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	<title>games.greggman.com</title>
	
	<link>http://games.greggman.com/game</link>
	<description>Games, Code and Game Development</description>
	<lastBuildDate>Thu, 23 Feb 2012 04:55:11 +0000</lastBuildDate>
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		<title>HTML5 ByteBeat</title>
		<link>http://feedproxy.google.com/~r/Gamesgreggmancom/~3/iB8h7jG2_rU/</link>
		<comments>http://games.greggman.com/game/html5-bytebeat/#comments</comments>
		<pubDate>Mon, 13 Feb 2012 03:03:41 +0000</pubDate>
		<dc:creator>gman</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[audio]]></category>
		<category><![CDATA[bytebeat]]></category>
		<category><![CDATA[html5]]></category>
		<category><![CDATA[javascript]]></category>
		<category><![CDATA[music]]></category>

		<guid isPermaLink="false">http://games.greggman.com/game/?p=2238</guid>
		<description>&lt;p&gt;My friend Danny introduced me to Bytebeat music. There&amp;#8217;s &lt;a href="http://canonical.org/~kragen/bytebeat/"&gt;a great introduction here&lt;/a&gt;. The short version of it is you write a function that given only &amp;#8216;t&amp;#8217; as input produces music.&lt;br /&gt;
&lt;span id="more-2238"&gt;&lt;/span&gt;&lt;br /&gt;
Danny also introduced me to &lt;a href="http://madgarden.net/apps/glitch-machine/"&gt;glitch machine&lt;/a&gt; which is cool iOS app for playing with Bytebeat music. The article above also links to &lt;p&gt;&lt;a href="http://games.greggman.com/game/html5-bytebeat/"&gt;read more...&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Gamesgreggmancom/~4/iB8h7jG2_rU" height="1" width="1"/&gt;</description>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>Inspecting Cookies in Chrome</title>
		<link>http://feedproxy.google.com/~r/Gamesgreggmancom/~3/DMeDzWHpqEg/</link>
		<comments>http://games.greggman.com/game/inspecting-cookies-in-chrome/#comments</comments>
		<pubDate>Sun, 22 Jan 2012 01:10:09 +0000</pubDate>
		<dc:creator>gman</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[chrome]]></category>
		<category><![CDATA[cookies]]></category>

		<guid isPermaLink="false">http://games.greggman.com/game/?p=2226</guid>
		<description>&lt;p&gt;Someone told me (sorry I forgot who) they wished they could inspect cookies in Chrome.&lt;/p&gt;
&lt;p&gt;Well, I checked and Chrome already has a cookie inspector.&lt;/p&gt;
&lt;p&gt;&lt;img align="center" src="http://games.greggman.com/images/misc/Chrome-Cookie-Inspector-sm.png" class="gman-border-cshadow" alt="click for larger image" width="400" &lt;p&gt;&lt;a href="http://games.greggman.com/game/inspecting-cookies-in-chrome/"&gt;read more...&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Gamesgreggmancom/~4/DMeDzWHpqEg" height="1" width="1"/&gt;</description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>WebGL 2D – Moving Things Around – Part 4: Matrix Magic</title>
		<link>http://feedproxy.google.com/~r/Gamesgreggmancom/~3/ZflDB8WjJxw/</link>
		<comments>http://games.greggman.com/game/webgl-2d-matrices/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 07:39:40 +0000</pubDate>
		<dc:creator>gman</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[matrices]]></category>
		<category><![CDATA[matrix math]]></category>
		<category><![CDATA[transformation]]></category>
		<category><![CDATA[transforms]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://games.greggman.com/game/?p=2115</guid>
		<description>&lt;p&gt;This post is a continuation of a series of posts about WebGL. The first &lt;a href="http://games.greggman.com/game/webgl-fundamentals/"&gt;started with fundamentals&lt;/a&gt; and the previous was &lt;a href="http://games.greggman.com/game/webgl-2d-scale/"&gt;about scaling 2D geometry&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;In the last 3 posts we went over how to &lt;a href="http://games.greggman.com/game/webgl-2d-translation"&gt;translate geometry&lt;/a&gt;, &lt;a href="http://games.greggman.com/game/webgl-2d-rotation"&gt;rotate geometry&lt;/a&gt;, and &lt;a href="http://games.greggman.com/game/webgl-2d-scale"&gt;scale geometry&lt;/a&gt;. Translation, rotation and scale are each considered a type &lt;p&gt;&lt;a href="http://games.greggman.com/game/webgl-2d-matrices/"&gt;read more...&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Gamesgreggmancom/~4/ZflDB8WjJxw" height="1" width="1"/&gt;</description>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>WebGL 2D – Moving Things Around – Part 3: Scale</title>
		<link>http://feedproxy.google.com/~r/Gamesgreggmancom/~3/D73UH1QsQt0/</link>
		<comments>http://games.greggman.com/game/webgl-2d-scale/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 07:26:57 +0000</pubDate>
		<dc:creator>gman</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[webgl]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[scale]]></category>
		<category><![CDATA[transform]]></category>

