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	<title>*null</title>
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	<description>Programming, gaming, and everything geek.</description>
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		<title>Volumetric Cloud Project: Complete (for now)</title>
		<link>http://www.splatnull.com/2009/12/05/volumetric-cloud-project-complete-for-now/</link>
		<comments>http://www.splatnull.com/2009/12/05/volumetric-cloud-project-complete-for-now/#comments</comments>
		<pubDate>Sat, 05 Dec 2009 06:14:06 +0000</pubDate>
		<dc:creator>Ray Johannessen</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[frame buffer objects]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[pixel shader]]></category>
		<category><![CDATA[render to 3d texture]]></category>

		<guid isPermaLink="false">http://www.splatnull.com/?p=314</guid>
		<description><![CDATA[Hello again! The volumetric cloud project has achieved the status of complete for now. I was finally able to get decent volumetric clouds rendering using openGL, cg and shaders&#8230;influenced heavily by an example from nVidia of rendering to 3d textures. The only thing missing to make them very convincing is self-shadowing&#8230;someday  . Check it [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Driving on the Psuedo-Random</title>
		<link>http://www.splatnull.com/2009/11/21/driving-on-the-psuedo-random/</link>
		<comments>http://www.splatnull.com/2009/11/21/driving-on-the-psuedo-random/#comments</comments>
		<pubDate>Sat, 21 Nov 2009 15:02:29 +0000</pubDate>
		<dc:creator>Zilchius</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Math]]></category>
		<category><![CDATA[Picking]]></category>
		<category><![CDATA[Procedural Generation]]></category>
		<category><![CDATA[Terrain]]></category>
		<category><![CDATA[Terrain Following]]></category>
		<category><![CDATA[Vector Math]]></category>

		<guid isPermaLink="false">http://www.splatnull.com/?p=189</guid>
		<description><![CDATA[Part of the series: Terrain Generator&#187; Terrain following is a pretty important part of almost any 3D application.  It&#8217;s the process of figuring out what the geometry of the ground looks like, and how to go about interacting with it.  For most applications, this can be a pretty search intensive process, but for [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>A Project on Volumetric Clouds</title>
		<link>http://www.splatnull.com/2009/10/31/a-project-on-volumetric-clouds/</link>
		<comments>http://www.splatnull.com/2009/10/31/a-project-on-volumetric-clouds/#comments</comments>
		<pubDate>Sat, 31 Oct 2009 08:29:47 +0000</pubDate>
		<dc:creator>Ray Johannessen</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Perlin Noise]]></category>
		<category><![CDATA[Procedural Generation]]></category>

		<guid isPermaLink="false">http://www.splatnull.com/?p=184</guid>
		<description><![CDATA[I recently posted on my personal blog about the current status of my volumetric cloud project. It is far from complete, but I briefly go over a few techniques that I have found interesting, provide some links, and a handful of images that I&#8217;ve saved along the journey. Enjoy!
]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Building a Better Planet</title>
		<link>http://www.splatnull.com/2009/10/26/building-a-better-planet/</link>
		<comments>http://www.splatnull.com/2009/10/26/building-a-better-planet/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 09:42:43 +0000</pubDate>
		<dc:creator>Zilchius</dc:creator>
				<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Procedural Generation]]></category>

		<guid isPermaLink="false">http://www.splatnull.com/?p=163</guid>
		<description><![CDATA[Part of the series: Terrain Generator&#187; My little side project of a terrain generator has now once again stepped into being a school project.  This is a good thing though, because now I don&#8217;t feel guilty about asking for help from teachers, and will have to spend more time on it.  But, let&#8217;s not talk [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>An Introduction to Mobile Platforms</title>
		<link>http://www.splatnull.com/2009/10/09/an-introduction-to-mobile-platforms/</link>
		<comments>http://www.splatnull.com/2009/10/09/an-introduction-to-mobile-platforms/#comments</comments>
		<pubDate>Fri, 09 Oct 2009 23:40:55 +0000</pubDate>
		<dc:creator>Christopher Hays</dc:creator>
				<category><![CDATA[Android]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Auto Poke]]></category>
		<category><![CDATA[Blackberry]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[J2ME]]></category>
		<category><![CDATA[Java]]></category>
		<category><![CDATA[Windows Mobile]]></category>

