<?xml version="1.0" encoding="utf-8" standalone="yes" ?>
<feed xmlns="http://www.w3.org/2005/Atom">

	<title>FreeGameDev Planet - Development</title>
	<link rel="self" href="http://planetdev.freegamedev.net/atom.xml"/>
	<link href="http://planetdev.freegamedev.net/"/>
	<id>http://planetdev.freegamedev.net/atom.xml</id>
	<updated>2012-02-06T22:45:38+00:00</updated>
	<generator uri="http://www.planetplanet.org/">Planet/2.0 +http://www.planetplanet.org</generator>

	<entry xml:lang="en">
		<title type="html">OGStudio - Some new screenshots</title>
		<link href="http://opengamestudio.org/lang/en/news/723"/>
		<id>http://opengamestudio.org/?p=723</id>
		<updated>2012-02-06T22:02:19+00:00</updated>
		<content type="html">&lt;div class=&quot;ngg-galleryoverview&quot; id=&quot;ngg-gallery-2-723&quot;&gt;


	&lt;!-- Piclense link --&gt;
	&lt;div class=&quot;piclenselink&quot;&gt;
		&lt;a class=&quot;piclenselink&quot; href=&quot;javascript:PicLensLite.start({feedUrl:'http://opengamestudio.org/wp-content/plugins/nextgen-gallery/xml/media-rss.php?gid=2&amp;mode=gallery'});&quot;&gt;
			[View with PicLens]		&lt;/a&gt;
	&lt;/div&gt;
	
	&lt;!-- Thumbnails --&gt;
		
	&lt;div id=&quot;ngg-image-39&quot; class=&quot;ngg-gallery-thumbnail-box&quot;&gt;
		&lt;div class=&quot;ngg-gallery-thumbnail&quot;&gt;
			&lt;a href=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/mj-bin-2012-02-06-23-46_2.png&quot; title=&quot; &quot; class=&quot;thickbox&quot; rel=&quot;set_2&quot;&gt;
								&lt;img title=&quot;mj-bin-2012-02-06-23-46_2&quot; alt=&quot;mj-bin-2012-02-06-23-46_2&quot; src=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/thumbs/thumbs_mj-bin-2012-02-06-23-46_2.png&quot; width=&quot;100&quot; height=&quot;75&quot; /&gt;
							&lt;/a&gt;
		&lt;/div&gt;
	&lt;/div&gt;
	
		
 		
	&lt;div id=&quot;ngg-image-38&quot; class=&quot;ngg-gallery-thumbnail-box&quot;&gt;
		&lt;div class=&quot;ngg-gallery-thumbnail&quot;&gt;
			&lt;a href=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/mj-bin-2012-02-06-23-45.png&quot; title=&quot; &quot; class=&quot;thickbox&quot; rel=&quot;set_2&quot;&gt;
								&lt;img title=&quot;mj-bin-2012-02-06-23-45&quot; alt=&quot;mj-bin-2012-02-06-23-45&quot; src=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/thumbs/thumbs_mj-bin-2012-02-06-23-45.png&quot; width=&quot;100&quot; height=&quot;75&quot; /&gt;
							&lt;/a&gt;
		&lt;/div&gt;
	&lt;/div&gt;
	
		
 		
	&lt;div id=&quot;ngg-image-40&quot; class=&quot;ngg-gallery-thumbnail-box&quot;&gt;
		&lt;div class=&quot;ngg-gallery-thumbnail&quot;&gt;
			&lt;a href=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/mj-bin-2012-02-06-23-47.png&quot; title=&quot; &quot; class=&quot;thickbox&quot; rel=&quot;set_2&quot;&gt;
								&lt;img title=&quot;mj-bin-2012-02-06-23-47&quot; alt=&quot;mj-bin-2012-02-06-23-47&quot; src=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/thumbs/thumbs_mj-bin-2012-02-06-23-47.png&quot; width=&quot;100&quot; height=&quot;75&quot; /&gt;
							&lt;/a&gt;
		&lt;/div&gt;
	&lt;/div&gt;
	
		
 		
	&lt;div id=&quot;ngg-image-41&quot; class=&quot;ngg-gallery-thumbnail-box&quot;&gt;
		&lt;div class=&quot;ngg-gallery-thumbnail&quot;&gt;
			&lt;a href=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/mj-bin-2012-02-06-23-47_1.png&quot; title=&quot; &quot; class=&quot;thickbox&quot; rel=&quot;set_2&quot;&gt;
								&lt;img title=&quot;mj-bin-2012-02-06-23-47_1&quot; alt=&quot;mj-bin-2012-02-06-23-47_1&quot; src=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/thumbs/thumbs_mj-bin-2012-02-06-23-47_1.png&quot; width=&quot;100&quot; height=&quot;75&quot; /&gt;
							&lt;/a&gt;
		&lt;/div&gt;
	&lt;/div&gt;
	
		
 		
	&lt;div id=&quot;ngg-image-42&quot; class=&quot;ngg-gallery-thumbnail-box&quot;&gt;
		&lt;div class=&quot;ngg-gallery-thumbnail&quot;&gt;
			&lt;a href=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/mj-bin-2012-02-06-23-47_2.png&quot; title=&quot; &quot; class=&quot;thickbox&quot; rel=&quot;set_2&quot;&gt;
								&lt;img title=&quot;mj-bin-2012-02-06-23-47_2&quot; alt=&quot;mj-bin-2012-02-06-23-47_2&quot; src=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/thumbs/thumbs_mj-bin-2012-02-06-23-47_2.png&quot; width=&quot;100&quot; height=&quot;75&quot; /&gt;
							&lt;/a&gt;
		&lt;/div&gt;
	&lt;/div&gt;
	
		
 		