		<guid isPermaLink="false">http://games.greggman.com/game/?p=2091</guid>
		<description>&lt;p&gt;This post is a continuation of a series of posts about WebGL. The first &lt;a href="http://games.greggman.com/game/webgl-fundamentals/"&gt;started with fundamentals&lt;/a&gt; and the previous was &lt;a href="http://games.greggman.com/game/webgl-2d-rotation/"&gt;about rotating geometry&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Scaling is just as &lt;a href="http://games.greggman.com/game/webgl-2d-translation/"&gt;easy as translation&lt;/a&gt;.&lt;br /&gt;
&lt;span id="more-2091"&gt;&lt;/span&gt;&lt;br /&gt;
We multiply the position by our desired scale. Here&amp;#8217;s are the changes from our &lt;a href="http://games.greggman.com/game/webgl-2d-rotation/"&gt;previous sample&lt;/a&gt;.&lt;/p&gt;
&lt;pre class="prettyprint"&gt;
&amp;#60;script id="2d-vertex-shader" type="x-shader/x-vertex"&amp;#62;
attribute vec2 &lt;p&gt;&lt;a href="http://games.greggman.com/game/webgl-2d-scale/"&gt;read more...&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Gamesgreggmancom/~4/D73UH1QsQt0" height="1" width="1"/&gt;</description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>WebGL 2D – Moving Things Around – Part 2: Rotation</title>
		<link>http://feedproxy.google.com/~r/Gamesgreggmancom/~3/9OzHJUqgtis/</link>
		<comments>http://games.greggman.com/game/webgl-2d-rotation/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 07:23:26 +0000</pubDate>
		<dc:creator>gman</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[webgl]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[rotation]]></category>
		<category><![CDATA[transform]]></category>

		<guid isPermaLink="false">http://games.greggman.com/game/?p=2034</guid>
		<description>&lt;p&gt;This post is a continuation of a series of posts about WebGL. The first &lt;a href="http://games.greggman.com/game/webgl-fundamentals/"&gt;started with fundamentals&lt;/a&gt; and the previous was &lt;a href="http://games.greggman.com/game/webgl-2d-translation/"&gt;about translating geometry&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;m going to admit right up front I have no idea if how I explain this will make sense but what the heck, might as well try.&lt;br /&gt;
&lt;span id="more-2034"&gt;&lt;/span&gt;&lt;br /&gt;
First I want &lt;p&gt;&lt;a href="http://games.greggman.com/game/webgl-2d-rotation/"&gt;read more...&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Gamesgreggmancom/~4/9OzHJUqgtis" height="1" width="1"/&gt;</description>
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		<item>
		<title>WebGL 2D – Moving Things Around – Part 1: Translation</title>
		<link>http://feedproxy.google.com/~r/Gamesgreggmancom/~3/6zx2tRZiJZI/</link>
		<comments>http://games.greggman.com/game/webgl-2d-translation/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 07:16:22 +0000</pubDate>
		<dc:creator>gman</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[webgl]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[translation]]></category>

		<guid isPermaLink="false">http://games.greggman.com/game/?p=2030</guid>
		<description>&lt;p&gt;Before we move on to 3D let&amp;#8217;s stick with 2D for a little while longer. Bear with me please. This article might seem exceedingly obvious to some but I&amp;#8217;ll build up to a point in a few articles.&lt;/p&gt;
&lt;p&gt;This article is a continuation of a series starting with &lt;a href="http://games.greggman.com/game/webgl-fundamentals/"&gt;WebGL Fundamentals&lt;/a&gt;. If you haven&amp;#8217;t read &lt;p&gt;&lt;a href="http://games.greggman.com/game/webgl-2d-translation/"&gt;read more...&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Gamesgreggmancom/~4/6zx2tRZiJZI" height="1" width="1"/&gt;</description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>WebGL and Alpha</title>
		<link>http://feedproxy.google.com/~r/Gamesgreggmancom/~3/D-wQ-YYdpLo/</link>
		<comments>http://games.greggman.com/game/webgl-and-alpha/#comments</comments>
		<pubDate>Fri, 06 Jan 2012 18:48:47 +0000</pubDate>
		<dc:creator>gman</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[webgl]]></category>
		<category><![CDATA[alpha]]></category>

