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<title>Devbump / Published News</title>
<link>http://www.devbump.com</link>
<description>Pligg Web 2.0 Content Management System  votes</description>
<pubDate>Mon, 23 Jun 2008 14:06:30 PDT</pubDate>
<language>en</language>
<item>
<title><![CDATA[Using Flash in your 3D games]]></title>
<link>http://www.devbump.com/story.php?title=Using_Flash_in_your_3D_games</link>
<comments>http://www.devbump.com/story.php?title=Using_Flash_in_your_3D_games</comments>
<pubDate>Mon, 23 Jun 2008 14:06:30 PDT</pubDate>
<dc:creator></dc:creator>
<category>Tools / Resources</category>
<guid>http://www.devbump.com/story.php?title=Using_Flash_in_your_3D_games</guid>
<description><![CDATA[Gameswf (pronounced &quot;game swiff&quot;) is an open source library that was designed to be used as a UI library for computer and console games.<br/><br/>13 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[BrainWorks: Making Things Right]]></title>
<link>http://www.devbump.com/story.php?title=BrainWorks_Making_Things_Right</link>
<comments>http://www.devbump.com/story.php?title=BrainWorks_Making_Things_Right</comments>
<pubDate>Mon, 23 Jun 2008 09:29:44 PDT</pubDate>
<dc:creator></dc:creator>
<category>Technology</category>
<guid>http://www.devbump.com/story.php?title=BrainWorks_Making_Things_Right</guid>
<description><![CDATA[Only when the AI was programmed to do something counter-intuitive (for a computer) did the AI seem human.<br/><br/>11 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[Weapons of Awesome Power (and some less so)]]></title>
<link>http://www.devbump.com/story.php?title=Weapons_of_Awesome_Power_and_some_less_so</link>
<comments>http://www.devbump.com/story.php?title=Weapons_of_Awesome_Power_and_some_less_so</comments>
<pubDate>Mon, 23 Jun 2008 09:29:40 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=Weapons_of_Awesome_Power_and_some_less_so</guid>
<description><![CDATA[What makes a weapon feel powerful?  Watch side-by-side comparisons of shotguns, rifles and machineguns and pinpoint the things that work.<br/><br/>12 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[How to make the Levels the Two Towers Way]]></title>
<link>http://www.devbump.com/story.php?title=How_to_make_the_Levels_the_Two_Towers_Way</link>
<comments>http://www.devbump.com/story.php?title=How_to_make_the_Levels_the_Two_Towers_Way</comments>
<pubDate>Mon, 23 Jun 2008 09:29:37 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=How_to_make_the_Levels_the_Two_Towers_Way</guid>
<description><![CDATA[An interesting article describing the level design process for The Two Towers game.<br/><br/>12 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[Developer's Blogs, are they worth it?]]></title>
<link>http://www.devbump.com/story.php?title=Developers_Blogs_are_they_worth_it-1</link>
<comments>http://www.devbump.com/story.php?title=Developers_Blogs_are_they_worth_it-1</comments>
<pubDate>Sun, 22 Jun 2008 10:29:50 PDT</pubDate>
<dc:creator></dc:creator>
<category>Industry</category>
<guid>http://www.devbump.com/story.php?title=Developers_Blogs_are_they_worth_it-1</guid>
<description><![CDATA[Part 2<br/><br/>14 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[Virtual Worlds To Be Used As Artificial Intelligence Incubators]]></title>
<link>http://www.devbump.com/story.php?title=Virtual_Worlds_To_Be_Used_As_Artificial_Intelligence_Incubators</link>
<comments>http://www.devbump.com/story.php?title=Virtual_Worlds_To_Be_Used_As_Artificial_Intelligence_Incubators</comments>
<pubDate>Thu, 19 Jun 2008 00:02:33 PDT</pubDate>
<dc:creator></dc:creator>
<category>Industry</category>
<guid>http://www.devbump.com/story.php?title=Virtual_Worlds_To_Be_Used_As_Artificial_Intelligence_Incubators</guid>
