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		<title>Blog for Alex Greene 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>2008-11-19T21:18:48+00:00</dc:date>
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		<dc:date>2003-01-07T04:56:11+00:00</dc:date>
		<dc:creator>Alex Greene</dc:creator>
		<title>Tuesday Jan 7 4:56</title>
		<link>http://www.garagegames.com/blogs/8760/3733</link>
		<description>I have spent the last couple of months designing and planning how I am going to things before I start programming. I am working on the storyline. I am going to start coding very soon now but I will need to buy some software for modeling and image creation. That won't be too soon because of the damn Camaro and insurance payments my parents just dumped on me. At least I got as much as I could out of them. I will probally spen this time trying to see if I can use OpenGL to render but raytracing to light the scene. It's worth the effort until I think I am ready to start coding.</description>
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		<dc:date>2002-09-16T11:14:04+00:00</dc:date>
		<dc:creator>Alex Greene</dc:creator>
		<title>Monday Sep 16 11:14</title>
		<link>http://www.garagegames.com/blogs/8760/3243</link>
		<description>I gave up the 3D Starcraft game. I would love to do it but I can't figure out a good way to turn a top-down view game into first person.&lt;br&gt;&lt;br&gt;I have decided to make something a little more scary since Halloween is coming up. It will basically be like the Resident Evil movie. Fast, action-packed, and it will make you jump a few times.&lt;br&gt;&lt;br&gt;I am working on making a 32-bit texture format right now. It will hold all the information necessary for per-pixel lighting and better filtering in the alpha channel. Since 8-bits isn't enough for height, normal, and filtering data I might put it in a seperate file. I don't want to dump real-time raytracing so I am trying to think of a practical way to put raytracing in a pixel-shader. I am also experimenting with new OpenGL extensions using the Quake 2 engine. Its kinda fun adding new effects to an old game. By adding detail textures, new particles, and a hint of atmospheric fog, the game looks a whole lot better. And last, I am also doing a lot more thinking than coding. While coding the 3D Starcraft engine, things started to get hard to code because I was constantly rewriting code to add something simple. So now I writing things out on paper to see how they will work together when coded. It also helps me write better code fr some reason. I guess its because I am thinking about it for so long.</description>
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		<dc:date>2002-06-29T08:16:25+00:00</dc:date>
		<dc:creator>Alex Greene</dc:creator>
		<title>Saturday Jun 29 8:16</title>
		<link>http://www.garagegames.com/blogs/8760/2901</link>
		<description>I want to make a 3D Starcraft game with advanced physics, AI and realtime raytracing.&lt;br&gt;This will be the perfect RTS converted to a 3D action packed FPS. Since the game will be FPS, the advanced AI will act own their own but can be given commands (ex. SCV's will automatically build and gather resources but can be given other orders)&lt;br&gt;I haven't actually sat down and decided how I am going to convert it to first person yet because I am working on the engine.&lt;br&gt;So far I have a year's worth of code (C++/ASM) and am working on the raytracer right now. It will be outdoors mostly but people can go inside of the buildings. I am using Hawaii and Maui as my &amp;quot;maps&amp;quot; so far. Heightmaps can be used as well.</description>
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