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	<title>Independent Developer</title>
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	<link>http://www.independentdeveloper.com</link>
	<description>Code, Art and Everything In-Between</description>
	<pubDate>Tue, 02 Sep 2008 21:59:50 +0000</pubDate>
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			<item>
		<title>Parallel Processing in a Nutshell</title>
		<link>http://www.independentdeveloper.com/archive/2008/08/29/parallel-processing-in-a-nutshell</link>
		<comments>http://www.independentdeveloper.com/archive/2008/08/29/parallel-processing-in-a-nutshell#comments</comments>
		<pubDate>Fri, 29 Aug 2008 20:15:08 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
		
		<category><![CDATA[3D Tutorials]]></category>

		<category><![CDATA[Code Snippets]]></category>

		<category><![CDATA[General]]></category>

		<category><![CDATA[1100 barrel]]></category>

		<category><![CDATA[cpu]]></category>

		<category><![CDATA[gpu]]></category>

		<category><![CDATA[multicore]]></category>

		<category><![CDATA[multiprocessing]]></category>

		<category><![CDATA[nvidia]]></category>

		<category><![CDATA[paintball]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=165</guid>
		<description><![CDATA[A friend sent me the link to this video, and I have to say, this is the most clear and direct explanation of the difference between linear processing and concurrent processing I&#8217;ve ever seen. &#8230;That, and it&#8217;s just darn cool to watch a 1100 barrel paintball gun get fired.

]]></description>
		<wfw:commentRss>http://www.independentdeveloper.com/archive/2008/08/29/parallel-processing-in-a-nutshell/feed</wfw:commentRss>
		</item>
		<item>
		<title>Best Comeback Ever</title>
		<link>http://www.independentdeveloper.com/archive/2008/08/22/best-comeback-evar</link>
		<comments>http://www.independentdeveloper.com/archive/2008/08/22/best-comeback-evar#comments</comments>
		<pubDate>Fri, 22 Aug 2008 20:29:28 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
		
		<category><![CDATA[General]]></category>

		<category><![CDATA[ea]]></category>

		<category><![CDATA[pga tour]]></category>

		<category><![CDATA[tiger woods golf]]></category>

		<category><![CDATA[video]]></category>

		<category><![CDATA[walk on water]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=149</guid>
		<description><![CDATA[I worked on EA&#8217;s Tiger Woods PGA Tour Golf 2000, as well as the &#8220;Play Against the Pros&#8221; patch for Tiger &#8216;99, so this particular game series will always have a place in my heart. Even that aside, this video had me absolutely in tears laughing as EA pwns a &#8220;glitch&#8221; in the game.

]]></description>
		<wfw:commentRss>http://www.independentdeveloper.com/archive/2008/08/22/best-comeback-evar/feed</wfw:commentRss>
		</item>
		<item>
		<title>Shred Nebula</title>
		<link>http://www.independentdeveloper.com/archive/2008/08/14/shred-nebula</link>
		<comments>http://www.independentdeveloper.com/archive/2008/08/14/shred-nebula#comments</comments>
		<pubDate>Thu, 14 Aug 2008 20:08:20 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
		
		<category><![CDATA[General]]></category>

		<category><![CDATA[crunchtime games]]></category>

		<category><![CDATA[dogfight]]></category>

		<category><![CDATA[games]]></category>

		<category><![CDATA[live arcade]]></category>

		<category><![CDATA[spacecraft]]></category>

		<category><![CDATA[street figher]]></category>

		<category><![CDATA[xbla]]></category>

		<category><![CDATA[xbox]]></category>

		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=143</guid>
		<description><![CDATA[Local developer Crunchtime Games is launching Shred Nebula in just a few more weeks. Check it out on XBLA on September 3rd!

]]></description>
		<wfw:commentRss>http://www.independentdeveloper.com/archive/2008/08/14/shred-nebula/feed</wfw:commentRss>
		</item>
		<item>
		<title>How to Make Two Shapes from One Prim</title>
		<link>http://www.independentdeveloper.com/archive/2008/08/13/how-to-make-two-shapes-from-one-prim</link>
		<comments>http://www.independentdeveloper.com/archive/2008/08/13/how-to-make-two-shapes-from-one-prim#comments</comments>
		<pubDate>Thu, 14 Aug 2008 00:46:00 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
		