	&lt;div id=&quot;ngg-image-43&quot; class=&quot;ngg-gallery-thumbnail-box&quot;&gt;
		&lt;div class=&quot;ngg-gallery-thumbnail&quot;&gt;
			&lt;a href=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/mj-bin-2012-02-06-23-49.png&quot; title=&quot; &quot; class=&quot;thickbox&quot; rel=&quot;set_2&quot;&gt;
								&lt;img title=&quot;mj-bin-2012-02-06-23-49&quot; alt=&quot;mj-bin-2012-02-06-23-49&quot; src=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/thumbs/thumbs_mj-bin-2012-02-06-23-49.png&quot; width=&quot;100&quot; height=&quot;75&quot; /&gt;
							&lt;/a&gt;
		&lt;/div&gt;
	&lt;/div&gt;
	
		
 		
	&lt;div id=&quot;ngg-image-44&quot; class=&quot;ngg-gallery-thumbnail-box&quot;&gt;
		&lt;div class=&quot;ngg-gallery-thumbnail&quot;&gt;
			&lt;a href=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/mj-bin-2012-02-06-23-49_1.png&quot; title=&quot; &quot; class=&quot;thickbox&quot; rel=&quot;set_2&quot;&gt;
								&lt;img title=&quot;mj-bin-2012-02-06-23-49_1&quot; alt=&quot;mj-bin-2012-02-06-23-49_1&quot; src=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/thumbs/thumbs_mj-bin-2012-02-06-23-49_1.png&quot; width=&quot;100&quot; height=&quot;75&quot; /&gt;
							&lt;/a&gt;
		&lt;/div&gt;
	&lt;/div&gt;
	
		
 		
	&lt;div id=&quot;ngg-image-45&quot; class=&quot;ngg-gallery-thumbnail-box&quot;&gt;
		&lt;div class=&quot;ngg-gallery-thumbnail&quot;&gt;
			&lt;a href=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/mj-bin-2012-02-06-23-50_1.png&quot; title=&quot; &quot; class=&quot;thickbox&quot; rel=&quot;set_2&quot;&gt;
								&lt;img title=&quot;mj-bin-2012-02-06-23-50_1&quot; alt=&quot;mj-bin-2012-02-06-23-50_1&quot; src=&quot;http://opengamestudio.org/wp-content/gallery/ogs-mahjong/thumbs/thumbs_mj-bin-2012-02-06-23-50_1.png&quot; width=&quot;100&quot; height=&quot;75&quot; /&gt;
							&lt;/a&gt;
		&lt;/div&gt;
	&lt;/div&gt;
	
		
 	 	
	&lt;!-- Pagination --&gt;
 	
