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	<title>Comments for Drilian's House of Game Development</title>
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	<link>http://drilian.com</link>
	<description>Infrequently-updated ramblings about game development projects, ideas, and techniques</description>
	<lastBuildDate>Fri, 30 Dec 2011 17:07:03 +0000</lastBuildDate>
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		<title>Comment on Short Skirt, Long Jacket by Baking signals into textures &#124; Molecular Musings</title>
		<link>http://drilian.com/2007/10/24/short-skirt-long-jacket/comment-page-1/#comment-243</link>
		<dc:creator>Baking signals into textures &#124; Molecular Musings</dc:creator>
		<pubDate>Fri, 30 Dec 2011 17:07:03 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=126#comment-243</guid>
		<description>[...] wrong colors from bleeding into the baked signal. This can be achieved relatively simply by adding skirts when [...]</description>
		<content:encoded><![CDATA[<p>[...] wrong colors from bleeding into the baked signal. This can be achieved relatively simply by adding skirts when [...]</p>
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		<title>Comment on Oh Hey, There&#8217;s A Blog Here by Dave Voyles</title>
		<link>http://drilian.com/2011/09/10/oh-hey-theres-a-blog-here/comment-page-1/#comment-241</link>
		<dc:creator>Dave Voyles</dc:creator>
		<pubDate>Sun, 27 Nov 2011 02:51:20 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=567#comment-241</guid>
		<description>This game is looking freakin awesome!

Great videos. I love the soundtrack, as it&#039;s very fitting for the ambiance, and your use of bright colors against the black background looks great too. I&#039;m looking forward to seeing how this turns out.</description>
		<content:encoded><![CDATA[<p>This game is looking freakin awesome!</p>
<p>Great videos. I love the soundtrack, as it&#8217;s very fitting for the ambiance, and your use of bright colors against the black background looks great too. I&#8217;m looking forward to seeing how this turns out.</p>
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		<title>Comment on Lightning Bolts 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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	</item>
	<item>
		<title>Comment on Oh Hey, There&#8217;s A Blog Here by Jutaris</title>
		<link>http://drilian.com/2011/09/10/oh-hey-theres-a-blog-here/comment-page-1/#comment-212</link>
		<dc:creator>Jutaris</dc:creator>
		<pubDate>Wed, 21 Sep 2011 05:33:08 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=567#comment-212</guid>
		<description>My goodness man! finally an update!

No vid of the new level?</description>
		<content:encoded><![CDATA[<p>My goodness man! finally an update!</p>
<p>No vid of the new level?</p>
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	</item>
	<item>
		<title>Comment on Oh Hey, There&#8217;s A Blog Here by Josh</title>
		<link>http://drilian.com/2011/09/10/oh-hey-theres-a-blog-here/comment-page-1/#comment-182</link>
		<dc:creator>Josh</dc:creator>
		<pubDate>Sat, 10 Sep 2011 14:11:10 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=567#comment-182</guid>
		<description>Glad to see you making some progress. Procyon is looking pretty sweet! :D</description>
		<content:encoded><![CDATA[<p>Glad to see you making some progress. Procyon is looking pretty sweet! <img src='http://drilian.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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		<title>Comment on Understanding Half-Pixel and Half-Texel Offsets by Edge Detector Antialiasing Shader Stalker Tabula Rasa &#124; Ploobs</title>
		<link>http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/comment-page-1/#comment-176</link>
		<dc:creator>Edge Detector Antialiasing Shader Stalker Tabula Rasa &#124; Ploobs</dc:creator>
		<pubDate>Sat, 25 Jun 2011 12:05:03 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=186#comment-176</guid>
		<description>[...] The pixel_size variable (a float2 with 1/target width in x and 1/target height in y) is used in DirectX 9 Shaders (Opengl and DirectX &gt; 9 does not need this). The need for this &#8220;correction&#8221; is very well explained here. [...]</description>
		<content:encoded><![CDATA[<p>[...] The pixel_size variable (a float2 with 1/target width in x and 1/target height in y) is used in DirectX 9 Shaders (Opengl and DirectX &gt; 9 does not need this). The need for this &#8220;correction&#8221; is very well explained here. [...]</p>
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	<item>
		<title>Comment on Understanding Half-Pixel and Half-Texel Offsets by Drawing FullScreen Quads with XNA 4.0 &#124; Ploobs</title>
		<link>http://drilian.com/2008/11/25/understanding-half-pixel-and-half-texel-offsets/comment-page-1/#comment-175</link>
		<dc:creator>Drawing FullScreen Quads with XNA 4.0 &#124; Ploobs</dc:creator>
		<pubDate>Thu, 23 Jun 2011 14:05:10 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=186#comment-175</guid>
		<description>[...] XNA 4.0 works under DirectX9.0. In this environment, we have to make a &#8220;somehow strange correction&#8221; to the position of our vertices in the Vertex Shader (subtract the halfPixel size) when processing quads. The reason for this is the algorithm used in the rasterization unit (More info about this is Here). [...]</description>
		<content:encoded><![CDATA[<p>[...] XNA 4.0 works under DirectX9.0. In this environment, we have to make a &#8220;somehow strange correction&#8221; to the position of our vertices in the Vertex Shader (subtract the halfPixel size) when processing quads. The reason for this is the algorithm used in the rasterization unit (More info about this is Here). [...]</p>
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		<title>Comment on Ridiculously Sparse Update For A Relatively-Unloved Blog by Javy Absher</title>
		<link>http://drilian.com/2010/07/22/ridiculously-sparse-update-for-a-relatively-unloved-blog/comment-page-1/#comment-173</link>
		<dc:creator>Javy Absher</dc:creator>
		<pubDate>Tue, 07 Jun 2011 00:02:40 +0000</pubDate>
		<guid isPermaLink="false">http://drilian.com/?p=553#comment-173</guid>
		<description>Hello, 
     I am about to start Game Design and Simulation Programming, Would like to know if you would be willing to talk some time. Please email me if this may be possible.

Thanks in advance,
Absher.J</description>
		<content:encoded><![CDATA[<p>Hello,<br />
     I am about to start Game Design and Simulation Programming, Would like to know if you would be willing to talk some time. Please email me if this may be possible.</p>
<p>Thanks in advance,<br />
Absher.J</p>
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	</item>
	<item>
		<title>Comment on Lightning Bolts 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>
]]></content:encoded>
	</item>
	<item>
		<title>Comment on Lightning Bolts 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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