad).</p>
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	<item>
		<title>By: Lighting Bolts Effect &#171; Gemserk</title>
		<link>http://drilian.com/2009/02/25/lightning-bolts/comment-page-1/#comment-165</link>
		<dc:creator>Lighting Bolts Effect &#171; Gemserk</dc:creator>
		<pubDate>Sat, 19 Mar 2011 20:55:52 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=281#comment-165</guid>
		<description>[...] time ago I made an lighting bolts effect in Java using Slick2D, following the tutorial of Drilian’s House of Game Development. My [...]</description>
		<content:encoded><![CDATA[<p>[...] time ago I made an lighting bolts effect in Java using Slick2D, following the tutorial of Drilian’s House of Game Development. My [...]</p>
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	<item>
		<title>By: Drilian</title>
		<link>http://drilian.com/2009/02/25/lightning-bolts/comment-page-1/#comment-136</link>
		<dc:creator>Drilian</dc:creator>
		<pubDate>Sun, 27 Jun 2010 22:21:54 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=281#comment-136</guid>
		<description>Sure! I figured the names of the functions would give away what they do, but maybe not :)

Average(a, b) - average the two points.
Perpendicular(v) - Return the 2D vector perpendicular to this one (-v.y, v.x)
RandomFloat(min, max) - generate a random floating point value between min and max, inclusively.</description>
		<content:encoded><![CDATA[<p>Sure! I figured the names of the functions would give away what they do, but maybe not <img src='http://drilian.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Average(a, b) &#8211; average the two points.<br />
Perpendicular(v) &#8211; Return the 2D vector perpendicular to this one (-v.y, v.x)<br />
RandomFloat(min, max) &#8211; generate a random floating point value between min and max, inclusively.</p>
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	<item>
		<title>By: Tyler</title>
		<link>http://drilian.com/2009/02/25/lightning-bolts/comment-page-1/#comment-135</link>
		<dc:creator>Tyler</dc:creator>
		<pubDate>Fri, 25 Jun 2010 22:37:37 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=281#comment-135</guid>
		<description>Could you please elucidate exactly what each function in your pseudocode does please? Its a bit annoying as none of those are &quot;standard&quot; functions.</description>
		<content:encoded><![CDATA[<p>Could you please elucidate exactly what each function in your pseudocode does please? Its a bit annoying as none of those are &#8220;standard&#8221; functions.</p>
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	<item>
		<title>By: Drilian&#8217;s House of Game Development &#187; Blog Archive &#187; Update For The Past N Months</title>
		<link>http://drilian.com/2009/02/25/lightning-bolts/comment-page-1/#comment-99</link>
		<dc:creator>Drilian&#8217;s House of Game Development &#187; Blog Archive &#187; Update For The Past N Months</dc:creator>
		<pubDate>Wed, 06 Jan 2010 03:15:36 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=281#comment-99</guid>
		<description>[...] Also, I decided that the Level 1 background (in the first two images in this post) was hideously bland (if such a thing is possible), so I decided to redo it as flying over a red desert canyon (incidentally, the walls of the canyon are generated using the same basic divide-and-offset algorithm as my lightning bolt generator): [...]</description>
		<content:encoded><![CDATA[<p>[...] Also, I decided that the Level 1 background (in the first two images in this post) was hideously bland (if such a thing is possible), so I decided to redo it as flying over a red desert canyon (incidentally, the walls of the canyon are generated using the same basic divide-and-offset algorithm as my lightning bolt generator): [...]</p>
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	</item>
	<item>
		<title>By: Drilian</title>
		<link>http://drilian.com/2009/02/25/lightning-bolts/comment-page-1/#comment-97</link>
		<dc:creator>Drilian</dc:creator>
		<pubDate>Mon, 12 Oct 2009 22:31:51 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=281#comment-97</guid>
		<description>Thanks :)   I&#039;m just using FRAPS for capture, works great for my purposes!</description>
		<content:encoded><![CDATA[<p>Thanks <img src='http://drilian.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />    I&#8217;m just using FRAPS for capture, works great for my purposes!</p>
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