<description><![CDATA[AI research firm Novamente has created a new type of software that learns by interacting with avatars in virtual worlds such as Second Life.<br/><br/>12 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[Holiday Bonus Sales Statistics -- Grey Alien Games]]></title>
<link>http://www.devbump.com/story.php?title=Holiday_Bonus_Sales_Statistics_-_Grey_Alien_Games-1</link>
<comments>http://www.devbump.com/story.php?title=Holiday_Bonus_Sales_Statistics_-_Grey_Alien_Games-1</comments>
<pubDate>Thu, 19 Jun 2008 00:02:20 PDT</pubDate>
<dc:creator></dc:creator>
<category>Industry</category>
<guid>http://www.devbump.com/story.php?title=Holiday_Bonus_Sales_Statistics_-_Grey_Alien_Games-1</guid>
<description><![CDATA[Sales statistics for &quot;Holiday Bonus&quot; by Grey Alien Games. Shows just how much impact portals can have on sales. It's also interesting to see that <br/><br/>12 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[NVIDIA PerfHUD 6 Beta 2]]></title>
<link>http://www.devbump.com/story.php?title=NVIDIA_PerfHUD_6_Beta_2</link>
<comments>http://www.devbump.com/story.php?title=NVIDIA_PerfHUD_6_Beta_2</comments>
<pubDate>Thu, 19 Jun 2008 00:00:42 PDT</pubDate>
<dc:creator></dc:creator>
<category>Tools / Resources</category>
<guid>http://www.devbump.com/story.php?title=NVIDIA_PerfHUD_6_Beta_2</guid>
<description><![CDATA[PerfHUD 6 Beta 2 is the second public beta of PerfHUD. NVIDIA PerfHUD is a powerful real-time performance analysis tool for Direct3D applications.<br/><br/>11 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[Pillars and Razors]]></title>
<link>http://www.devbump.com/story.php?title=Pillars_and_Razors</link>
<comments>http://www.devbump.com/story.php?title=Pillars_and_Razors</comments>
<pubDate>Wed, 18 Jun 2008 23:59:57 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=Pillars_and_Razors</guid>
<description><![CDATA[Some tools to get your head around the scope of a large project...  It is critical to focus the team on pillars that form the core of the game.<br/><br/>11 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[More Part 2: Justifying the Axe]]></title>
<link>http://www.devbump.com/story.php?title=More_Part_2_Justifying_the_Axe</link>
<comments>http://www.devbump.com/story.php?title=More_Part_2_Justifying_the_Axe</comments>
<pubDate>Wed, 18 Jun 2008 23:56:17 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=More_Part_2_Justifying_the_Axe</guid>
<description><![CDATA[Following up on the perils of having &quot;more for the sake of more&quot; in your game, here are a few reasons why a more focused product is a good thing.<br/><br/>12 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[An Anatomy of Despair: Aggregation Over Inheritance]]></title>
<link>http://www.devbump.com/story.php?title=An_Anatomy_of_Despair_Aggregation_Over_Inheritance</link>
<comments>http://www.devbump.com/story.php?title=An_Anatomy_of_Despair_Aggregation_Over_Inheritance</comments>
<pubDate>Wed, 11 Jun 2008 06:50:24 PDT</pubDate>
<dc:creator></dc:creator>
<category>Code</category>
<guid>http://www.devbump.com/story.php?title=An_Anatomy_of_Despair_Aggregation_Over_Inheritance</guid>
<description><![CDATA[A convincing argument to use a component-based system instead of an OOP system<br/><br/>13 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[Huddersfield student develops game for the blind - news - www.developmag.com]]></title>
<link>http://www.devbump.com/story.php?title=Huddersfield_student_develops_game_for_the_blind_-_news_-_www-developmag-com</link>
<comments>http://www.devbump.com/story.php?title=Huddersfield_student_develops_game_for_the_blind_-_news_-_www-developmag-com</comments>
<pubDate>Tue, 03 Jun 2008 10:07:08 PDT</pubDate>
<dc:creator></dc:creator>
<category>Technology</category>
<guid>http://www.devbump.com/story.php?title=Huddersfield_student_develops_game_for_the_blind_-_news_-_www-developmag-com</guid>
