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		<title>Blog for Robert Stewart 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>2008-11-21T09:25:57+00:00</dc:date>
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		<dc:date>2006-06-14T15:48:00+00:00</dc:date>
		<dc:creator>Robert Stewart</dc:creator>
		<title>My game</title>
		<link>http://www.garagegames.com/blogs/34616/10706</link>
		<description>Well it has been a long time since I have updated this community on my games progress.&lt;br&gt;&lt;br&gt;I'm kinda in a pickle(I hate this word), because I just got rid of most of my contract work so I can take aviation at school(I already know more than most schools can teach on game programming), so been a pilot is something I have always wanted to do, however I have a few years before I will become one, so in that time I want to get my game out the door. Now the thing that sucks is, I have to pay for school $50k, so I have little money to spend on the games development.&lt;br&gt;&lt;br&gt;Now more information on the games design,&lt;br&gt;&lt;br&gt;Futurelands design has changed drastically in the last few months, at this moment I'm no longer using Torque, I have created my own engine, some reasons are below.&lt;br&gt;&lt;br&gt;TSE is awesome but I do not know what direction it will be taking, ultimatly I want to write my game for DirectX 10, however I also want to be using the XNA framework(Managed DirectX), now the thing is XNA framework will probrally be based off of DirectX 9.. so I'm still deciding. My current plan is to write for MDX1.1, then move it over to the XNA framework when it is released, then hope that they get a DirectX 10 version of it and port to that.&lt;br&gt;&lt;br&gt;My game will only run on hardcore gamer systems for first year it is released,&lt;br&gt;basically this game will at its final stage be developed on a quad core CPU, quad GPU, will I be able to optimize it for a lower spec pc, probrally not, I'm developing this game to satisfy my desire to create this game, and it will require DX 10 hardware and run on vista and 360 only.&lt;br&gt;&lt;br&gt;Some may wonder if I know what I'm talking about, well I know hardware trends and I know what my game will require.. There are allot of heavy physics involved in this game too, now the main problem will be networking.. but last night I think I may have come up with an idea.</description>
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		<dc:date>2006-02-16T04:33:41+00:00</dc:date>
		<dc:creator>Robert Stewart</dc:creator>
		<title>RTS Kit A* Pathfinding Cont.</title>
		<link>http://www.garagegames.com/blogs/34616/9815</link>
		<description>Ok so anyone who read my last blog know's about the Pathfinding I have been working on for the RTS Kit.&lt;br&gt;&lt;br&gt;Well for a couple day's there I got side tracked and started working on some other cool things for the RTS Kit, however I cannot talk about that yet.&lt;br&gt;&lt;br&gt;Anyway I started working on the Pathfinding again today and had a good time with it, let's just say that it worked out better than I imagined.&lt;br&gt;&lt;br&gt;Here is a video of it in action.&lt;br&gt;&lt;br&gt;http://futurelands-thegame.com/path.avi&lt;br&gt;&lt;br&gt;I will release this code as a resource in a couple days.</description>
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		<dc:date>2006-02-11T00:22:09+00:00</dc:date>
		<dc:creator>Robert Stewart</dc:creator>
		<title>RTS Kit A* Pathfinding</title>
		<link>http://www.garagegames.com/blogs/34616/9763</link>
		<description>Ok so I keep hearing how everyone wants Pathfinding in the RTS kit, so I decided this morning I would start working on it. I have a few different ideas on how it would be done, the one I'm currently working with takes very few resources.&lt;br&gt;&lt;br&gt;Anyway I'll try and finish it today, I should have some sort of video of it in action tonight. Just letting you all know that pathfinding is in the works.&lt;br&gt;&lt;br&gt;Also I have enabled a few debugging features for Pathfinding, so if debug enabled it will draw the path and nodes using OpenGL like the RTS Kit selection stuff. Oh and right now everything is done in script, I will change that to C++ maybe tomorrow or when ever I have it working nicely in script.</description>
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		<dc:date>2006-01-21T00:32:16+00:00</dc:date>
		<dc:creator>Robert Stewart</dc:creator>
		<title>I'm Back</title>
		<link>http://www.garagegames.com/blogs/34616/9609</link>
		<description>Hey guys, I had taken a few months break from GarageGames to work on my own game engine. However I have not forgotten about TGE/TSE.&lt;br&gt;&lt;br&gt;Anyway I have payed another programmer to work with me on the my engine and it is working out great.&lt;br&gt;&lt;br&gt;Now the good news for you guy's and gal's is all the work I have done on my engine and every feature I'm going to be porting into TGE/TSE.&lt;br&gt;&lt;br&gt;I cant give too much info on what I have been working on, however I can tell you right now that it will be cool. I'll post a little more information on what I have been working on in my next plan.</description>
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