 	
&lt;/div&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OpenMW - Not bad.</title>
		<link href="http://openmw.org/2012/02/05/195/"/>
		<id>http://openmw.org/?p=195</id>
		<updated>2012-02-05T13:57:54+00:00</updated>
		<content type="html">&lt;p&gt;Hello everyone!&lt;/p&gt;
&lt;p&gt;OpenMW have now brand new &lt;a href=&quot;http://www.youtube.com/user/MrOpenMW&quot; title=&quot;youtube channel&quot; target=&quot;_blank&quot;&gt;http://www.youtube.com/user/MrOpenMW&lt;/a&gt; Good idea since until now videos was scattered around few youtube channels. That&amp;#8217;s thanks to new guy called ElderTroll who joined our team to participate in PR efforts. Although We was a little confused at first (mostly because nick suggested some kind of treachery) He seems to be so enthusiastic. &lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://openmw.org/wiki/index.php?title=Project_History&quot; title=&quot;Project history on wiki&quot; target=&quot;_blank&quot;&gt;http://openmw.org/wiki/index.php?title=Project_History&lt;/a&gt; contains now old changelogs. Also ElderTroll job.&lt;/p&gt;
&lt;p&gt;Also another new user: Mircceam94 joined us recently and started to mess up with the code, becoming new developer. &lt;/p&gt;
&lt;p&gt;Since chatspike had some problems #openmw was moved to freenode. And it seems that channel is now more active by far. Yesterday I spent too much time on this channel for sure. &lt;img src=&quot;http://openmw.org/wp-includes/images/smilies/icon_smile.gif&quot; alt=&quot;:-)&quot; class=&quot;wp-smiley&quot; /&gt; &lt;/p&gt;
&lt;p&gt;lgro reports that rootnode was attacked by hacker nicknamed Brudny_Koń (translates into Dirty Horse). Everything was already spoken on forum.&lt;/p&gt;
&lt;p&gt;I guess that there is no reason to fear since we have backups anyway.&lt;/p&gt;
&lt;p&gt;When it comes to development:&lt;/p&gt;
&lt;p&gt;GUS is doing dialogue task. It&amp;#8217;s not that simple, mostly because lack of documentation. Actually GUS could use some support of experienced modder to answer his questions.&lt;/p&gt;
&lt;p&gt;Yacoby have some problems with terrain. Ogre3d terrain lib seems to be not so perfect as initially looked like and some bugs are difficult to fix. Ogre3d forum support helps a lot. &lt;img src=&quot;http://openmw.org/wp-includes/images/smilies/icon_smile.gif&quot; alt=&quot;:-)&quot; class=&quot;wp-smiley&quot; /&gt; &lt;/p&gt;
&lt;p&gt;Jhooks is looking into our and project aedra physics code. As all of us know current physic implementation is pretty bad&amp;#8230; &lt;/p&gt;
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&amp;#8230; and project aedra has a better one for sure. Although our project is very different from aedra we both use libbullet so examining aedra could give us a lot.&lt;/p&gt;
&lt;p&gt;The bad news is that numerous bugs showed up recently and a lot of bugfixing is needed to solve it. Zini is a little angry because of this situation but no one can blame him, really.&lt;/p&gt;</content>
		<author>
			<name>OpenMW</name>
			<uri>http://openmw.org</uri>
		</author>
		<source>
			<title type="html">OpenMW</title>
			<subtitle type="html">Opensource Elderscrolls III: Morrowind engine reimplementation</subtitle>
			<link rel="self" href="http://openmw.org/feed/"/>
			<id>http://openmw.org/feed/</id>
			<updated>2012-02-05T14:45:29+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">jMonkeyEngine - Interview with Jeremy “phr00t” – Developer of 3079</title>
		<link href="http://jmonkeyengine.org/2012/02/05/interview-with-jeremy-phr00t-developer-of-3079/"/>
		<id>http://jmonkeyengine.org/?p=2549</id>
		<updated>2012-02-05T10:31:11+00:00</updated>
		<content type="html">&lt;p&gt;Back in October, a user called &amp;#8220;phr00t&amp;#8221; wrote a guest post on our blog called &lt;a title=&quot;Making 3079: An action RPG&quot; href=&quot;http://jmonkeyengine.org/2011/10/28/making-3079-an-action-rpg/&quot;&gt;The Making of 3079&lt;/a&gt;. Since then, the cube based shooter-adventure game set in space known as 3079 has risen to fandom status in the indie circles. In this interview, Jeremy &amp;#8220;phr00t&amp;#8221; talks about his peculiar road to the fleeting wonder that is online fame.&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/02/3079-sniper-featured.png&quot;&gt;&lt;img class=&quot;alignnone size-large wp-image-2567&quot; title=&quot;3079-sniper-featured&quot; src=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/02/3079-sniper-featured-600x339.png&quot; alt=&quot;&quot; width=&quot;591&quot; height=&quot;333&quot; /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;span id=&quot;more-2549&quot;&gt;&lt;/span&gt;&lt;strong&gt;So, let me just start by saying, WOW! I think a lot of us saw great potential in 3079, but I&amp;#8217;ll be the first to say, I never expected such an explosive popularity, at least not so soon. What can you attribute it to?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Thank you. I couldn&amp;#8217;t have done it without you and jMonkeyEngine&amp;#8217;s community help.&lt;/p&gt;
&lt;p&gt;What can i attribute the explosive popularity to? Well, it started to ramp up quickly after posting a trailer to reddit&amp;#8217;s gamedev community where it was well received. A public relations guy for the game &lt;a title=&quot;Towns on Desura&quot; href=&quot;http://www.desura.com/games/towns&quot;&gt;Towns&lt;/a&gt;, Alex Poysky, saw my game and he has really helped me get 3079 to more places. &lt;a title=&quot;Yogscast featuring 3079&quot; href=&quot;http://www.youtube.com/watch?v=y49K_4XrO6g&quot;&gt;Yogscast&lt;/a&gt; also did a video of my game quite early in development, which helped quite a bit.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Erlend:&lt;/em&gt; hah, no doubt. almost 1 million views on that video now I believe&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Jeremy:&lt;/em&gt; oh wow!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/02/firstplace-on-indiedb.png&quot;&gt;&lt;img class=&quot;alignright size-medium wp-image-2569&quot; title=&quot;firstplace-on-indiedb&quot; src=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/02/firstplace-on-indiedb-300x205.png&quot; alt=&quot;&quot; width=&quot;300&quot; height=&quot;205&quot; /&gt;&lt;/a&gt;Do you have a favorite statistic thus far?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I was #1 on &lt;a title=&quot;3079 on Desura&quot; href=&quot;http://www.desura.com/games/3079&quot;&gt;Desura&lt;/a&gt; and IndieDB for a bit. I was also the most &lt;a title=&quot;Search for '3079' on Indie Game Mag&quot; href=&quot;http://www.indiegamemag.com/?s=3079&quot;&gt;common search term to get to Indie Game Magazine&lt;/a&gt;&amp;#8216;s website around that time&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Let&amp;#8217;s talk more about Desura. What has your experience been like with this up-and-coming payment platform?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;It has been overall pretty good. It was a bit of back and forth to get it actually up on Desura. Basically, you have to show that your game will sell, and I was selling 3079 on BMT Micro for about a month or so before trying to get on Desura, and that helped. Alex also was a big help, since he already had a game up on Desura. Having my game up on Desura has brought the game to many gamers, but, if i had to nitpick, I&amp;#8217;m not a fan of the update authorization waiting period. I put out an update, and it takes about 32 hours for the Desura team to push it out. People who purchase through my website, BMT Micro, get the latest update immediately.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;So 3079 was in development roughly 6 months before launch, correct?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;/strong&gt;I suppose that long before launch on desura, but I was selling it on BMT Micro at around 4 or 5 months&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Erlend:&lt;/em&gt; and you&amp;#8217;ve been holding a day job alongside your game development all this time?&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Jeremy:&lt;/em&gt; I have, and raising a 4 month old son &amp;#8212; I&amp;#8217;ve been pretty busy!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Has the success of your game made you reconsider your employment status, or are you happy as a hobby developer?