<description><![CDATA[A final year student at the Computer games programming course at Huddersfield university has developed a game based on sounds for the blind.<br/><br/>13 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[Lying to an AI]]></title>
<link>http://www.devbump.com/story.php?title=Lying_to_an_AI</link>
<comments>http://www.devbump.com/story.php?title=Lying_to_an_AI</comments>
<pubDate>Tue, 03 Jun 2008 10:07:05 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=Lying_to_an_AI</guid>
<description><![CDATA[Game AI developers live in fear that their AI will encounter a game situation where the player will know the AI has cheated.<br/><br/>13 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[The obsession with &quot;More&quot;]]></title>
<link>http://www.devbump.com/story.php?title=The_obsession_with_More-1</link>
<comments>http://www.devbump.com/story.php?title=The_obsession_with_More-1</comments>
<pubDate>Mon, 02 Jun 2008 08:12:16 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=The_obsession_with_More-1</guid>
<description><![CDATA[What's with everyone's obsession with putting &quot;more&quot; into games?  Has GTA set gamers' expectations for us to have titles full of random crap?<br/><br/>14 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[Measuring Responsiveness in Video Games]]></title>
<link>http://www.devbump.com/story.php?title=Measuring_Responsiveness_in_Video_Games</link>
<comments>http://www.devbump.com/story.php?title=Measuring_Responsiveness_in_Video_Games</comments>
<pubDate>Mon, 02 Jun 2008 07:13:08 PDT</pubDate>
<dc:creator></dc:creator>
<category>Tools / Resources</category>
<guid>http://www.devbump.com/story.php?title=Measuring_Responsiveness_in_Video_Games</guid>
<description><![CDATA[A scientific measurement of input responsiveness in a video game.<br/><br/>13 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[NeoAxis Engine 0.56 Released]]></title>
<link>http://www.devbump.com/story.php?title=NeoAxis_Engine_0-56_Released-1</link>
<comments>http://www.devbump.com/story.php?title=NeoAxis_Engine_0-56_Released-1</comments>
<pubDate>Mon, 02 Jun 2008 06:54:15 PDT</pubDate>
<dc:creator></dc:creator>
<category>Technology</category>
<guid>http://www.devbump.com/story.php?title=NeoAxis_Engine_0-56_Released-1</guid>
<description><![CDATA[NeoAxis Engine Version 0.56 has been released with many changes and bug fixes.The most important features in this release are:- New Scene Graph<br/><br/>15 bump(s) ]]></description>
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<item>
<title><![CDATA[realtimecollisiondetection.net - the blog » Don’t follow the shortest path!]]></title>
<link>http://www.devbump.com/story.php?title=realtimecollisiondetection-net_-_the_blog_-_Donrsquot_follow_the_shortest_path</link>
<comments>http://www.devbump.com/story.php?title=realtimecollisiondetection-net_-_the_blog_-_Donrsquot_follow_the_shortest_path</comments>
<pubDate>Mon, 02 Jun 2008 06:54:09 PDT</pubDate>
<dc:creator></dc:creator>
<category>Code</category>
<guid>http://www.devbump.com/story.php?title=realtimecollisiondetection-net_-_the_blog_-_Donrsquot_follow_the_shortest_path</guid>
<description><![CDATA[When using the A* algorithm for pathfinding, good paths can often be found using much less search effort through means of a nonadmissible heuristic.<br/><br/>12 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[ShaderMap CL (FREE) - Convert Photos to Normal Maps, Height Maps, and more]]></title>
<link>http://www.devbump.com/story.php?title=ShaderMap_CL_FREE_-_Convert_Photos_to_Normal_Maps_Height_Maps_and_more</link>
<comments>http://www.devbump.com/story.php?title=ShaderMap_CL_FREE_-_Convert_Photos_to_Normal_Maps_Height_Maps_and_more</comments>
<pubDate>Mon, 02 Jun 2008 06:13:30 PDT</pubDate>
<dc:creator></dc:creator>
<category>Tools / Resources</category>
<guid>http://www.devbump.com/story.php?title=ShaderMap_CL_FREE_-_Convert_Photos_to_Normal_Maps_Height_Maps_and_more</guid>
