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		<title>Blog for A at GarageGames.com</title>
		<description>Blog feeds for Gamers and Developers in the GarageGames community.</description>
		<link>http://www.garagegames.com/</link>
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		<dc:date>2008-11-21T09:46:33+00:00</dc:date>
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		<dc:date>2006-04-09T21:19:58+00:00</dc:date>
		<dc:creator>A</dc:creator>
		<title>max2dif exporter</title>
		<link>http://www.garagegames.com/blogs/27965/10220</link>
		<description>After separating my code into several specific libraries, i.e. math lib, poly lib, core exporter lib, dif lib, etc., and rewriting my original maya2dif exporter code, first phase is nearly complete.&lt;br&gt;&lt;br&gt;Here are some images of dif exports:&lt;br&gt;&lt;b&gt;tube&lt;/b&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.net/ggposts/difimage1.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;bldg&lt;/b&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.net/ggposts/difimage2.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;complex&lt;/b&gt;&lt;br&gt;Sphere constructed using a single brush - 121 planar face, exported from Maya.  Eventhough it's using the same dif lib, it cannot export using max yet.  There must be some differences in how max interprets the poly -- still under development.&lt;br&gt;&lt;img src='http://www.inoculousgames.net/ggposts/difimage3.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;If you have any max for maya files that I can test, send the models along with the textures to cullum_a at inoculousgames.com.&lt;br&gt;&lt;br&gt;Furutre updates w/ lights, portals, etc. coming soon.</description>
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	<item rdf:about="http://www.garagegames.com/blogs/27965/9393">
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		<dc:date>2005-12-19T11:38:00+00:00</dc:date>
		<dc:creator>A</dc:creator>
		<title>Enhanced Collision DLL Pack now NOT on sale</title>
		<link>http://www.garagegames.com/blogs/27965/9393</link>
		<description>Click on the image below to download the enhanced collision DLL pack.  It includes enhCollision.dll, enhCollision.lib, and header files to build and test the collision response in your own build.  It's a trial version with expiration, 790KB.&lt;br&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.com/ggposts/coldetpic.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;You can see this in action - &lt;a href='http://www.inoculousgames.com/ggposts/enhcollisiondemo.rar' target=_blank&gt;starter.racing&lt;/a&gt;, 5.9MB.&lt;br&gt;&lt;br&gt;&lt;i&gt;edit: removed the package demo, as per request by GG staff.  Starter.racing demo is still available.&lt;/i&gt;</description>
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	<item rdf:about="http://www.garagegames.com/blogs/27965/8867">
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		<dc:date>2005-10-05T17:29:20+00:00</dc:date>
		<dc:creator>A</dc:creator>
		<title>Wednesday Oct 5 17:29</title>
		<link>http://www.garagegames.com/blogs/27965/8867</link>
		<description>TGE Collision Enhancements, Maya2Dif Exporter, Need Artists&lt;br /&gt;&lt;br /&gt;I've been busy with many enhancements in TGE.  I guess some people are wondering why I'm putting so much effort into TGE.  Well, that's because I feel TGE is the best engine available.  Its scenegraph is powerful, the scripting language is powerful, and all the built in mechanics (processes) and features are just outstanding.&lt;br&gt;&lt;br&gt;I'm also writing this plan to acquire artists: 3D modelers, texturing, level designers and editors.  I prefer Maya user and someone who understands DTS and DIF exporters.  When I say DIF exporter, I mean the knowledge of BSP modeling concepts similar to those used in Quark, Valve Hammer, and Q2Radiant.&lt;br&gt;&lt;br&gt;Here are some of the stuff that I've been working on.&lt;br&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.com/ggposts/enhancetext.gif'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.com/ggposts/redbar.gif'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Below is a picture screen for TGE collision and physics enhancements.  