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;/strong&gt;Wwell, it depends on how things go in the mid to long term. I&amp;#8217;m quite happy at my day job, and I enjoy the people I work with. I&amp;#8217;d be pretty lonely without my job. If 3079 really continues to take off, we&amp;#8217;ll see&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/02/3079-update.png&quot;&gt;&lt;img class=&quot;alignright size-medium wp-image-2568&quot; title=&quot;3079-update&quot; src=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/02/3079-update-300x225.png&quot; alt=&quot;&quot; width=&quot;300&quot; height=&quot;225&quot; /&gt;&lt;/a&gt;So how long would do you reckon you&amp;#8217;ve been actively developing games as a hobby?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;/strong&gt;Since middle school?.. 10-15 years, somewhere in that range. I started with QBasic.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Erlend:&lt;/em&gt; To be honest, as much as it scares me, that seems to be the average amount of time required for an indie developer to finally make a hit game &lt;img src=&quot;http://jmonkeyengine.org/wp-includes/images/smilies/chimpanzee-amused.gif&quot; alt=&quot;^^&quot; class=&quot;wp-smiley&quot; /&gt;  not meaning 10 years of development on one project, but 10 years of trial and error.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Jeremy:&lt;/em&gt; i never really thought of getting into commercial game development until about a year or so ago, when i started making android games. But yes, trial and error has much to do with it, and taking lots of constructive criticism to find out what people like even though you will never satisfy everyone!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Would you say your decision to look at games as more than a hobby, and rather a prospective income, helped you push 3079 to success?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Honestly, not really.., developing games has always been my hobby and even as I develop 3079 today, it still feels like a hobby. But it is one i take very seriously and enjoy. Having it sell and make money is really just icing on the cake&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;So what are your plans for the future as far as game development goes? judging by your personal website, you&amp;#8217;re not a one-epic-project kind of guy. how long do you see yourself fully committed to 3079?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;That is really difficult to say. I don&amp;#8217;t really have a time or date set for when i will stop working with 3079. All of my previous games were fun to develop, but none of them were anything close to 3079, which still has so much potential.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;So if all things 3079 were completely erased from existence today, would you already have one or more ideas you&amp;#8217;d consider pursuing?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Yeah, i actually have another 3D game idea that I&amp;#8217;d like to work on, but I&amp;#8217;m currently on 3079. Alex, the PR guy working with me, also has an idea he&amp;#8217;d love me to work on too, hehe.&lt;/p&gt;
&lt;p&gt;I&amp;#8217;ve made lots of 2D games, and now that I know how to make successful 3D games, I&amp;#8217;d like to recreate some of those games in 3D&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Erlend:&lt;/em&gt; with jMonkeyEngine?&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Jeremy:&lt;/em&gt; of course. Seriously, jMonkeyEngine is where its at, and that is no lie. Cross platform compatibility out of the box, great performance and it is relatively easy to use. Community has been very helpful. Why would i want to go elsewhere?&lt;/p&gt;
&lt;p&gt;Erlend: he he, much appreciated.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/02/3079-gui-sample.png&quot;&gt;&lt;img class=&quot;alignright size-medium wp-image-2572&quot; title=&quot;3079-gui-sample&quot; src=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/02/3079-gui-sample-300x225.png&quot; alt=&quot;&quot; width=&quot;300&quot; height=&quot;225&quot; /&gt;&lt;/a&gt;If you could improve on one thing in jME3 / &lt;span class=&quot;domtooltips&quot;&gt;jMP&lt;span class=&quot;domtooltips_tooltip&quot;&gt;The jMonkeyPlatform, a full-fledged IDE with plugins for editing jME3 content and assets. Integral part of the jME3 SDK.&lt;/span&gt;&lt;/span&gt;, what would it be?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;/strong&gt;I remember when i first was getting started, I wanted more GUI options, and there was NiftyGUI. But I don&amp;#8217;t think there was a way to develop the GUI inside the Java code. You had to make XML files. This might have changed by now, but I remember wishing I could just make NfityGUI elements via code.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Lastly, any word of advice for all the budding game developers in the jMonkeyEngine community and elsewhere?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Keep developing and take feedback from your supporters. And set goals. Like, are you trying to make your current game sell, or is it a learning project? It can be difficult to start a new project, wanting to learn how to make games, while at the same time making it polished and commercially viable although a learning project may turn into a commercial game, I suppose.&lt;/p&gt;
&lt;p&gt;Also I&amp;#8217;m surprised at how time consuming it is to have a popular project, responding to help requests, feature requests etc.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Alright, extra ninja question: What was the 3079 goal?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I wanted to make a 3D game i&amp;#8217;d be proud of. I made 3069, a 3D game i wasn&amp;#8217;t really proud of. It was decent, but I really wanted to do something better.&lt;/p&gt;
&lt;p&gt;My new end goal for 3079 is to get on steam!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;You might be interested in:&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a title=&quot;3079 on Desura&quot; href=&quot;http://www.desura.com/games/3079&quot;&gt;3079 on Desura&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a title=&quot;3079 Home Page&quot; href=&quot;https://sites.google.com/site/3079game/&quot;&gt;3079 Home Page&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a title=&quot;3079 Steam Fan Group&quot; href=&quot;http://steamcommunity.com/groups/3079&quot;&gt;3079 Steam Fan Group&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content>
		<author>
			<name>jMonkeyEngine</name>
			<uri>http://jmonkeyengine.org</uri>
		</author>
		<source>
			<title type="html">jMonkeyEngine.org</title>
			<subtitle type="html">jMonkeyEngine Community</subtitle>
			<link rel="self" href="http://jmonkeyengine.org/feed/"/>
			<id>http://jmonkeyengine.org/feed/</id>
			<updated>2012-02-05T21:00:02+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - Sign-up via facebook is now tested and available.</title>
		<link href="http://opengamestudio.org/lang/en/news/706"/>
		<id>http://opengamestudio.org/?p=706</id>
		<updated>2012-02-03T17:10:07+00:00</updated>
		<content type="html">&lt;div lang=&quot;en&quot;&gt;We managed to fix all issues with SocialLogin plugin, and now you can use your account on Facebook to sign-up on our site.&lt;/div&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - Sign-up problem with Facebook and Twitter</title>
		<link href="http://opengamestudio.org/lang/en/news/693"/>
		<id>http://opengamestudio.org/?p=693</id>
		<updated>2012-02-02T18:20:02+00:00</updated>
		<content type="html">&lt;div lang=&quot;en&quot;&gt;Unfortunately, we had some problems with sign-up on our website using the account in Facebook and Twitter.&lt;br /&gt;
We have fixed the registration via Twitter, but the problem with the Facebook still remains.&lt;br /&gt;
We are removing the Facebook account linking from the list of ways sign-up.&lt;br /&gt;
All other methods from the list were checked for serviceability.&lt;br /&gt;
We apologize for any inconvenience caused to all those who failed to sign-up using theese methods.&lt;/div&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - OGS Mahjong 0.9 is ready</title>
		<link href="http://opengamestudio.org/lang/en/news/658"/>
		<id>http://opengamestudio.org/?p=658</id>
		<updated>2012-01-30T22:56:56+00:00</updated>
		<content type="html">&lt;div lang=&quot;en&quot;&gt;We have reached the next stage on the way to the cherished version 1.0. We&amp;#8217;re releasing the OGS Mahjong 0.9, and we&amp;#8217;re calling this version our first release candidate. All features that we wanted to see implemented in this game has been done. Of course, we need to fix some bugs, polish the game and add some new features requested by players. But overall, we&amp;#8217;re getting to the finish line and soon we&amp;#8217;ll be ready to finish the development of this game and move on to the next project.&lt;/div&gt;

