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	<title>Lightning Engine</title>
	
	<link>http://blog.makingartstudios.com</link>
	<description />
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		<title>Memory Analyzer v1.0 demo</title>
		<link>http://feedproxy.google.com/~r/LightningEngine/~3/He4oAp87cmM/</link>
		<comments>http://blog.makingartstudios.com/?p=39#comments</comments>
		<pubDate>Fri, 22 May 2009 14:30:22 +0000</pubDate>
		<dc:creator>AD</dc:creator>
				<category><![CDATA[memory_tracking]]></category>
		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=39</guid>
		<description>Four months ago we&amp;#8217;ve written about a new tool we are currently developing, for tracking memory allocations in real-time. Since then, the code has changed a lot. It has been cleaned up and improved, both memory and performance wise, and today we are proud to release a demo version of it. You can grab it [...]&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=He4oAp87cmM:cdhT_7PRISM:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=He4oAp87cmM:cdhT_7PRISM:D7DqB2pKExk"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?i=He4oAp87cmM:cdhT_7PRISM:D7DqB2pKExk" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/LightningEngine/~4/He4oAp87cmM" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&amp;p=39</wfw:commentRss>
		<slash:comments>6</slash:comments>
		<feedburner:origLink>http://blog.makingartstudios.com/?p=39</feedburner:origLink></item>
		<item>
		<title>Tracking Memory Allocations</title>
		<link>http://feedproxy.google.com/~r/LightningEngine/~3/9FmkVIz4VTI/</link>
		<comments>http://blog.makingartstudios.com/?p=16#comments</comments>
		<pubDate>Sun, 18 Jan 2009 12:14:40 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[memory_tracking]]></category>
		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=16</guid>
		<description>Inspired by a series of articles by Jelle van der Beek ([1-3]), as well as the implementation by Maciej Sinilo ([4]), we&amp;#8217;ve decided to write an application for tracking memory usage and statistics of unmanaged applications. Its primary use would be to monitor the engine&amp;#8217;s memory requirements and tracking down memory leaks. The prototype is [...]&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=9FmkVIz4VTI:AJPUcKlXnJM:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=9FmkVIz4VTI:AJPUcKlXnJM:D7DqB2pKExk"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?i=9FmkVIz4VTI:AJPUcKlXnJM:D7DqB2pKExk" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/LightningEngine/~4/9FmkVIz4VTI" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&amp;p=16</wfw:commentRss>
		<slash:comments>1</slash:comments>
		<feedburner:origLink>http://blog.makingartstudios.com/?p=16</feedburner:origLink></item>
		<item>
		<title>Interactive editing of Virtual Textures</title>
		<link>http://feedproxy.google.com/~r/LightningEngine/~3/rwStTfoSNJ0/</link>
		<comments>http://blog.makingartstudios.com/?p=13#comments</comments>
		<pubDate>Sat, 15 Nov 2008 10:46:12 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[virtual_textures]]></category>
		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=13</guid>
		<description>Our first attempt on interactive editing of virtual textures. Watch in high quality (recommended) First some info about the video. The virtual texture size is 128k x 128k with a 256 x 256 tile. Tiles are generated by a second thread on demand, using software rendering. There are 3 different layers and one decal in [...]&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=rwStTfoSNJ0:AEZyQkssUEQ:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=rwStTfoSNJ0:AEZyQkssUEQ:D7DqB2pKExk"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?i=rwStTfoSNJ0:AEZyQkssUEQ:D7DqB2pKExk" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/LightningEngine/~4/rwStTfoSNJ0" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&amp;p=13</wfw:commentRss>
		<slash:comments>0</slash:comments>
		<feedburner:origLink>http://blog.makingartstudios.com/?p=13</feedburner:origLink></item>
		<item>
		<title>Virtual Textures</title>
		<link>http://feedproxy.google.com/~r/LightningEngine/~3/CUknB-z7IxM/</link>
		<comments>http://blog.makingartstudios.com/?p=12#comments</comments>
		<pubDate>Thu, 02 Oct 2008 11:44:29 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[virtual_textures]]></category>
		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=12</guid>
		<description>We&amp;#8217;ve recently started searching for ways to optimize our terrain renderer. Our current implementation uses material splatting with user specified weights per material, as well as decals for extra details (e.g. roads, foot steps, etc.). For distant terrain we use a base layer, in order to minimize the amount of work required to render the [...]&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=CUknB-z7IxM:he0tqGXfl_o:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=CUknB-z7IxM:he0tqGXfl_o:D7DqB2pKExk"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?i=CUknB-z7IxM:he0tqGXfl_o:D7DqB2pKExk" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/LightningEngine/~4/CUknB-z7IxM" height="1" width="1"/&gt;</description>
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		<slash:comments>2</slash:comments>
		<feedburner:origLink>http://blog.makingartstudios.com/?p=12</feedburner:origLink></item>
		<item>