		<category><![CDATA[General]]></category>

		<category><![CDATA[Second Life]]></category>

		<category><![CDATA[3d graphics]]></category>

		<category><![CDATA[3d modeling]]></category>

		<category><![CDATA[ac3d]]></category>

		<category><![CDATA[sculpted prims]]></category>

		<category><![CDATA[sculpties]]></category>

		<category><![CDATA[second life]]></category>

		<category><![CDATA[SL]]></category>

		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=121</guid>
		<description><![CDATA[Many times people ask me if it’s possible to create two disconnected shapes from one sculpted prim&#8211;without resorting to alpha maps. The answer is yes, you can! It can be a little tricky depending on the shape, but it absolutely can be done. Today I’ll show you how using the AC3D exporter.
Two disconnected shapes made [...]]]></description>
		<wfw:commentRss>http://www.independentdeveloper.com/archive/2008/08/13/how-to-make-two-shapes-from-one-prim/feed</wfw:commentRss>
		</item>
		<item>
		<title>Spore: What Have You Made?</title>
		<link>http://www.independentdeveloper.com/archive/2008/06/23/spore-what-have-you-made</link>
		<comments>http://www.independentdeveloper.com/archive/2008/06/23/spore-what-have-you-made#comments</comments>
		<pubDate>Tue, 24 Jun 2008 00:41:15 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
		
		<category><![CDATA[General]]></category>

		<category><![CDATA[cg]]></category>

		<category><![CDATA[cgi]]></category>

		<category><![CDATA[chris hecker]]></category>

		<category><![CDATA[creature animation]]></category>

		<category><![CDATA[creature creator]]></category>

		<category><![CDATA[ea]]></category>

		<category><![CDATA[electronic arts]]></category>

		<category><![CDATA[spore]]></category>

		<category><![CDATA[will wright]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=117</guid>
		<description><![CDATA[Well, the Spore Creature Creator has been out a few days now. It&#8217;s pretty fun! 
I was really curious about the animation system, since that&#8217;s been the subject of several tech talks the last few years. I must say it works remarkably well, especially considering the number of bizarre creature shapes that are possible. Great [...]]]></description>
		<wfw:commentRss>http://www.independentdeveloper.com/archive/2008/06/23/spore-what-have-you-made/feed</wfw:commentRss>
		</item>
		<item>
		<title>Lighting for Games</title>
		<link>http://www.independentdeveloper.com/archive/2008/06/17/lighting-for-games</link>
		<comments>http://www.independentdeveloper.com/archive/2008/06/17/lighting-for-games#comments</comments>
		<pubDate>Tue, 17 Jun 2008 07:52:48 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
		
		<category><![CDATA[3D Tutorials]]></category>

		<category><![CDATA[General]]></category>

		<category><![CDATA[3d]]></category>

		<category><![CDATA[ambient occlusion]]></category>

		<category><![CDATA[cg]]></category>

		<category><![CDATA[cgi]]></category>

		<category><![CDATA[eric gooch]]></category>

		<category><![CDATA[games]]></category>

		<category><![CDATA[insomniac]]></category>

		<category><![CDATA[lighting]]></category>

		<category><![CDATA[lightmapping]]></category>

		<category><![CDATA[playstation]]></category>

		<category><![CDATA[ps3]]></category>

		<category><![CDATA[resistance fall of man]]></category>

		<category><![CDATA[rfom]]></category>

		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=115</guid>
		<description><![CDATA[Eric Gooch of Insomniac has an excellent tutorial on Creating the Lighting for Resistance: Fall of Man. The best part of the tutorial are the &#8220;before and after&#8221; shots that show how each scene looks lit and unlit. A lot of people underestimate the importance of good lighting, but these pictures really help make it [...]]]></description>
		<wfw:commentRss>http://www.independentdeveloper.com/archive/2008/06/17/lighting-for-games/feed</wfw:commentRss>
		</item>
		<item>
		<title>Crayons for the New Millennium</title>
		<link>http://www.independentdeveloper.com/archive/2008/05/27/crayons-for-the-new-millennium</link>
		<comments>http://www.independentdeveloper.com/archive/2008/05/27/crayons-for-the-new-millennium#comments</comments>
		<pubDate>Tue, 27 May 2008 22:09:18 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
		
