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	<title>Karn Bianco » Blog</title>
	
	<link>http://karnbianco.co.uk</link>
	<description>Karn Spydar Lee Bianco | Game Programmer, Freelance Writer</description>
	<lastBuildDate>Fri, 20 Aug 2010 17:55:36 +0000</lastBuildDate>
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		<title>Project Maternity</title>
		<link>http://karnbianco.co.uk/blog/2010/08/20/project-maternity/</link>
		<comments>http://karnbianco.co.uk/blog/2010/08/20/project-maternity/#comments</comments>
		<pubDate>Fri, 20 Aug 2010 16:46:51 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/?p=233</guid>
		<description><![CDATA[Project Maternity was a 2010 Imagine Cup entry from Ninja Vikings with Claws&#8217; (Dominic Bodman, Catarina Barros, and myself). It made it to the second round of the competition — not bad for first year students that had only a few weeks in which to develop it from scratch. The United Nation&#8217;s Millennium Goals were [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Alien Swarm Holdout Mode</title>
		<link>http://karnbianco.co.uk/blog/2010/08/13/alien-swarm-holdout-mode/</link>
		<comments>http://karnbianco.co.uk/blog/2010/08/13/alien-swarm-holdout-mode/#comments</comments>
		<pubDate>Fri, 13 Aug 2010 19:06:06 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[Alien Swarm]]></category>
		<category><![CDATA[Alien Swarm Holdout Mode]]></category>
		<category><![CDATA[Hammer Editor]]></category>
		<category><![CDATA[Source SDK]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/blog/?p=216</guid>
		<description><![CDATA[A big part of the Alien Swarm mod I&#8217;m working on is spawning aliens so that they attack in massive waves, rather than in response to triggers set off by the player. Luckily for me, the game&#8217;s SDK already includes a lot of this functionality in its incomplete Holdout mode (operated by the &#8220;asw_holdout_mode&#8221; entity). [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2010/08/13/alien-swarm-holdout-mode/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Viewing Alien Swarm Models</title>
		<link>http://karnbianco.co.uk/blog/2010/08/12/viewing-alien-swarm-models/</link>
		<comments>http://karnbianco.co.uk/blog/2010/08/12/viewing-alien-swarm-models/#comments</comments>
		<pubDate>Thu, 12 Aug 2010 15:45:50 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Projects]]></category>
		<category><![CDATA[Alien Swarm]]></category>
		<category><![CDATA[Model Viewer]]></category>
		<category><![CDATA[Source SDK]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/blog/?p=212</guid>
		<description><![CDATA[Alien Swarm assets including models are all packaged into VPK (&#8220;Valve Pak&#8221;) files and cannot be accessed manually unless they are extracted with a tool such as Gibbed&#8217;s VPK Extractor. Packaged models should be viewable with the Model Viewer but Alien Swarm&#8216;s aren&#8217;t. That&#8217;s because the Model Viewer requires a proper folder/directory structure even if said [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2010/08/12/viewing-alien-swarm-models/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Alien Swarm Mod: Dev Diary</title>
		<link>http://karnbianco.co.uk/blog/2010/08/11/alien-swarm-mod-dev-diary-part-1/</link>
		<comments>http://karnbianco.co.uk/blog/2010/08/11/alien-swarm-mod-dev-diary-part-1/#comments</comments>
		<pubDate>Wed, 11 Aug 2010 10:24:28 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[C++]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[Alien Swarm]]></category>
		<category><![CDATA[Alien Swarm mod]]></category>
		<category><![CDATA[Alienus Effervo]]></category>
		<category><![CDATA[Source SDK]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/blog/?p=208</guid>
		<description><![CDATA[Ninja Vikings with Claws (an indie game developer founded by myself and other students on my course) has started work on a modification of Valve&#8217;s freely available co-operative shooter Alien Swarm, and I&#8217;ve decided to document the development process. Codenamed Alienus Effervo (three guesses were we got the name from) the mod&#8217;s raison d&#8217;être is to add RTS-inspired [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2010/08/11/alien-swarm-mod-dev-diary-part-1/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Develop 2010 Expo Highlights</title>
		<link>http://karnbianco.co.uk/blog/2010/08/09/develop-2010-expo-highlights/</link>
		<comments>http://karnbianco.co.uk/blog/2010/08/09/develop-2010-expo-highlights/#comments</comments>
		<pubDate>Mon, 09 Aug 2010 10:13:34 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Games Industry]]></category>
		<category><![CDATA[Adam Green]]></category>
		<category><![CDATA[Develop]]></category>
		<category><![CDATA[Doug Binks]]></category>
		<category><![CDATA[Hope Caton]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Rocco Loscalzo]]></category>
		<category><![CDATA[Ted Woolsey]]></category>
		<category><![CDATA[XBLA]]></category>