		<guid isPermaLink="false">http://www.splatnull.com/?p=131</guid>
		<description><![CDATA[Part of the series: Beginning Android Development&#187; Hello everyone! My name is Christopher Hays, and I too am a student at Full Sail University. There are few things I like more than programming (and tech in general). I feel that one of the best parts of being a software engineer is an ever changing and [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>2D Boy&#8217;s Rapid Prototyping Framework</title>
		<link>http://www.splatnull.com/2009/09/26/2d-boys-rapid-prototyping-framework/</link>
		<comments>http://www.splatnull.com/2009/09/26/2d-boys-rapid-prototyping-framework/#comments</comments>
		<pubDate>Sat, 26 Sep 2009 04:37:38 +0000</pubDate>
		<dc:creator>Zilchius</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[prototyping]]></category>

		<guid isPermaLink="false">http://www.splatnull.com/?p=127</guid>
		<description><![CDATA[I hope many of you have played World of Goo, and thusly know of it&#8217;s developer, 2D Boy.  If not, it&#8217;s one of the better indie 2D puzzle titles out on the market right now and definitely worth a shot.  But I&#8217;m not here to review World of Goo. You see, recently, 2D Boy has done something [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Tile Selection (Mouse Picking)</title>
		<link>http://www.splatnull.com/2009/09/16/creating-isometric-maps-part-ii/</link>
		<comments>http://www.splatnull.com/2009/09/16/creating-isometric-maps-part-ii/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 01:15:29 +0000</pubDate>
		<dc:creator>Ray Johannessen</dc:creator>
				<category><![CDATA[Isometric]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[tile engine]]></category>
		<category><![CDATA[tile picking]]></category>
		<category><![CDATA[tile picking with mouse]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.splatnull.com/?p=102</guid>
		<description><![CDATA[Part of the series: Creating Isometric Maps&#187; Now comes the tricky part, what if you need to select a tile, or a character on a tile? Or more technically&#8211;how can you determine which tile your mouse is currently over? I should also mention that this process may sometimes be referred to as a &#8220;screen-to-map&#8221; conversion, [...]]]></description>
		<wfw:commentRss>http://www.splatnull.com/2009/09/16/creating-isometric-maps-part-ii/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Intro/Rendering</title>
		<link>http://www.splatnull.com/2009/09/13/creating-isometric-maps-part-i/</link>
		<comments>http://www.splatnull.com/2009/09/13/creating-isometric-maps-part-i/#comments</comments>
		<pubDate>Sun, 13 Sep 2009 08:15:57 +0000</pubDate>
		<dc:creator>Ray Johannessen</dc:creator>
				<category><![CDATA[Isometric]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[2D]]></category>
		<category><![CDATA[C++]]></category>
		<category><![CDATA[game development]]></category>
		<category><![CDATA[rendering]]></category>
		<category><![CDATA[tile engine]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.splatnull.com/blog/?p=14</guid>
		<description><![CDATA[Part of the series: Creating Isometric Maps&#187; Hello all!  My name is Ray..and today I want to talk about creating isometric things&#8230;like engines, editors, and maps. Mostly maps, but these concepts apply to all three. OK, here goes!

I must say that I am by no means an expert on this topic, but I had [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Hello world!</title>
		<link>http://www.splatnull.com/2009/08/22/hello-world/</link>
		<comments>http://www.splatnull.com/2009/08/22/hello-world/#comments</comments>
		<pubDate>Sat, 22 Aug 2009 18:59:14 +0000</pubDate>
		<dc:creator>Zilchius</dc:creator>
				<category><![CDATA[OpenGL]]></category>
		<category><![CDATA[Procedural Generation]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[CPU]]></category>
		<category><![CDATA[GPU]]></category>
		<category><![CDATA[Graphics]]></category>
		<category><![CDATA[Intro]]></category>
		<category><![CDATA[Perlin Noise]]></category>
		<category><![CDATA[Terrain]]></category>

		<guid isPermaLink="false">http://www.splatnull.com/blog/?p=3</guid>
		<description><![CDATA[This is a new blogroll, obviously, but what we're going for here is a community site geared towards programmers, gamers, and technophiles.  Or just those curious about that sort of thing.  We'll generally cover a lot of different topics, from a lot of different people... but it's all opinion, and open for discussion.  We'd love to hear from you, so don't hesitate to comment or shoot any of us an email.

So, let's start things off with a bang, shall we?]]></description>
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		<slash:comments>3</slash:comments>
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