&lt;div lang=&quot;en&quot;&gt;But this will happen in the spring. And now &amp;#8211; the work continues.&lt;/div&gt;

&lt;h2 lang=&quot;en&quot;&gt;Changes&lt;/h2&gt;

&lt;div lang=&quot;en&quot;&gt;In OGS Mahjong 0.9, we&amp;#8217;re offering you&lt;/div&gt;

&lt;ul lang=&quot;en&quot;&gt;
&lt;li&gt;Completely new environment for the playfield (thanks to Anton Chernoff for the room model).&lt;/li&gt;
&lt;li&gt;Support for shaders in materials of tiles and scene.&lt;/li&gt;
&lt;li&gt;The possibility to select the environment and the tileset separatly.&lt;/li&gt;
&lt;li&gt;Support for kmahjongg-1.1 layout format with non-standard sizes.&lt;/li&gt;
&lt;li&gt;A new, more user-friendly game settings interface.&lt;/li&gt;
&lt;li&gt;Dynamic language switching. French localization (thanks to Thierry Delaunay  for the translation).&lt;/li&gt;
&lt;li&gt;Installer for the version for Windows.&lt;/li&gt;
&lt;li&gt;The layout editor with support for kmahjongg-1.1 format.&lt;/li&gt;
&lt;li&gt;Three new music tracks in the additional music archive (one from Kevin MacLeod and two from JewelBeat.com).&lt;/li&gt;
&lt;li&gt;And a lot of bugfixes.&lt;/li&gt;
&lt;/ul&gt;

&lt;h2 lang=&quot;en&quot;&gt;Dowbload links&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;http://ogstudio.googlecode.com/files/ogs-mahjong-0.9-windows32.exe&quot;&gt;OGS Mahjong 0.9 (Windows)&lt;/a&gt;(46.8 Mb)&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://ogstudio.googlecode.com/files/ogs-mahjong-0.9-linux64.7z&quot;&gt;OGS Mahjong 0.9 (Linux64)&lt;/a&gt;(44.7 Mb)&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://ogstudio.googlecode.com/files/ogs-mahjong-0.9-linux32.7z&quot;&gt;OGS Mahjong 0.9 (Linux32)&lt;/a&gt;(44.7 Mb)&lt;/li&gt;
&lt;/ul&gt;

&lt;ul lang=&quot;en&quot;&gt;
&lt;li&gt;&lt;a href=&quot;http://sourceforge.net/projects/osrpgcreation/files/Mahjong/0.9/ogs-mahjong-0.9-src.tar.bz2/download&quot;&gt;Game source code&lt;/a&gt;(417.3 Kb)&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://ogstudio.googlecode.com/files/ogs-mahjong-music-addon-0.9.7z&quot;&gt;Additional music (download it and unpack to the game folder)&lt;/a&gt;(66.3 Mb)&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://ogstudio.googlecode.com/files/ogs-mahjong-layout-editor-0.5-windows32.exe&quot;&gt;Layout Editor(Windows)&lt;/a&gt;(5.9 Mb)&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://ogstudio.googlecode.com/files/ogs-mahjong-layout-editor-0.5.7z&quot;&gt;Layout Editor(Python sources, uses PyQt4)&lt;/a&gt;(5.3 Kb)&lt;/li&gt;
&lt;/ul&gt;

&lt;h3 lang=&quot;en&quot;&gt;The users of Ubuntu, Debian and Mint linux distributions can use our repository:&lt;/h3&gt;
&lt;p&gt;&lt;strong&gt;deb http://packages.opengamestudio.org stable ogs&lt;/strong&gt;&lt;br /&gt;
&lt;strong&gt;apt-get install ogs-mahjong&lt;/strong&gt;&lt;/p&gt;

&lt;div lang=&quot;en&quot;&gt;You can additionally install:&lt;/div&gt;
&lt;p&gt;&lt;strong&gt;apt-get install ogs-mahjong-layout-editor&lt;/strong&gt;&lt;br /&gt;
&lt;strong&gt;apt-get install ogs-mahjong-music-addon&lt;/strong&gt;&lt;/p&gt;

&lt;div lang=&quot;en&quot;&gt;Feel free to download and play the game. Leave your comments on our &lt;a href=&quot;http://opengamestudio.org/forum/main/ogs-mahjong-project&quot;&gt;forum&lt;/a&gt;.&lt;/div&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">qbismSuper8 - Next build &amp;#8211; colored lighting loose ends</title>
		<link href="http://qbism.com/nexus/2012/01/next-build-colored-lighting-loose-ends/"/>
		<id>http://qbism.com/nexus/?p=734</id>
		<updated>2012-01-30T17:49:18+00:00</updated>
		<content type="html">Network support for dynamic light color controlled by qc.  glow_color or similar.  Will pass red/ green/ blue components. Add colored effect for quad, etc., maybe.  EF_BLUE, EF_RED, EF_GREEN(?)  May not need if glow_color is supported. Try a new default palette.  It might be possible to tweak it for better-looking colored lights.</content>
		<author>
			<name>ent_qbism</name>
			<uri>http://qbism.com/nexus</uri>
		</author>
		<source>
			<title type="html">qbism.com</title>
			<subtitle type="html">qbism Super8 is an open source 3D game engine with retro 8-bit graphics and modern features.</subtitle>
			<link rel="self" href="http://qbism.com/nexus/feed/atom/"/>
			<id>http://qbism.com/nexus/feed/atom/</id>
			<updated>2012-02-03T05:30:41+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">qbismSuper8 - Build 53 download</title>
		<link href="http://qbism.com/nexus/2012/01/build-53-download/"/>
		<id>http://qbism.com/nexus/?p=731</id>
		<updated>2012-01-30T17:38:22+00:00</updated>
		<content type="html">Sorry, I left an old exe build in the zip.  It is fixed now.  Please re-download build 53.</content>
		<author>
			<name>ent_qbism</name>
			<uri>http://qbism.com/nexus</uri>
		</author>
		<source>
			<title type="html">qbism.com</title>
			<subtitle type="html">qbism Super8 is an open source 3D game engine with retro 8-bit graphics and modern features.</subtitle>
			<link rel="self" href="http://qbism.com/nexus/feed/atom/"/>
			<id>http://qbism.com/nexus/feed/atom/</id>
			<updated>2012-02-03T05:30:41+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">FLARE - 20120130</title>
		<link href="http://clintbellanger.net/rpg/blog/20120130"/>
		<id>http://clintbellanger.net/rpg/blog/20120130</id>
		<updated>2012-01-30T15:00:40+00:00</updated>
		<content type="html">Wyvern, perhaps