<description><![CDATA[ShaderMap CL is a free command-line tool for converting textures and photos to normal maps, height maps, specular, and dudv maps.<br/><br/>12 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[GPU Gems - Part II: Shading, Lighting, and Shadows]]></title>
<link>http://www.devbump.com/story.php?title=GPU_Gems_-_Part_II_Shading_Lighting_and_Shadows</link>
<comments>http://www.devbump.com/story.php?title=GPU_Gems_-_Part_II_Shading_Lighting_and_Shadows</comments>
<pubDate>Sun, 01 Jun 2008 18:58:55 PDT</pubDate>
<dc:creator></dc:creator>
<category>Code</category>
<guid>http://www.devbump.com/story.php?title=GPU_Gems_-_Part_II_Shading_Lighting_and_Shadows</guid>
<description><![CDATA[Three new chapters from GPU Gems 2 are now available on the NVIDIA Developer Website. The first section, &quot;Geometric Complexity&quot;, is now completed and<br/><br/>14 bump(s) ]]></description>
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<item>
<title><![CDATA[Warren Spector to keynote Game Education Summit // News // GamesIndustry.biz]]></title>
<link>http://www.devbump.com/story.php?title=Warren_Spector_to_keynote_Game_Education_Summit__News__GamesIndustry-biz</link>
<comments>http://www.devbump.com/story.php?title=Warren_Spector_to_keynote_Game_Education_Summit__News__GamesIndustry-biz</comments>
<pubDate>Sat, 17 May 2008 00:40:02 PDT</pubDate>
<dc:creator></dc:creator>
<category>Industry</category>
<guid>http://www.devbump.com/story.php?title=Warren_Spector_to_keynote_Game_Education_Summit__News__GamesIndustry-biz</guid>
<description><![CDATA[Disney Interactive Studios executives Warren Spector and Mark Meyers will be delivering a keynote address at the Game Education Summit, June 11 in Da<br/><br/>14 bump(s) ]]></description>
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<item>
<title><![CDATA[Gamasutra - Finding A New Way: Jenova Chen And Thatgamecompany]]></title>
<link>http://www.devbump.com/story.php?title=Gamasutra_-_Finding_A_New_Way_Jenova_Chen_And_Thatgamecompany</link>
<comments>http://www.devbump.com/story.php?title=Gamasutra_-_Finding_A_New_Way_Jenova_Chen_And_Thatgamecompany</comments>
<pubDate>Fri, 16 May 2008 06:55:47 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=Gamasutra_-_Finding_A_New_Way_Jenova_Chen_And_Thatgamecompany</guid>
<description><![CDATA[Interview with Jenova Chen about Thatgamecompany, FlOw, FlOwer and game design. Extremely interesting read.<br/><br/>13 bump(s) ]]></description>
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<item>
<title><![CDATA[The Ghost of OpenGL 3.0]]></title>
<link>http://www.devbump.com/story.php?title=The_Ghost_of_OpenGL_3-0</link>
<comments>http://www.devbump.com/story.php?title=The_Ghost_of_OpenGL_3-0</comments>
<pubDate>Thu, 15 May 2008 05:40:35 PDT</pubDate>
<dc:creator></dc:creator>
<category>Technology</category>
<guid>http://www.devbump.com/story.php?title=The_Ghost_of_OpenGL_3-0</guid>
<description><![CDATA[The expected API promises many new features, enhancements and is the first total rewrite of the OpenGL Standard. Well, that's the plan at least.<br/><br/>11 bump(s) ]]></description>
</item>

<item>
<title><![CDATA[Applying Personas to Game Design]]></title>
<link>http://www.devbump.com/story.php?title=Applying_Personas_to_Game_Design</link>
<comments>http://www.devbump.com/story.php?title=Applying_Personas_to_Game_Design</comments>
<pubDate>Wed, 14 May 2008 16:23:43 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=Applying_Personas_to_Game_Design</guid>
<description><![CDATA[Taking player perspective into account during design is important, and adapting personas from software development is an easy way to do so.<br/><br/>12 bump(s) ]]></description>
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<item>
<title><![CDATA[AssistCG - Free Textures]]></title>
<link>http://www.devbump.com/story.php?title=AssistCG_-_Free_Textures-1</link>
