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	<title>Photon Storm</title>
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	<link>https://photonstorm.com</link>
	<description>HTML5 Game Development</description>
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		<title>How we created the responsive HTML5 Art Tools for the BBC</title>
		<link>https://photonstorm.com/html5/clients/how-we-created-the-responsive-html5-art-tools-for-the-bbc</link>
					<comments>https://photonstorm.com/html5/clients/how-we-created-the-responsive-html5-art-tools-for-the-bbc#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Fri, 13 Mar 2015 12:35:10 +0000</pubDate>
				<category><![CDATA[Clients]]></category>
		<category><![CDATA[art tools]]></category>
		<category><![CDATA[BBC]]></category>
		<category><![CDATA[CBeebies]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[responsive]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=20397</guid>

					<description><![CDATA[We were very pleased to be able to create the responsive HTML5 version of the CBeebies Art Tools for the BBC. The CBeebies site had long had a Flash based art tool that allowed children to paint and draw in the browser. The BBC had also released a native app on mobile which offered a similar painting [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/html5/clients/how-we-created-the-responsive-html5-art-tools-for-the-bbc/feed</wfw:commentRss>
			<slash:comments>4</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser Coding Tips 8</title>
		<link>https://photonstorm.com/phaser/phaser-coding-tips-8</link>
					<comments>https://photonstorm.com/phaser/phaser-coding-tips-8#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Tue, 03 Mar 2015 23:26:48 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[coding tips]]></category>
		<category><![CDATA[motion]]></category>
		<category><![CDATA[paths]]></category>
		<category><![CDATA[splines]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=19730</guid>

					<description><![CDATA[Phaser Coding Tips is a free weekly email &#8211; subscribe here. Welcome! In the last issue we covered how to make a bullet pool and various shoot-em-up weapon types. This time we&#8217;re exploring a way to create waveforms, or paths for your baddies to follow. Motion paths don&#8217;t apply to just shoot-em-ups of course. They&#8217;re [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-coding-tips-8/feed</wfw:commentRss>
			<slash:comments>3</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser Coding Tips 7</title>
		<link>https://photonstorm.com/phaser/phaser-coding-tips-7</link>
					<comments>https://photonstorm.com/phaser/phaser-coding-tips-7#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Mon, 23 Feb 2015 01:25:03 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[bullets]]></category>
		<category><![CDATA[coding tips]]></category>
		<category><![CDATA[shmup]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=19082</guid>

					<description><![CDATA[Phaser Coding Tips is a free weekly email &#8211; subscribe here. Welcome! Shmupjam is a game jam dedicated to creating shoot-em-up games. As it&#8217;s now in full flow I figured it&#8217;d be great to see some Phaser entries for it. Therefore this weeks Coding Tips is dedicated to all things bullety and shooty. Get the [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-coding-tips-7/feed</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser 3 Development Log &#8211; w/e 14th Feb</title>
		<link>https://photonstorm.com/phaser-3/phaser-3-development-log-we-14-feb</link>
					<comments>https://photonstorm.com/phaser-3/phaser-3-development-log-we-14-feb#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Wed, 18 Feb 2015 20:48:48 +0000</pubDate>
				<category><![CDATA[Phaser 3]]></category>
		<category><![CDATA[phaser3]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=18602</guid>

					<description><![CDATA[Development of Phaser 3 is already under way. I asked Pete Baron, who is doing the core work on the new renderer to sum-up each week of development. Here is his latest report: Phaser 3 Renderer Progress All source and examples can be found in the phaser3 Git repo (and here is the commit log) The demos can [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser-3/phaser-3-development-log-we-14-feb/feed</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser Coding Tips 6</title>
		<link>https://photonstorm.com/phaser/phaser-coding-tips-6</link>
					<comments>https://photonstorm.com/phaser/phaser-coding-tips-6#respond</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Sat, 14 Feb 2015 01:02:29 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[coding tips]]></category>
		<category><![CDATA[shootout]]></category>
		<category><![CDATA[timers]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=18061</guid>

					<description><![CDATA[Phaser Coding Tips is a free weekly email &#8211; subscribe here. Welcome! Back in the late 80s I was utterly captivated by an Usborne range of programming books, one of which was Computer Battlegames (for the ZX Spectrum, et all). The front cover and illustrations within this book promised great things! In reality only one [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-coding-tips-6/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser Coding Tips 5</title>
		<link>https://photonstorm.com/phaser/phaser-coding-tips-5</link>
					<comments>https://photonstorm.com/phaser/phaser-coding-tips-5#respond</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Fri, 06 Feb 2015 17:30:12 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[coding tips]]></category>
		<category><![CDATA[grid]]></category>
		<category><![CDATA[pacman]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=17409</guid>