		<category><![CDATA[General]]></category>

		<category><![CDATA[3d model]]></category>

		<category><![CDATA[ac3d]]></category>

		<category><![CDATA[art]]></category>

		<category><![CDATA[cg]]></category>

		<category><![CDATA[cgi]]></category>

		<category><![CDATA[children]]></category>

		<category><![CDATA[crayons]]></category>

		<category><![CDATA[kids]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=100</guid>
		<description><![CDATA[Remember growing up with paper and crayons when you were a kid? Remember handing your doodles to your parents to hang on the refrigerator? Ah, fond memories. Kids and art may be timeless, but the methods sure have changed! A true child of the digital age, my little girl just made her first 3D model [...]]]></description>
		<wfw:commentRss>http://www.independentdeveloper.com/archive/2008/05/27/crayons-for-the-new-millennium/feed</wfw:commentRss>
		</item>
		<item>
		<title>Phoenix Mars Lander</title>
		<link>http://www.independentdeveloper.com/archive/2008/05/27/phoenix-mars-lander</link>
		<comments>http://www.independentdeveloper.com/archive/2008/05/27/phoenix-mars-lander#comments</comments>
		<pubDate>Tue, 27 May 2008 19:40:08 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
		
		<category><![CDATA[General]]></category>

		<category><![CDATA[Totally Off-Topic]]></category>

		<category><![CDATA[lander]]></category>

		<category><![CDATA[mars]]></category>

		<category><![CDATA[NASA]]></category>

		<category><![CDATA[phoenix]]></category>

		<category><![CDATA[twitter]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=99</guid>
		<description><![CDATA[Want to know what the Mars lander is up to right this minute? Read the Mars Phoenix twitter. Best part: it&#8217;s written in the first person from the pov of the craft!  
]]></description>
		<wfw:commentRss>http://www.independentdeveloper.com/archive/2008/05/27/phoenix-mars-lander/feed</wfw:commentRss>
		</item>
		<item>
		<title>Texture Monitor Updated</title>
		<link>http://www.independentdeveloper.com/archive/2008/05/14/texture-monitor-updated</link>
		<comments>http://www.independentdeveloper.com/archive/2008/05/14/texture-monitor-updated#comments</comments>
		<pubDate>Wed, 14 May 2008 21:31:30 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
		
		<category><![CDATA[General]]></category>

		<category><![CDATA[Tools and Plugins]]></category>

		<category><![CDATA[ac3d]]></category>

		<category><![CDATA[cg]]></category>

		<category><![CDATA[cgi]]></category>

		<category><![CDATA[disk monitor]]></category>

		<category><![CDATA[images]]></category>

		<category><![CDATA[paint]]></category>

		<category><![CDATA[plugins]]></category>

		<category><![CDATA[reload]]></category>

		<category><![CDATA[tcp/ip]]></category>

		<category><![CDATA[texture map]]></category>

		<category><![CDATA[texture monitor]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=97</guid>
		<description><![CDATA[A new version of the AC3D texture monitor plugin is available! This version adds a &#8220;smart update&#8221; feature that prevents the same texture from being reloaded multiple times, even if you use the texture multiple times in your scene. The texture monitor now also ignores files who&#8217;s &#8220;last modified&#8221; time stamp has not changed on [...]]]></description>
		<wfw:commentRss>http://www.independentdeveloper.com/archive/2008/05/14/texture-monitor-updated/feed</wfw:commentRss>
		</item>
		<item>
		<title>AC3D Plugin: Displacement Mapper</title>
		<link>http://www.independentdeveloper.com/archive/2008/05/13/ac3d-plugin-displacement-mapper</link>
		<comments>http://www.independentdeveloper.com/archive/2008/05/13/ac3d-plugin-displacement-mapper#comments</comments>
		<pubDate>Tue, 13 May 2008 17:12:15 +0000</pubDate>
		<dc:creator>Lisa</dc:creator>
		
		<category><![CDATA[General]]></category>

		<category><![CDATA[Tools and Plugins]]></category>

		<category><![CDATA[ac3d]]></category>

		<category><![CDATA[bump map]]></category>

		<category><![CDATA[cg]]></category>

		<category><![CDATA[cgi]]></category>

		<category><![CDATA[computer graphics]]></category>

		<category><![CDATA[displacement map]]></category>

		<category><![CDATA[height field]]></category>

		<category><![CDATA[heightfield]]></category>

		<category><![CDATA[Mudbox]]></category>

		<category><![CDATA[normal map]]></category>

		<category><![CDATA[POV-Ray]]></category>

		<category><![CDATA[ZBrush]]></category>

		<guid isPermaLink="false">http://www.independentdeveloper.com/?p=96</guid>
		<description><![CDATA[This plugin adds displacement map support to AC3D. Displacement mapping is a technique that deforms the current geometry, displacing the vertices in accordance with elevation values stored in a texture map. This technique is useful for &#8220;painting on&#8221; details onto a very high resolution mesh.
Displacement maps can be painted with 2D art tools such as [...]]]></description>
		<wfw:commentRss>http://www.independentdeveloper.com/archive/2008/05/13/ac3d-plugin-displacement-mapper/feed</wfw:commentRss>
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