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	<title>Andy's Game Development Resources</title>
	
	<link>http://amesgames.net</link>
	<description>Game programming articles, downloads, and musings</description>
	<pubDate>Sun, 19 Apr 2009 17:09:51 +0000</pubDate>
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	<language>en</language>
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		<title>Hierarchical State Machines (Part 1)</title>
		<link>http://amesgames.net/2009/04/18/hierarchical-state-machines-part-1/</link>
		<comments>http://amesgames.net/2009/04/18/hierarchical-state-machines-part-1/#comments</comments>
		<pubDate>Sat, 18 Apr 2009 20:29:39 +0000</pubDate>
		<dc:creator>Andy</dc:creator>
		
		<category><![CDATA[Animation]]></category>

		<category><![CDATA[Game Engines]]></category>

		<guid isPermaLink="false">http://amesgames.net/?p=42</guid>
		<description><![CDATA[Hierarchical state machines are a very convenient design pattern for character control in video games. In two recent games I worked on (an adventure game and a platformer), my team used a data-driven, policy-based hierarchical state machine engine to drive the character animations.
Data-Driven
A data-driven model provides two main advantages. First, it allows for the use [...]]]></description>
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		</item>
		<item>
		<title>Game Editor</title>
		<link>http://amesgames.net/2007/08/11/game-editor/</link>
		<comments>http://amesgames.net/2007/08/11/game-editor/#comments</comments>
		<pubDate>Sat, 11 Aug 2007 17:59:16 +0000</pubDate>
		<dc:creator>Andy</dc:creator>
		
		<category><![CDATA[Has Downloads]]></category>

		<category><![CDATA[Tools Programming]]></category>

		<category><![CDATA[c++ programming]]></category>

		<category><![CDATA[c++ reflection]]></category>

		<category><![CDATA[command pattern]]></category>

		<category><![CDATA[component model]]></category>

		<category><![CDATA[design patterns]]></category>

		<category><![CDATA[document model]]></category>

		<category><![CDATA[game content creation]]></category>

		<category><![CDATA[game editor programming]]></category>

		<category><![CDATA[graphical user interface programming]]></category>

		<category><![CDATA[model-view-controller architecture]]></category>

		<category><![CDATA[qt programming]]></category>

		<category><![CDATA[rtti]]></category>

		<category><![CDATA[user interface programming]]></category>

		<guid isPermaLink="false">http://andy.obenski.net/?p=8</guid>
		<description><![CDATA[Game Editor Download

What does it take to make a game editor for designers and other game content creators? What tools must the software developers provide? How do the software developers provide these features?
Following is a list of user interface features that may be required by the content creators.

Consistent File Handling - the open/edit/save cycle should [...]]]></description>
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		</item>
		<item>
		<title>Dodgeball Game</title>
		<link>http://amesgames.net/2004/06/01/dodgeball-game/</link>
		<comments>http://amesgames.net/2004/06/01/dodgeball-game/#comments</comments>
		<pubDate>Tue, 01 Jun 2004 19:27:04 +0000</pubDate>
		<dc:creator>Andy</dc:creator>
		
		<category><![CDATA[Graphics Programming]]></category>

		<category><![CDATA[Has Downloads]]></category>

		<category><![CDATA[java programming]]></category>

		<category><![CDATA[multi-player game programming]]></category>

		<guid isPermaLink="false">http://andy.obenski.net/?p=6</guid>
		<description><![CDATA[Dodgeball Download

This was a team project in a Software Development Methodology class. It&#8217;s very fun to play.
It is a multiplayer Dodgeball game that can be played on a LAN (but not the internet). It was written in Java.
Ricochet Team
Andy Ames
Adi Chandra
Brandi Martin
Mira Vissell
Mike Tekle
Instructor: Cormac Flanagan
Teaching Assistant: Jennifer Bevan
]]></description>
		<wfw:commentRss>http://amesgames.net/2004/06/01/dodgeball-game/feed/</wfw:commentRss>
		</item>
		<item>
		<title>Radiosity</title>
		<link>http://amesgames.net/2004/03/16/radiosity/</link>
		<comments>http://amesgames.net/2004/03/16/radiosity/#comments</comments>
		<pubDate>Tue, 16 Mar 2004 18:46:34 +0000</pubDate>
		<dc:creator>Andy</dc:creator>
		
		<category><![CDATA[Graphics Programming]]></category>

		<category><![CDATA[Has Downloads]]></category>

		<category><![CDATA[3d graphics programming]]></category>

		<category><![CDATA[computer visualization]]></category>

		<category><![CDATA[fltk programming]]></category>

		<category><![CDATA[radiosity algorithm]]></category>

		<category><![CDATA[static lighting algorithm]]></category>

		<guid isPermaLink="false">http://andy.obenski.net/?p=5</guid>
		<description><![CDATA[Radiosity Download

This project is my final project in a Computer Animation and Visualization class. It implements a variation of the radiosity algorithm based on the website of Hugo Elias (http://freespace.virgin.net/hugo.elias/radiosity/radiosity.htm).
The project can be used as a learning tool for visualizing the radiosity algorithm in action. Hence, it&#8217;s not very optimized nor is it for general [...]]]></description>
		<wfw:commentRss>http://amesgames.net/2004/03/16/radiosity/feed/</wfw:commentRss>
		</item>
		<item>
		<title>BSP</title>
		<link>http://amesgames.net/2003/12/15/bsp/</link>
		<comments>http://amesgames.net/2003/12/15/bsp/#comments</comments>
		<pubDate>Tue, 16 Dec 2003 05:48:27 +0000</pubDate>
		<dc:creator>Andy</dc:creator>
		
		<category><![CDATA[Graphics Programming]]></category>

		<category><![CDATA[Has Downloads]]></category>

		<category><![CDATA[3d graphics programming]]></category>

		<category><![CDATA[binary space partition]]></category>

		<category><![CDATA[bsp]]></category>

		<category><![CDATA[directx programming]]></category>

		<category><![CDATA[fltk programming]]></category>

		<category><![CDATA[half-life]]></category>

		<category><![CDATA[opengl programming]]></category>

		<category><![CDATA[potentially visible set]]></category>

		<category><![CDATA[pvs]]></category>

		<category><![CDATA[quake]]></category>

		<category><![CDATA[wxwidgets programming]]></category>

		<guid isPermaLink="false">http://andy.obenski.net/?p=4</guid>
		<description><![CDATA[Version 1: BSP FLTK Download
Version 2: BSP wxWidgets Download
Here are some version 1 and version 2 screenshots. If you&#8217;ve played Quake 1, you&#8217;ll recognize the start map (version 1; first screenshot). The second screenshot is from the version 2 renderer, complete with textures.


Here are two implementations of the Binary Space Partition (BSP) algorithm used in [...]]]></description>
		<wfw:commentRss>http://amesgames.net/2003/12/15/bsp/feed/</wfw:commentRss>
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