To break past this EnemyBehavior code, I think the best course of action is to make a new creature that req</content>
		<author>
			<name>FLARE</name>
			<uri>http://clintbellanger.net/rpg/</uri>
		</author>
		<source>
			<title type="html">FLARE News</title>
			<subtitle type="html">FLARE News (Free Libre Action Roleplaying Engine)</subtitle>
			<link rel="self" href="http://clintbellanger.net/rpg/flare.rss"/>
			<id>http://clintbellanger.net/rpg/flare.rss</id>
			<updated>2012-01-30T15:00:40+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">qbismSuper8 - Super8 build 53 screenshots</title>
		<link href="http://qbism.com/nexus/2012/01/super8-build-53-screenshots/"/>
		<id>http://qbism.com/nexus/?p=712</id>
		<updated>2012-01-30T03:51:58+00:00</updated>
		<content type="html">A few shots from ID maps with MH&amp;#8217;s lit pack. One thing I like about the effect is the variety it adds to textures. Even on large walls with repeating textures, each appears unique.</content>
		<author>
			<name>ent_qbism</name>
			<uri>http://qbism.com/nexus</uri>
		</author>
		<source>
			<title type="html">qbism.com</title>
			<subtitle type="html">qbism Super8 is an open source 3D game engine with retro 8-bit graphics and modern features.</subtitle>
			<link rel="self" href="http://qbism.com/nexus/feed/atom/"/>
			<id>http://qbism.com/nexus/feed/atom/</id>
			<updated>2012-02-03T05:30:41+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">qbismSuper8 - Quake C Custom Entities (custents)</title>
		<link href="http://qbism.com/nexus/2011/12/quake-c-custom-entities-custents/"/>
		<id>http://qbism.com/nexus/?p=616</id>
		<updated>2012-01-30T03:48:55+00:00</updated>
		<content type="html">Maybe some qc coders are new or forgetful like me and don&amp;#8217;t know about custents, or about the QuakeC Extras previously posted.  Custents provides a toolbox of qc examples and extensive documentation. download custents QC changes from the readme: New qc files &amp;#8212;&amp;#8212;&amp;#8212;&amp;#8212; actors.qc * contains all the code for the actor entities apocmisc.qc * [...]</content>
		<author>
			<name>ent_qbism</name>
			<uri>http://qbism.com/nexus</uri>
		</author>
		<source>
			<title type="html">qbism.com</title>
			<subtitle type="html">qbism Super8 is an open source 3D game engine with retro 8-bit graphics and modern features.</subtitle>
			<link rel="self" href="http://qbism.com/nexus/feed/atom/"/>
			<id>http://qbism.com/nexus/feed/atom/</id>
			<updated>2012-02-03T05:30:41+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">qbismSuper8 - Build 53 &amp;#8211; with colored lights!</title>
		<link href="http://qbism.com/nexus/2012/01/build-53-with-colored-lights/"/>
		<id>http://qbism.com/nexus/?p=707</id>
		<updated>2012-01-30T03:48:10+00:00</updated>
		<content type="html">Just going to drop this here for now &amp;#8211; qbismS8_0053 This version will load .lit files, a standard for colored lighting in Quake maps.  This build also features dynamic colored lighting as well.  The funny thing is that it will likely run FASTER than the previous release due to the return of assembly code for [...]</content>
		<author>
			<name>ent_qbism</name>
			<uri>http://qbism.com/nexus</uri>
		</author>
		<source>
			<title type="html">qbism.com</title>
			<subtitle type="html">qbism Super8 is an open source 3D game engine with retro 8-bit graphics and modern features.</subtitle>
			<link rel="self" href="http://qbism.com/nexus/feed/atom/"/>
			<id>http://qbism.com/nexus/feed/atom/</id>
			<updated>2012-02-03T05:30:41+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OpenMW - News again.</title>
		<link href="http://openmw.org/2012/01/29/news-again/"/>
		<id>http://openmw.org/?p=189</id>
		<updated>2012-01-29T14:52:19+00:00</updated>
		<content type="html">&lt;p&gt;Hello.&lt;/p&gt;
&lt;p&gt;So water rendering is going fine. Cell switching works with exteriors and It seems that, well We have a water rendering almost finished. Jhooks wanted to give some credit to Azathoth for helping him. Thank you very much Azathoth!&lt;/p&gt;
&lt;p&gt;And since jhooks is free It&amp;#8217;s time to fight with animation issues again. Performance is still not satisfying when animating bunch of npcs. &lt;/p&gt;
&lt;p&gt;GUS is on Dialogue GUI/System task. Although GUI was already quite advance there is still much to be done to make it functional.&lt;/p&gt;
&lt;p&gt;Yacoby is still developing terrain. Still a lot to do, for example tga/bmp textures (bmp textures are lame but are supported by MW and used in old mods like Wizards Island).&lt;/p&gt;
&lt;p&gt;And Configuration/Path handling is progressing too, thanks to lgro. Zini wants to throw new version soon as already It took plenty of time to finish. &lt;/p&gt;
&lt;p&gt;But that&amp;#8217;s not real problem, It didn&amp;#8217;t stopped work on OpenMW even for a moment.&lt;/p&gt;
&lt;p&gt;And that&amp;#8217;s just perfect.&lt;/p&gt;</content>
		<author>
			<name>OpenMW</name>
			<uri>http://openmw.org</uri>
		</author>
		<source>
			<title type="html">OpenMW</title>
			<subtitle type="html">Opensource Elderscrolls III: Morrowind engine reimplementation</subtitle>
			<link rel="self" href="http://openmw.org/feed/"/>
			<id>http://openmw.org/feed/</id>
			<updated>2012-02-05T14:45:29+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGRE - User Survey 2011 Report</title>
		<link href="http://www.ogre3d.org/2011/11/13/user-survey-2011-report"/>
		<id>http://www.ogre3d.org/?p=1489</id>
		<updated>2012-01-29T11:48:14+00:00</updated>
		<content type="html">&lt;p&gt;It has been quite some time since end of August the Ogre3D User Survey 2011 was closed, so we are happy to finally be able to release the survey report. The report itself does not comment or interpret the results, but is just a mere aggregated representation of the information. The discussion itself will take place at the forums.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;a href=&quot;http://www.ogre3d.org/wp-content/uploads/2011/11/OgreUserSurvey2011.pdf&quot;&gt;OgreUserSurvey2011.pdf&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Thanks to everyone who participated and made with survey such a success!&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Your Ogre3D Team&lt;/em&gt;&lt;/p&gt;</content>
		<author>
			<name>spacegaier</name>
			<uri>http://www.ogre3d.org</uri>
		</author>
		<source>
			<title type="html">OGRE - Open Source 3D Graphics Engine</title>
			<subtitle type="html">Just another WordPress weblog</subtitle>
			<link rel="self" href="http://www.ogre3d.org/feed/atom"/>
			<id>http://www.ogre3d.org/feed/atom</id>
			<updated>2012-02-06T22:45:25+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - Bad luck</title>
		<link href="http://dustedgames.blogspot.com/2012/01/bad-luck.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-7071553778620134394</id>
		<updated>2012-01-29T07:50:24+00:00</updated>
		<content type="html">Disk crashed, must spend time fixing computer instead of coding game :(&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-7071553778620134394?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - New tile theme</title>
		<link href="http://opengamestudio.org/lang/en/news/645"/>
		<id>http://opengamestudio.org/?p=645</id>
		<updated>2012-01-28T19:13:47+00:00</updated>
		<content type="html">&lt;div lang=&quot;en&quot;&gt;While testing previous versions of the game, we found that our &amp;#8220;Classic&amp;#8221; tileset is not very comfortable to play. We have studied the issue for some time, and made a new tileset &amp;#8211; &amp;#8220;Neo-classic&amp;#8221;. It utilizes the set of characters from the famous Gnome Mahjongg tileset called &amp;#8220;Postmodern&amp;#8221;. We&amp;#8217;re taking the opportunity to thank the Gnome Games developers for the resources, that we have used to make this tileset.&lt;/div&gt;