		<guid isPermaLink="false">http://games.greggman.com/game/?p=2005</guid>
		<description>&lt;p&gt;I&amp;#8217;ve noticed some OpenGL developers having issues with how WebGL treats alpha in the backbuffer (ie, the canvas), so I thought it might be good to go over some of the differences between WebGL and OpenGL related to alpha.&lt;br /&gt;
&lt;span id="more-2005"&gt;&lt;/span&gt;&lt;br /&gt;
The biggest difference between OpenGL and WebGL is that OpenGL renders to a backbuffer that is &lt;p&gt;&lt;a href="http://games.greggman.com/game/webgl-and-alpha/"&gt;read more...&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Gamesgreggmancom/~4/D-wQ-YYdpLo" height="1" width="1"/&gt;</description>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>WebGL Image Processing Continued</title>
		<link>http://feedproxy.google.com/~r/Gamesgreggmancom/~3/RQGziRWuVQ4/</link>
		<comments>http://games.greggman.com/game/webgl-image-processing-continued/#comments</comments>
		<pubDate>Mon, 02 Jan 2012 21:58:56 +0000</pubDate>
		<dc:creator>gman</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[image processing]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://games.greggman.com/game/?p=1965</guid>
		<description>&lt;p&gt;This article is a continuation of &lt;a href="http://games.greggman.com/game/webgl-image-processing/"&gt;WebGL Image Processing&lt;/a&gt;. If you haven&amp;#8217;t read that I suggest &lt;a href="http://games.greggman.com/game/webgl-image-processing/"&gt;you start there&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;The next most obvious question for image processing is how do apply multiple effects?&lt;br /&gt;
&lt;span id="more-1965"&gt;&lt;/span&gt;&lt;br /&gt;
Well, you could try to generate shaders on the fly. Provide a UI that lets the user select the effects &lt;p&gt;&lt;a href="http://games.greggman.com/game/webgl-image-processing-continued/"&gt;read more...&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Gamesgreggmancom/~4/RQGziRWuVQ4" height="1" width="1"/&gt;</description>
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		<item>
		<title>Why Android and iPhone Both Suck</title>
		<link>http://feedproxy.google.com/~r/Gamesgreggmancom/~3/wEqtTJ5RG-Y/</link>
		<comments>http://games.greggman.com/game/why-android-and-iphone-both-suck/#comments</comments>
		<pubDate>Mon, 02 Jan 2012 04:51:47 +0000</pubDate>
		<dc:creator>gman</dc:creator>
				<category><![CDATA[opinions]]></category>
		<category><![CDATA[Android]]></category>
		<category><![CDATA[iOS]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://games.greggman.com/game/?p=1906</guid>
		<description>&lt;p&gt;Most people get used to one and hate the other. I hate both.&lt;br /&gt;
&lt;span id="more-1906"&gt;&lt;/span&gt;&lt;br /&gt;
My history with these devices is as follows. I had an iPhone3 in 2008. I busted it in frustration in September 2009. I was going to get a new one but I was given a free Nexus-One in December 2009 so I &lt;p&gt;&lt;a href="http://games.greggman.com/game/why-android-and-iphone-both-suck/"&gt;read more...&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Gamesgreggmancom/~4/wEqtTJ5RG-Y" height="1" width="1"/&gt;</description>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>WebGL Image Processing</title>
		<link>http://feedproxy.google.com/~r/Gamesgreggmancom/~3/1_lth5Q7Y9A/</link>
		<comments>http://games.greggman.com/game/webgl-image-processing/#comments</comments>
		<pubDate>Sat, 31 Dec 2011 22:28:50 +0000</pubDate>
		<dc:creator>gman</dc:creator>
				<category><![CDATA[code]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[image processing]]></category>
		<category><![CDATA[webgl]]></category>

		<guid isPermaLink="false">http://games.greggman.com/game/?p=1923</guid>
		<description>&lt;p&gt;Image processing is easy in WebGL. How easy? Read below.&lt;br /&gt;
&lt;span id="more-1923"&gt;&lt;/span&gt;&lt;br /&gt;
This is a continuation from &lt;a href="http://games.greggman.com/game/webgl-fundamentals/"&gt;WebGL Fundamentals&lt;/a&gt;. If you haven&amp;#8217;t read that I&amp;#8217;d suggest &lt;a href="http://games.greggman.com/game/webgl-fundamentals/"&gt;going there first&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;To draw images in WebGL we need to use textures. Similarly to the way WebGL expects clipspace coordinates when rendering instead of pixels, WebGL expects texture &lt;p&gt;&lt;a href="http://games.greggman.com/game/webgl-image-processing/"&gt;read more...&lt;/a&gt;&lt;/p&gt;&lt;img src="http://feeds.feedburner.com/~r/Gamesgreggmancom/~4/1_lth5Q7Y9A" height="1" width="1"/&gt;</description>
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