I've corrected some mistakes that I found and the physics and collision response gotten hell of lot better.  &lt;br&gt;You can download the Windows demo, 6.01MB.&lt;br&gt;&lt;a href='http://www.inoculousgames.com/ggposts/tgeenhancecolphysics.zip' target=_blank&gt;www.inoculousgames.com/ggposts/tgeenhancecolphysics.zip&lt;/a&gt;&lt;br&gt;&lt;br&gt;The vehilce (buggy) is too wabbly.  Here is a better &lt;a href='http://www.inoculousgames.com/GGPosts/car.cs.dso' target=_blank&gt;car.dso file&lt;/a&gt; if anyone wants it.  For those of you not familiar with TGE, place this file under &lt;b&gt;starter.racing\server\scripts&lt;/b&gt;&lt;br&gt;&lt;br&gt;Here is an executable that has ODE integrated, 1.27MB.  Just drop the .exe file in the same folder and you can compare the physics and physics integration.  The collision detection routines are exactly the same.&lt;br&gt;&lt;a href='http://www.inoculousgames.com/ggposts/tge-odedemo.zip' target=_blank&gt;www.inoculousgames.com/ggposts/tge-odedemo.zip&lt;/a&gt;&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.com/ggposts/coldetpic.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;Try it and tell me what you think.&lt;br&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.com/ggposts/maya2diftext.gif'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.com/ggposts/redbar.gif'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;This is a tool set created to make artists work a little easier.  Eventhough it uses Maya, heavy BSP contruction rules apply using this exporter.  For example, only use face UV mapping, meaning select the UV maps for the entire face and you can translate, scale, and rotate to get a perfect UV mapping.  To export properly, first have your transformation frozen, and second, you must have all your texture files in the output directory.  You can check whether the model exported correctly by checking the 'maya2dif.log' file in the output directory.  Sorry, but I'll add an immediate feeback of the export status later.  Remember the BSP construct rules.&lt;br&gt;The maya2dif exporter is for Maya 5.0, Windows only.  You can download the exporter by clicking on the link below, 2.8MB.&lt;br&gt;&lt;a href='http://www.inoculousgames.com/ggposts/maya2difexport.mll' target=_blank&gt;www.inoculousgames.com/ggposts/maya2difexport.mll&lt;/a&gt;&lt;br&gt;&lt;br&gt;The pictures below show what the model looked like in Maya then in the game.&lt;br&gt;&lt;br&gt;&lt;b&gt;Maya model&lt;/b&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.com/ggposts/simplebldg.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;DIF model&lt;/b&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.com/ggposts/simplebldggame.jpg'  alt=&quot;&quot;&gt;&lt;br&gt;Any feedback is welcomed.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.com/ggposts/buggedouttext.gif'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;img src='http://www.inoculousgames.com/ggposts/redbar.gif'  alt=&quot;&quot;&gt;&lt;br&gt;&lt;br&gt;And finally, my game demo.  Well, it actually has one level to showcase the features of the game.  Click on the link below to see it.&lt;br&gt;&lt;a href='http://www.garagegames.com/mg/forums/result.thread.php?qt=35099'&gt;www.garagegames.com/mg/forums/result.thread.php?qt=35099&lt;/a&gt;&lt;br&gt;&lt;br&gt;And, that's all folks.</description>
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		<dc:date>2005-09-29T23:41:16+00:00</dc:date>
		<dc:creator>A</dc:creator>
		<title>Thursday Sep 29 23:41</title>
		<link>http://www.garagegames.com/blogs/27965/8831</link>
		<description>Enhanced collision detection and physics in TGE.&lt;br /&gt;&lt;br /&gt;It's been a long time since I've started working with the collision detection and physics in TGE.  Now, I believe it's good enough to write a good racing game.  &lt;br&gt;&lt;br&gt;You can find my demo on this &lt;a href='http://www.garagegames.com/mg/forums/result.thread.php?qt=35099'&gt;page&lt;/a&gt;.</description>
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