&lt;h3 lang=&quot;en&quot;&gt;Some screenshots of a new tileset.&lt;/h3&gt;
&lt;p&gt;
&lt;a href=&quot;http://opengamestudio.org/wp-content/gallery/mahjong/mj20120128_3.png&quot; title=&quot;&quot; class=&quot;thickbox&quot; rel=&quot;singlepic36&quot;&gt;
	&lt;img class=&quot;ngg-singlepic&quot; src=&quot;http://opengamestudio.org/wp-content/gallery/cache/36__320x240_mj20120128_3.png&quot; alt=&quot;mj20120128_3&quot; title=&quot;mj20120128_3&quot; /&gt;
&lt;/a&gt;
&lt;br /&gt;

&lt;a href=&quot;http://opengamestudio.org/wp-content/gallery/mahjong/mj20120128_4.png&quot; title=&quot;&quot; class=&quot;thickbox&quot; rel=&quot;singlepic37&quot;&gt;
	&lt;img class=&quot;ngg-singlepic&quot; src=&quot;http://opengamestudio.org/wp-content/gallery/cache/37__320x240_mj20120128_4.png&quot; alt=&quot;mj20120128_4&quot; title=&quot;mj20120128_4&quot; /&gt;
&lt;/a&gt;
&lt;/p&gt;

&lt;div lang=&quot;en&quot;&gt;We&amp;#8217;re continuing to refine this tileset and haven&amp;#8217;t yet decided whether it will be added to the upcoming version 0.9 or will be available later as a separate download.&lt;/div&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">Sylphis3D - The first game using Sylphis is here!</title>
		<link href="http://devnet.sylphis3d.com/node/376"/>
		<id>http://devnet.sylphis3d.com/376 at http://devnet.sylphis3d.com</id>
		<updated>2012-01-26T09:41:38+00:00</updated>
		<content type="html">&lt;p&gt;The first ever full game to be build utilising the Sylphis3D game engine is about to be released! Find out more here:&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://kalogirou.net/2012/01/26/unveiling-pop-corny/&quot; title=&quot;http://kalogirou.net/2012/01/26/unveiling-pop-corny/&quot;&gt;http://kalogirou.net/2012/01/26/unveiling-pop-corny/&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://facebook.com/MrPopCorny&quot; title=&quot;http://facebook.com/MrPopCorny&quot;&gt;http://facebook.com/MrPopCorny&lt;/a&gt;&lt;br /&gt;
&lt;a href=&quot;http://twitter.com/MrPopCorny&quot; title=&quot;http://twitter.com/MrPopCorny&quot;&gt;http://twitter.com/MrPopCorny&lt;/a&gt;&lt;/p&gt;</content>
		<author>
			<name>Sylphis3D</name>
			<uri>http://devnet.sylphis3d.com</uri>
		</author>
		<source>
			<title type="html">Sylphis3D Game Engine Developer Network -</title>
			<subtitle type="html">Welcome to the Sylphis3D Developer Network</subtitle>
			<link rel="self" href="http://devnet.sylphis3d.com/rss.xml"/>
			<id>http://devnet.sylphis3d.com/rss.xml</id>
			<updated>2012-02-06T22:45:19+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">FLARE - 20120125</title>
		<link href="http://clintbellanger.net/rpg/blog/20120125"/>
		<id>http://clintbellanger.net/rpg/blog/20120125</id>
		<updated>2012-01-25T15:45:47+00:00</updated>
		<content type="html">EnemyBehavior