					<description><![CDATA[Phaser Coding Tips is a free weekly email &#8211; subscribe here. After a couple of weeks spent working on platform game mechanics I felt we ought to take a small break. Therefore this weeks tutorial is based on an often requested feature on the forum: grid movement. Or more specifically, &#8220;How to move around a [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-coding-tips-5/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser Coding Tips 4</title>
		<link>https://photonstorm.com/phaser/phaser-coding-tips-4</link>
					<comments>https://photonstorm.com/phaser/phaser-coding-tips-4#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Fri, 30 Jan 2015 16:44:13 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[coding tips]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=16823</guid>

					<description><![CDATA[Phaser Coding Tips is a free weekly email &#8211; subscribe here. Welcome! This week we carry on building on our set of platformer game tools. Last time we created platforms with specific friction, but this week we&#8217;re creating platforms you can ride: commonly known as &#8220;cloud platforms&#8221;. Get the source I&#8217;m only going to highlight [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-coding-tips-4/feed</wfw:commentRss>
			<slash:comments>3</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser 3 Development Log &#8211; w/e 30 Jan</title>
		<link>https://photonstorm.com/phaser-3/phaser-3-development-log-we-30th-jan-2</link>
					<comments>https://photonstorm.com/phaser-3/phaser-3-development-log-we-30th-jan-2#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Fri, 30 Jan 2015 07:39:58 +0000</pubDate>
				<category><![CDATA[Phaser 3]]></category>
		<category><![CDATA[phaser3]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=16817</guid>

					<description><![CDATA[Development of Phaser 3 is already under way. I asked Pete Baron, who is doing the core work on the new renderer to sum-up each week of development. Note that not everything reported in here is guaranteed to land in Phaser 3. We&#8217;re still in the experimentation stage. Even so, here is his report for this [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser-3/phaser-3-development-log-we-30th-jan-2/feed</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser Coding Tips 3</title>
		<link>https://photonstorm.com/phaser/phaser-coding-tips-3</link>
					<comments>https://photonstorm.com/phaser/phaser-coding-tips-3#respond</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Fri, 23 Jan 2015 10:59:54 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[coding tips]]></category>
		<category><![CDATA[platformer]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=16795</guid>

					<description><![CDATA[Phaser Coding Tips is a free weekly email &#8211; subscribe here. Welcome! One of the biggest genres of game that devs new to Phaser want to create are platformers. It appears they can&#8217;t get enough of their Mario fix. Being a fan of the genre myself I figured it would make a great new series, [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-coding-tips-3/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser 3 Development Log &#8211; w/e 16th Jan</title>
		<link>https://photonstorm.com/phaser-3/phaser-3-development-log-we-16th-jan</link>
					<comments>https://photonstorm.com/phaser-3/phaser-3-development-log-we-16th-jan#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Fri, 16 Jan 2015 18:21:02 +0000</pubDate>
				<category><![CDATA[Phaser 3]]></category>
		<category><![CDATA[phaser3]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=16702</guid>

					<description><![CDATA[Development of Phaser 3 is already under way. I asked Pete Baron, who is doing the core work on the new renderer to sum-up his week so far. Note that not everything reported in here is guaranteed to land in Phaser 3. We&#8217;re still in the experimentation stage. Even so, here is his report: Phaser [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser-3/phaser-3-development-log-we-16th-jan/feed</wfw:commentRss>
			<slash:comments>4</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser Coding Tips 2</title>
		<link>https://photonstorm.com/phaser/phaser-coding-tips-2</link>
					<comments>https://photonstorm.com/phaser/phaser-coding-tips-2#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Fri, 16 Jan 2015 16:05:19 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[coding tips]]></category>
		<category><![CDATA[tanks]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=16694</guid>