<comments>http://www.devbump.com/story.php?title=AssistCG_-_Free_Textures-1</comments>
<pubDate>Mon, 12 May 2008 09:08:46 PDT</pubDate>
<dc:creator></dc:creator>
<category>Art</category>
<guid>http://www.devbump.com/story.php?title=AssistCG_-_Free_Textures-1</guid>
<description><![CDATA[http://www.assistcg.com/ - resource of high quality seamless textures 1024x1024 px. Tutorials and articles a<br/><br/>11 bump(s) ]]></description>
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<item>
<title><![CDATA[AI development is never done]]></title>
<link>http://www.devbump.com/story.php?title=AI_development_is_never_done</link>
<comments>http://www.devbump.com/story.php?title=AI_development_is_never_done</comments>
<pubDate>Sun, 11 May 2008 11:09:10 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=AI_development_is_never_done</guid>
<description><![CDATA[AI development can last forever. You're never really done. At least not until you say you are.<br/><br/>13 bump(s) ]]></description>
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<item>
<title><![CDATA[NVIDIA PhysX SDK 2.8.1 - Now Available]]></title>
<link>http://www.devbump.com/story.php?title=NVIDIA_PhysX_SDK_2-8-1_-_Now_Available</link>
<comments>http://www.devbump.com/story.php?title=NVIDIA_PhysX_SDK_2-8-1_-_Now_Available</comments>
<pubDate>Sat, 10 May 2008 14:49:35 PDT</pubDate>
<dc:creator></dc:creator>
<category>Industry</category>
<guid>http://www.devbump.com/story.php?title=NVIDIA_PhysX_SDK_2-8-1_-_Now_Available</guid>
<description><![CDATA[The latest NVIDIA PhysX SDK (Free for commercial and non-commercial use) - version 2.8.1 - is now available. The new version improves joint performan<br/><br/>13 bump(s) ]]></description>
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<item>
<title><![CDATA[The Cg Tutorial - Available online!]]></title>
<link>http://www.devbump.com/story.php?title=The_Cg_Tutorial_-_Available_online-1</link>
<comments>http://www.devbump.com/story.php?title=The_Cg_Tutorial_-_Available_online-1</comments>
<pubDate>Tue, 06 May 2008 09:08:45 PDT</pubDate>
<dc:creator></dc:creator>
<category>Code</category>
<guid>http://www.devbump.com/story.php?title=The_Cg_Tutorial_-_Available_online-1</guid>
<description><![CDATA[The 10 chapters of the Cg Tutorial are now available online for free. The Cg Tutorial teaches you more than just the Cg Shading Language. It serves a<br/><br/>16 bump(s) ]]></description>
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<title><![CDATA[Designing to a First-Person-Shooter]]></title>
<link>http://www.devbump.com/story.php?title=Designing_to_a_First-Person-Shooter</link>
<comments>http://www.devbump.com/story.php?title=Designing_to_a_First-Person-Shooter</comments>
<pubDate>Tue, 06 May 2008 09:08:44 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=Designing_to_a_First-Person-Shooter</guid>
<description><![CDATA[PC FPS design vs. Console FPS design. Why we must design to a specific platform, and not design a PC FPS for a console platform.<br/><br/>13 bump(s) ]]></description>
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<title><![CDATA[Geek romance: Proposing marriage via video game]]></title>
<link>http://www.devbump.com/story.php?title=Geek_romance_Proposing_marriage_via_video_game-1</link>
<comments>http://www.devbump.com/story.php?title=Geek_romance_Proposing_marriage_via_video_game-1</comments>
<pubDate>Mon, 05 May 2008 09:30:49 PDT</pubDate>
<dc:creator></dc:creator>
<category>Industry</category>
<guid>http://www.devbump.com/story.php?title=Geek_romance_Proposing_marriage_via_video_game-1</guid>
<description><![CDATA[title says it all...<br/><br/>11 bump(s) ]]></description>
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<title><![CDATA[realtimecollisiondetection.net - the blog » Design patterns are from hell!]]></title>
<link>http://www.devbump.com/story.php?title=realtimecollisiondetection-net_-_the_blog_-_Design_patterns_are_from_hell</link>