		<title>Percentage Closer Soft Shadows</title>
		<link>http://feedproxy.google.com/~r/LightningEngine/~3/uA7kWGjUHEk/</link>
		<comments>http://blog.makingartstudios.com/?p=9#comments</comments>
		<pubDate>Thu, 12 Jun 2008 14:52:58 +0000</pubDate>
		<dc:creator>AD</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[shadows]]></category>
		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=9</guid>
		<description>One method for reducing the aliasing of traditional shadow maps, is to soften the edges. By using such a technique the alliasing problem of the depth shadow maps is less noticeable and the resulting image is closer to the real world shadows. Also textures with lower resolution can be used without noticeable visual artifacts. So, [...]&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=uA7kWGjUHEk:c3w-2Eqc8-c:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=uA7kWGjUHEk:c3w-2Eqc8-c:D7DqB2pKExk"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?i=uA7kWGjUHEk:c3w-2Eqc8-c:D7DqB2pKExk" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/LightningEngine/~4/uA7kWGjUHEk" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&amp;p=9</wfw:commentRss>
		<slash:comments>0</slash:comments>
		<feedburner:origLink>http://blog.makingartstudios.com/?p=9</feedburner:origLink></item>
		<item>
		<title>Parallel Split Shadow Maps</title>
		<link>http://feedproxy.google.com/~r/LightningEngine/~3/XSv46qgpqkQ/</link>
		<comments>http://blog.makingartstudios.com/?p=8#comments</comments>
		<pubDate>Wed, 11 Jun 2008 18:08:58 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[shadows]]></category>
		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=8</guid>
		<description>Parallel Split Shadow Maps (PSSM) is a shadow mapping technique which tries to minimize shadow aliasing by splitting the view frustum into smaller regions, each one covered by a separate small shadow buffer, effectively distributing the shadow buffer resolution more evenly along the view frustum. For more details on how the algorithm works see the [...]&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=XSv46qgpqkQ:LNIedXDQmGs:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=XSv46qgpqkQ:LNIedXDQmGs:D7DqB2pKExk"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?i=XSv46qgpqkQ:LNIedXDQmGs:D7DqB2pKExk" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/LightningEngine/~4/XSv46qgpqkQ" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&amp;p=8</wfw:commentRss>
		<slash:comments>4</slash:comments>
		<feedburner:origLink>http://blog.makingartstudios.com/?p=8</feedburner:origLink></item>
		<item>
		<title>Shadow masks and stencil buffer optimization</title>
		<link>http://feedproxy.google.com/~r/LightningEngine/~3/ACC1v1anQ-E/</link>
		<comments>http://blog.makingartstudios.com/?p=7#comments</comments>
		<pubDate>Thu, 05 Jun 2008 06:53:36 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[rendering]]></category>
		<category><![CDATA[optimization]]></category>
		<category><![CDATA[shadows]]></category>
		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=7</guid>
		<description>We&amp;#8217;ve recently added shadow mask support in one of the render paths used in Lightning Engine, and i thought of testing how much does stencil masking helps performance. Shadow masks are screen sized textures containing the shadow term, and possibly attenuation calculations, for a light, for each pixel. Since they don&amp;#8217;t contain color information, one [...]&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=ACC1v1anQ-E:Sccee73HqVI:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=ACC1v1anQ-E:Sccee73HqVI:D7DqB2pKExk"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?i=ACC1v1anQ-E:Sccee73HqVI:D7DqB2pKExk" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/LightningEngine/~4/ACC1v1anQ-E" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&amp;p=7</wfw:commentRss>
		<slash:comments>8</slash:comments>
		<feedburner:origLink>http://blog.makingartstudios.com/?p=7</feedburner:origLink></item>
		<item>
		<title>First post (and hopefully not the last)…</title>
		<link>http://feedproxy.google.com/~r/LightningEngine/~3/Z6aFOLKSQ6k/</link>
		<comments>http://blog.makingartstudios.com/?p=3#comments</comments>
		<pubDate>Thu, 15 May 2008 17:35:46 +0000</pubDate>
		<dc:creator>JD</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[general]]></category>
		<guid isPermaLink="false">http://blog.makingartstudios.com/?p=3</guid>
		<description>Hi We would like to welcome you to our web site. We are planning to post updates on Lightning Engine in this blog, so if you are interested in the engine, or real-time graphics in general we would like to hear your comments/thoughts. Thank you for visiting. The Lightning Engine Dev team&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=Z6aFOLKSQ6k:8cN3Rg91aEY:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/LightningEngine?a=Z6aFOLKSQ6k:8cN3Rg91aEY:D7DqB2pKExk"&gt;&lt;img src="http://feeds.feedburner.com/~ff/LightningEngine?i=Z6aFOLKSQ6k:8cN3Rg91aEY:D7DqB2pKExk" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/LightningEngine/~4/Z6aFOLKSQ6k" height="1" width="1"/&gt;</description>
		<wfw:commentRss>http://blog.makingartstudios.com/?feed=rss2&amp;p=3</wfw:commentRss>
		<slash:comments>3</slash:comments>
		<feedburner:origLink>http://blog.makingartstudios.com/?p=3</feedburner:origLink></item>
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