					<description><![CDATA[Phaser Coding Tips is a free weekly email &#8211; subscribe here. Welcome! Missed Issue 1? Read it before continuing. It contains Part 1 of the Tanks game. I was really pleased with the reception the first issue received! It seems I wasn&#8217;t the only one looking for small and focused tutorials. In this issue we [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-coding-tips-2/feed</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
			</item>
		<item>
		<title>Phaser Coding Tips 1</title>
		<link>https://photonstorm.com/phaser/phaser-coding-tips-1</link>
					<comments>https://photonstorm.com/phaser/phaser-coding-tips-1#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Sat, 10 Jan 2015 01:08:00 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[coding tips]]></category>
		<category><![CDATA[tanks]]></category>
		<category><![CDATA[tutorial]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=16448</guid>

					<description><![CDATA[Phaser Coding Tips is a free weekly email &#8211; subscribe here. Welcome! If you&#8217;re anything like me you probably write loads of code. From prototypes demonstrating a single mechanic to helper functions. And sometimes you might even finish a game 🙂 I started this series as a means to share code with you in an [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-coding-tips-1/feed</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
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		<item>
		<title>Phaser v2.1.3 and Pixi v2 are out!</title>
		<link>https://photonstorm.com/phaser/phaser-v2-1-3-and-pixi-v2-are-out</link>
					<comments>https://photonstorm.com/phaser/phaser-v2-1-3-and-pixi-v2-are-out#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Thu, 23 Oct 2014 11:39:26 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[Box2D]]></category>
		<category><![CDATA[Pixi]]></category>
		<category><![CDATA[plugins]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=15155</guid>

					<description><![CDATA[Over at Goodboy Digital they&#8217;ve been working away on Pixi v2 for some time now. As Phaser is built on-top of Pixi we&#8217;ve a vested interest in what is happening in Pixi land and its implications for Phaser. And Pixi v2 is their latest, freshest release. There&#8217;s a detailed blog post explaining all about it, [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-v2-1-3-and-pixi-v2-are-out/feed</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
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		<item>
		<title>Welcome to the DarkForge &#8211; An archive of all my old DarkBASIC code</title>
		<link>https://photonstorm.com/game-development/welcome-to-the-darkforge-an-archive-of-all-my-old-darkbasic-code</link>
					<comments>https://photonstorm.com/game-development/welcome-to-the-darkforge-an-archive-of-all-my-old-darkbasic-code#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Wed, 17 Sep 2014 22:56:26 +0000</pubDate>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[1990s]]></category>
		<category><![CDATA[AMOS]]></category>
		<category><![CDATA[darkbasic]]></category>
		<category><![CDATA[Retro]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=14846</guid>

					<description><![CDATA[Back in 1999 I started using a language called DarkBASIC. As its name implies it was a version of the BASIC language sitting on top of DirectX and pimped out with lots of great 2D and 3D features. Coding in DarkBASIC looked something like this: make object sphere a,50 texture object a,1 scale object a,x,y,z position object [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/game-development/welcome-to-the-darkforge-an-archive-of-all-my-old-darkbasic-code/feed</wfw:commentRss>
			<slash:comments>5</slash:comments>
		
		
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		<title>Phaser goes to the movies</title>
		<link>https://photonstorm.com/phaser/phaser-goes-to-the-movies</link>
					<comments>https://photonstorm.com/phaser/phaser-goes-to-the-movies#respond</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Mon, 11 Aug 2014 21:43:35 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[films]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[TV]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=14665</guid>

					<description><![CDATA[We always love seeing the games created with Phaser and this month we&#8217;ve a number of film and TV related tie-ins. First up is Demolition Dojo, created by Ignition Creative for the new Teenage Mutant Ninja Turtles film. Pick from one of the four turtles and smack down some ninjas while avoiding the little old ladies 🙂 Next up is [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-goes-to-the-movies/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
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		<title>We&#8217;re hiring: Freelance Project Manager / Producer (UK only)</title>
		<link>https://photonstorm.com/game-development/business/were-hiring-freelance-project-manager-producer-uk-only</link>
					<comments>https://photonstorm.com/game-development/business/were-hiring-freelance-project-manager-producer-uk-only#respond</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Thu, 07 Aug 2014 11:12:30 +0000</pubDate>
				<category><![CDATA[Business]]></category>
		<category><![CDATA[freelance]]></category>
		<category><![CDATA[hiring]]></category>
		<category><![CDATA[producers]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=14654</guid>