		<guid isPermaLink="false">http://karnbianco.co.uk/blog/?p=199</guid>
		<description><![CDATA[This year&#8217;s Develop conference in Brighton took place last month (July 14-15, 2010) and, while access to the conference itself carried a pretty hefty price tag, the expo that ran alongside it was free for anyone to attend. Headline-grabbing keynotes from the likes of Peter Molyneux and Tim Shafer were off limits to Expo-goers but [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2010/08/09/develop-2010-expo-highlights/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Harmonia</title>
		<link>http://karnbianco.co.uk/blog/2010/06/11/harmonia/</link>
		<comments>http://karnbianco.co.uk/blog/2010/06/11/harmonia/#comments</comments>
		<pubDate>Fri, 11 Jun 2010 01:46:51 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Portfolio]]></category>
		<category><![CDATA[Projects]]></category>
		<category><![CDATA[XNA]]></category>
		<category><![CDATA[games design]]></category>
		<category><![CDATA[harmonia]]></category>
		<category><![CDATA[puzzle game]]></category>
		<category><![CDATA[tile-based]]></category>

		<guid isPermaLink="false">http://karnbianco.com/blog/?p=192</guid>
		<description><![CDATA[<em>Harmonia</em> was designed to be an asynchronous co-operative game for the Xbox 360.]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2010/06/11/harmonia/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Pseudo 2D Convex Hull Generation</title>
		<link>http://karnbianco.co.uk/blog/2009/08/18/pseudo-2d-convex-hull-generation/</link>
		<comments>http://karnbianco.co.uk/blog/2009/08/18/pseudo-2d-convex-hull-generation/#comments</comments>
		<pubDate>Tue, 18 Aug 2009 04:02:56 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[XNA]]></category>
		<category><![CDATA[collision detection]]></category>
		<category><![CDATA[convex hull]]></category>
		<category><![CDATA[separating axis theorem]]></category>

		<guid isPermaLink="false">http://karnbianco.com/blog/?p=191</guid>
		<description><![CDATA[While working with the separating axis theorem in a 2D XNA project, I started looking at ways to generate a tight-fitting convex hull around a sprite in order to implement more accurate collision detection than I would be able to with a standard bounding box. There&#8217;s a whole slew of 2D convex hull generation algorithms [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2009/08/18/pseudo-2d-convex-hull-generation/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Drawing 2D Primitives with XNA</title>
		<link>http://karnbianco.co.uk/blog/2009/08/17/drawing-2d-primitives-with-xna/</link>
		<comments>http://karnbianco.co.uk/blog/2009/08/17/drawing-2d-primitives-with-xna/#comments</comments>
		<pubDate>Mon, 17 Aug 2009 07:46:14 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[XNA]]></category>
		<category><![CDATA[2d lines]]></category>
		<category><![CDATA[2d primitives]]></category>
		<category><![CDATA[clip space]]></category>
		<category><![CDATA[screen space]]></category>

		<guid isPermaLink="false">http://karnbianco.com/blog/?p=190</guid>
		<description><![CDATA[As described on MSDN, drawing lines and other 3D Primitives with XNA involves defining vertices in world space, setting up an Effect, applying view and projection transformations, and finally making a call to the graphics card with a DrawUserPrimitives (or similar) call. If you&#8217;re working in 2D, however, not only is this overkill, but if [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2009/08/17/drawing-2d-primitives-with-xna/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>BioShock comes to Brighton Beach</title>
		<link>http://karnbianco.co.uk/blog/2009/08/08/bioshock-on-brighton-beach/</link>
		<comments>http://karnbianco.co.uk/blog/2009/08/08/bioshock-on-brighton-beach/#comments</comments>
		<pubDate>Sat, 08 Aug 2009 07:09:05 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[Journal]]></category>
		<category><![CDATA[BioShock]]></category>
		<category><![CDATA[BioShock 2]]></category>
		<category><![CDATA[Brighton]]></category>

		<guid isPermaLink="false">http://karnbianco.com/blog/?p=189</guid>
		<description><![CDATA[To promote BioShock 2, 2K Games recently circulated a letter purportedly written by one Mark Meltzer &#8211; a potential new in-game character who is in search of his lost daughter &#8211; requesting that people travel to one of ten listed beaches at dawn on Saturday, August 8th (today). Locations included Bondi Beach in Australia, Jones [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2009/08/08/bioshock-on-brighton-beach/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Using Blender Models In XNA</title>
		<link>http://karnbianco.co.uk/blog/2009/05/06/using-blender-models-in-xna/</link>
		<comments>http://karnbianco.co.uk/blog/2009/05/06/using-blender-models-in-xna/#comments</comments>
		<pubDate>Wed, 06 May 2009 12:39:00 +0000</pubDate>
		<dc:creator>Karn Bianco</dc:creator>
				<category><![CDATA[XNA]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[Blender]]></category>
		<category><![CDATA[fbx]]></category>
		<category><![CDATA[Python]]></category>
		<category><![CDATA[Stromcode]]></category>

		<guid isPermaLink="false">http://karnbianco.com/blog/?p=188</guid>
		<description><![CDATA[The following is based on Part I of Stromcode’s excellent Modelling for XNA with Blender series, which details how to create a basic UV textured 3D model in Blender and export it as an .fbx file for use in XNA. I&#8217;ve included a few extra solutions to problems I ran across while attempting to follow [...]]]></description>
		<wfw:commentRss>http://karnbianco.co.uk/blog/2009/05/06/using-blender-models-in-xna/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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