<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title><![CDATA[RetroFlux]]></title><description><![CDATA[RetroFlux]]></description><link>http://retroflux.net/</link><image><url>http://retroflux.net/favicon.png</url><title>RetroFlux</title><link>http://retroflux.net/</link></image><generator>Ghost 1.21</generator><lastBuildDate>Thu, 15 Feb 2018 23:39:19 GMT</lastBuildDate><atom:link href="http://retroflux.net/rss/" rel="self" type="application/rss+xml"/><ttl>60</ttl><item><title><![CDATA[Engine Update]]></title><description><![CDATA[<div class="kg-card-markdown"><p>Hiatus over. Back to engine development!</p>
<p>Here's a little update with &quot;Cerberus,&quot; modeled and textured by Andrew Maximov.</p>
<div class="video-container">
<iframe src="https://www.youtube.com/embed/XdhCe6QPNPo?rel=0" frameborder="0" allowfullscreen></iframe>
</div>
<p>Technical: Cook-Torrance based PBR with metalness workflow, SSAO, Bloom.</p>
<p>PBR shader still needs some tweaks.</p>
<p>Just a quick post for now, but I will be posting more!</p>
</div>]]></description><link>http://retroflux.net/engine-update/</link><guid isPermaLink="false">597a707743aefe6eb0e56492</guid><category><![CDATA[Engine]]></category><dc:creator><![CDATA[Osman]]></dc:creator><pubDate>Sat, 04 Feb 2017 22:06:00 GMT</pubDate><media:content url="http://retroflux.net/content/images/2017/02/screen58.png" medium="image"/><content:encoded><![CDATA[<div class="kg-card-markdown"><img src="http://retroflux.net/content/images/2017/02/screen58.png" alt="Engine Update"><p>Hiatus over. Back to engine development!</p>
<p>Here's a little update with &quot;Cerberus,&quot; modeled and textured by Andrew Maximov.</p>
<div class="video-container">
<iframe src="https://www.youtube.com/embed/XdhCe6QPNPo?rel=0" frameborder="0" allowfullscreen></iframe>
</div>
<p>Technical: Cook-Torrance based PBR with metalness workflow, SSAO, Bloom.</p>
<p>PBR shader still needs some tweaks.</p>
<p>Just a quick post for now, but I will be posting more!</p>
</div>]]></content:encoded></item></channel></rss>