<comments>http://www.devbump.com/story.php?title=realtimecollisiondetection-net_-_the_blog_-_Design_patterns_are_from_hell</comments>
<pubDate>Sun, 04 May 2008 07:38:21 PDT</pubDate>
<dc:creator></dc:creator>
<category>Code</category>
<guid>http://www.devbump.com/story.php?title=realtimecollisiondetection-net_-_the_blog_-_Design_patterns_are_from_hell</guid>
<description><![CDATA[Design patterns are all the rage, but are they the right way of thinking about a problem? Not everyone thinks so!<br/><br/>11 bump(s) ]]></description>
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<title><![CDATA[How a variable can affect AI]]></title>
<link>http://www.devbump.com/story.php?title=How_a_variable_can_affect_AI</link>
<comments>http://www.devbump.com/story.php?title=How_a_variable_can_affect_AI</comments>
<pubDate>Sat, 03 May 2008 07:05:29 PDT</pubDate>
<dc:creator></dc:creator>
<category>Design</category>
<guid>http://www.devbump.com/story.php?title=How_a_variable_can_affect_AI</guid>
<description><![CDATA[In artificial intelligence, everything needs to be broken down to numbers. A sensitive number is hard to tweak; you won't see the right behavior<br/><br/>11 bump(s) ]]></description>
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<title><![CDATA[NASA releases RFP for their MMO]]></title>
<link>http://www.devbump.com/story.php?title=NASA_releases_RFP_for_their_MMO-1</link>
<comments>http://www.devbump.com/story.php?title=NASA_releases_RFP_for_their_MMO-1</comments>
<pubDate>Sat, 03 May 2008 07:05:12 PDT</pubDate>
<dc:creator></dc:creator>
<category>Tools / Resources</category>
<guid>http://www.devbump.com/story.php?title=NASA_releases_RFP_for_their_MMO-1</guid>
<description><![CDATA[NASA released their RFP (Request For Proposals) today for their NASA/Educational themed MMO.  See the NASA page for a link to the RFP in PDF format.<br/><br/>11 bump(s) ]]></description>
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<title><![CDATA[NVIDIA Shader Debugger and FX Composer 2.5 Betas Available]]></title>
<link>http://www.devbump.com/story.php?title=NVIDIA_Shader_Debugger_and_FX_Composer_2-5_Betas_Available-1</link>
<comments>http://www.devbump.com/story.php?title=NVIDIA_Shader_Debugger_and_FX_Composer_2-5_Betas_Available-1</comments>
<pubDate>Wed, 30 Apr 2008 20:37:35 PDT</pubDate>
<dc:creator></dc:creator>
<category>Tools / Resources</category>
<guid>http://www.devbump.com/story.php?title=NVIDIA_Shader_Debugger_and_FX_Composer_2-5_Betas_Available-1</guid>
<description><![CDATA[For the first time, you can debug high-level shaders written in HLSL, CgFX, or COLLADA FX Cg in a true integrated shader development environment.  Th<br/><br/>11 bump(s) ]]></description>
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<title><![CDATA[Infocom's Unreleased Sequel to Hitchhiker's Guide to the Galaxy game]]></title>
<link>http://www.devbump.com/story.php?title=Infocoms_Unreleased_Sequel_to_Hitchhikers_Guide_to_the_Galaxy_game</link>
<comments>http://www.devbump.com/story.php?title=Infocoms_Unreleased_Sequel_to_Hitchhikers_Guide_to_the_Galaxy_game</comments>
<pubDate>Mon, 28 Apr 2008 11:52:22 PDT</pubDate>
<dc:creator></dc:creator>
<category>Industry</category>
<guid>http://www.devbump.com/story.php?title=Infocoms_Unreleased_Sequel_to_Hitchhikers_Guide_to_the_Galaxy_game</guid>
<description><![CDATA[Interestingly, people who are involved with the game appeared to comment. People from the IF community also chimed in.<br/><br/>13 bump(s) ]]></description>
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<title><![CDATA[Simulating Crowd Dynamics: Flow Lanes and Character Animation]]></title>
<link>http://www.devbump.com/story.php?title=Simulating_Crowd_Dynamics_Flow_Lanes_and_Character_Animation</link>
<comments>http://www.devbump.com/story.php?title=Simulating_Crowd_Dynamics_Flow_Lanes_and_Character_Animation</comments>