					<description><![CDATA[We&#8217;re in need of an experienced freelance digital project manager / producer to help our studio run smoothly. The work will include: daily direct client liaison, helping write schedules and proposals, and managing our remote development and art teams. We anticipate this taking up approximately 1 &#8211; 2 hours of a day, each day, so is not a [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/game-development/business/were-hiring-freelance-project-manager-producer-uk-only/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
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		<title>Pixel Perfect scaling a Phaser game</title>
		<link>https://photonstorm.com/phaser/pixel-perfect-scaling-a-phaser-game</link>
					<comments>https://photonstorm.com/phaser/pixel-perfect-scaling-a-phaser-game#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Fri, 01 Aug 2014 19:13:57 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[GBJam]]></category>
		<category><![CDATA[pixel]]></category>
		<category><![CDATA[Retro]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=14633</guid>

					<description><![CDATA[With GBJam3 just started today I tend to get asked this a lot on twitter: &#8220;How do I scale my game and keep it crisp?&#8221; This is a perfectly valid question and is essential for games that rely on pixel art. And the answer is that there is no 100% fully cross-browser compatible solution. There [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/pixel-perfect-scaling-a-phaser-game/feed</wfw:commentRss>
			<slash:comments>20</slash:comments>
		
		
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		<title>We&#8217;re hiring: Laravel4 and Web Audio API developers</title>
		<link>https://photonstorm.com/phaser/were-hiring-laravel4-and-web-audio-api-developers</link>
					<comments>https://photonstorm.com/phaser/were-hiring-laravel4-and-web-audio-api-developers#respond</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Tue, 15 Jul 2014 20:20:07 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[freelance]]></category>
		<category><![CDATA[jobs]]></category>
		<category><![CDATA[laravel4]]></category>
		<category><![CDATA[web audio]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=14587</guid>

					<description><![CDATA[We&#8217;ve been working relentlessly on Phaser, but in order to help us reach some of our goals faster we need additional development support. As a result we&#8217;re looking for 2 experienced freelancers: Laravel4 Developer You&#8217;ll help the core team build the new Phaser web site. A large portion has been completed already. But we need a highly [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/were-hiring-laravel4-and-web-audio-api-developers/feed</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
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		<title>A defiant and deadly Phaser 2.0.6 &#8220;Jornhill&#8221; is released</title>
		<link>https://photonstorm.com/phaser/phaser-2-0-6-jornhill-released</link>
					<comments>https://photonstorm.com/phaser/phaser-2-0-6-jornhill-released#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Thu, 10 Jul 2014 18:37:02 +0000</pubDate>
				<category><![CDATA[Phaser]]></category>
		<category><![CDATA[2.0.6]]></category>
		<category><![CDATA[Pixi]]></category>
		<category><![CDATA[webgl]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=14568</guid>

					<description><![CDATA[Phaser continues to evolve and grow stronger with every release, and 2.0.6 is no exception. We coordinated this release to land the exact same day as Pixi.js 1.6 came out. As you may know Pixi is the renderer that Phaser uses; its beating heart if you will. So when Mat and the Goodboy team drop a stack [&#8230;]]]></description>
		
					<wfw:commentRss>https://photonstorm.com/phaser/phaser-2-0-6-jornhill-released/feed</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
			</item>
		<item>
		<title>A first look at what iOS8 means for Phaser and Pixi.js (hint: bunnies, LOTS of them!)</title>
		<link>https://photonstorm.com/html5/a-first-look-at-what-ios8-means-for-phaser-and-pixi-js-hint-bunnies-lots-of-them</link>
					<comments>https://photonstorm.com/html5/a-first-look-at-what-ios8-means-for-phaser-and-pixi-js-hint-bunnies-lots-of-them#comments</comments>
		
		<dc:creator><![CDATA[Rich]]></dc:creator>
		<pubDate>Mon, 02 Jun 2014 21:39:35 +0000</pubDate>
				<category><![CDATA[HTML5]]></category>
		<category><![CDATA[iOS8]]></category>
		<category><![CDATA[Phaser]]></category>
		<category><![CDATA[Pixi]]></category>
		<category><![CDATA[webgl]]></category>
		<guid isPermaLink="false">http://www.photonstorm.com/?p=14384</guid>

					<description><![CDATA[So Apple dropped a few significant bombshells at WWDC today. But bundled away between all of their fancy new APIs and Swift language was the fact that they&#8217;ve finally, finally unleashed WebGL in Safari. On both desktop AND mobile. As you can imagine I was excited to download iOS8 right away and test it out [&#8230;]]]></description>
		
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			<slash:comments>10</slash:comments>
		
		
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