<pubDate>Sat, 26 Apr 2008 15:32:26 PDT</pubDate>
<dc:creator></dc:creator>
<category>Technology</category>
<guid>http://www.devbump.com/story.php?title=Simulating_Crowd_Dynamics_Flow_Lanes_and_Character_Animation</guid>
<description><![CDATA[The latest games consoles can simulate very large crowds if you do it right.  This article looks at how to approach the problem, with practical advic<br/><br/>13 bump(s) ]]></description>
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<title><![CDATA[Post-process filters in HLSL - part 1]]></title>
<link>http://www.devbump.com/story.php?title=Post-process_filters_in_HLSL_-_part_1</link>
<comments>http://www.devbump.com/story.php?title=Post-process_filters_in_HLSL_-_part_1</comments>
<pubDate>Tue, 22 Apr 2008 06:07:49 PDT</pubDate>
<dc:creator></dc:creator>
<category>Code</category>
<guid>http://www.devbump.com/story.php?title=Post-process_filters_in_HLSL_-_part_1</guid>
<description><![CDATA[A tigsource regular shows how to make full-frame distortion/ripple effects with a custom shader.  Valuable because it would never have occurred to me<br/><br/>14 bump(s) ]]></description>
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<title><![CDATA[Super Mario in 14kB Javascript]]></title>
<link>http://www.devbump.com/story.php?title=Super_Mario_in_14kB_Javascript-1</link>
<comments>http://www.devbump.com/story.php?title=Super_Mario_in_14kB_Javascript-1</comments>
<pubDate>Thu, 17 Apr 2008 14:23:15 PDT</pubDate>
<dc:creator></dc:creator>
<category>Technology</category>
<guid>http://www.devbump.com/story.php?title=Super_Mario_in_14kB_Javascript-1</guid>
<description><![CDATA[The technical details can be found here<br/><br/>19 bump(s) ]]></description>
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<title><![CDATA[Layered Variance Shadow Maps]]></title>
<link>http://www.devbump.com/story.php?title=Layered_Variance_Shadow_Maps</link>
<comments>http://www.devbump.com/story.php?title=Layered_Variance_Shadow_Maps</comments>
<pubDate>Thu, 17 Apr 2008 11:09:58 PDT</pubDate>
<dc:creator></dc:creator>
<category>Code</category>
<guid>http://www.devbump.com/story.php?title=Layered_Variance_Shadow_Maps</guid>
<description><![CDATA[&quot;Layered Variance Shadow Maps&quot; is a Depth Shadow Map technique, resolving bleeding problems on high variation depth scenes, with even lower precisi<br/><br/>15 bump(s) ]]></description>
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<title><![CDATA[realtimecollisiondetection.net - the blog » A brief graphics blog summary]]></title>
<link>http://www.devbump.com/story.php?title=realtimecollisiondetection-net_-_the_blog_-_A_brief_graphics_blog_summary</link>
<comments>http://www.devbump.com/story.php?title=realtimecollisiondetection-net_-_the_blog_-_A_brief_graphics_blog_summary</comments>
<pubDate>Thu, 17 Apr 2008 11:09:57 PDT</pubDate>
<dc:creator></dc:creator>
<category>Code</category>
<guid>http://www.devbump.com/story.php?title=realtimecollisiondetection-net_-_the_blog_-_A_brief_graphics_blog_summary</guid>
<description><![CDATA[A summary of some of the best recent blog posts from graphics-related coding blogs.<br/><br/>16 bump(s) ]]></description>
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<title><![CDATA[MegaTerrain SDK]]></title>
<link>http://www.devbump.com/story.php?title=MegaTerrain_SDK</link>
<comments>http://www.devbump.com/story.php?title=MegaTerrain_SDK</comments>
<pubDate>Thu, 17 Apr 2008 11:09:55 PDT</pubDate>
<dc:creator></dc:creator>
<category>Technology</category>
<guid>http://www.devbump.com/story.php?title=MegaTerrain_SDK</guid>
<description><![CDATA[MegaTerrain SDK v1.0 is released!MegaTerrain is a software designed to easily render very large and realistic landscapes in the real-time.Meg<br/><br/>14 bump(s) ]]></description>
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