I've been thinking about the EnemyBehavior interface and it's tricky. I'm trying to plan for several future e</content>
		<author>
			<name>FLARE</name>
			<uri>http://clintbellanger.net/rpg/</uri>
		</author>
		<source>
			<title type="html">FLARE News</title>
			<subtitle type="html">FLARE News (Free Libre Action Roleplaying Engine)</subtitle>
			<link rel="self" href="http://clintbellanger.net/rpg/flare.rss"/>
			<id>http://clintbellanger.net/rpg/flare.rss</id>
			<updated>2012-01-30T15:00:40+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - Wizznic! for Nokia N900/Maemo5</title>
		<link href="http://dustedgames.blogspot.com/2012/01/wizznic-for-nokia-n900maemo5.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-4598501712698716481</id>
		<updated>2012-01-25T04:29:52+00:00</updated>
		<content type="html">Some awesome person, Aapo Rantalainen have worked on Wizznic! And ported&lt;br /&gt;it to the &lt;a href=&quot;http://en.wikipedia.org/wiki/Maemo&quot;&gt;Maemo5&lt;/a&gt; platform, and in particular, the N900 phone. This looks really&lt;br /&gt;promising, and there's even touchscreen support there, which will be really sweet&lt;br /&gt;when I complete my work on making the whole UI pointer-aware :D&lt;br /&gt;&lt;br /&gt;The code from Aapo will be merged into the Wizznic! master branch as soon as I&lt;br /&gt;complete the UI work. :)&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;http://talk.maemo.org/showthread.php?p=1154909&quot;&gt;Here's the announcement.&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href=&quot;https://github.com/aapo/Wizznic&quot;&gt;The code is here&lt;/a&gt;, I think it was done on windows  since the patches are a bit off,&lt;br /&gt;which means a some manual labour for me, but never the less, this is an amazing piece of work which is greatly appreciated :)&lt;br /&gt;&lt;br /&gt;And last and most awesome, a video of the thing running! :)&lt;br /&gt;&lt;pre&gt;&lt;br /&gt;&lt;/pre&gt;&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-4598501712698716481?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OpenGameArt - Back on my soapbox: The silver lining of the MegaUpload shutdown</title>
		<link href="http://opengameart.org/content/back-on-my-soapbox-the-silver-lining-of-the-megaupload-shutdown"/>
		<id>http://opengameart.org/6442 at http://opengameart.org</id>
		<updated>2012-01-23T20:49:25+00:00</updated>
		<content type="html">&lt;div class=&quot;field field-name-title field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;&lt;h2&gt;Back on my soapbox: The silver lining of the MegaUpload shutdown&lt;/h2&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-author field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;bart&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-post-date field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;Monday, January 23, 2012 - 15:49&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-ds-user-picture field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;&lt;a href=&quot;http://opengameart.org/users/bart&quot;&gt;&lt;img src=&quot;http://opengameart.org/sites/default/files/styles/thumbnail/public/pictures/picture-1-1310196298.png&quot; alt=&quot;bart's picture&quot; title=&quot;bart's picture&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-body field-type-text-with-summary field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;&lt;p&gt;I wrote a blog entry on FreeGamer about the MegaUpload shutdown, and how we might be able to get something good out of it.  It's probably preaching to the choir here on OGA, but if you're interested, have a look:&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://freegamer.blogspot.com/2012/01/silver-lining-of-megaupload-shutdown.html&quot;&gt;http://freegamer.blogspot.com/2012/01/silver-lining-of-megaupload-shutdo...&lt;/a&gt;&lt;/p&gt;
&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</content>
		<author>
			<name>OpenGameArt</name>
			<uri>http://opengameart.org/blog</uri>
		</author>
		<source>
			<title type="html">Blog</title>
			<link rel="self" href="http://opengameart.org/blog-rss.xml"/>
			<id>http://opengameart.org/blog-rss.xml</id>
			<updated>2012-02-06T22:45:03+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - More Wizznic :P</title>
		<link href="http://dustedgames.blogspot.com/2012/01/more-wizznic-p.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-3598788289850497564</id>
		<updated>2012-01-23T12:33:11+00:00</updated>
		<content type="html">Been hacking a bit more on Wizznic, finding the &quot;angle of least change&quot; in order&lt;br /&gt;to turn the text/arrow keys based menus into something that also works with a mouse-pointer..&lt;br /&gt;I made a nasty hack that I quite like, and that I suggest you think about twice before doing..&lt;br /&gt;Every time I call my &quot;txtWrite&quot; function, that function will now update an internal variable containing the &quot;box&quot; size of the text..&lt;br /&gt;So, right after a call to txtWrite, if I do getTxtBox, I get a pointer to this rectangle.&lt;br /&gt;Thus:&lt;br /&gt;txtWrite(&quot;Some text&quot;, some, position);&lt;br /&gt;if ( isBoxClicked( getTxtBox() ) ) { //Box was clicked }&lt;br /&gt;&lt;br /&gt;Hehe..&lt;br /&gt;In other news, I was briefly hospitalized this thursday, and thus, wasted a weekend of coding, so wizznic release date is pushed a week, meaning there's also a slim chance my gfx guy have the time he needs to finish another theme :)&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-3598788289850497564?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OpenMW - News!</title>
		<link href="http://openmw.org/2012/01/22/news/"/>
		<id>http://openmw.org/?p=187</id>
		<updated>2012-01-22T16:50:22+00:00</updated>
		<content type="html">&lt;p&gt;Journal task is finished for now (It&amp;#8217;s very basic but We don&amp;#8217;t need anything more than that at the moment), GUS is free to focus on the other frontiers, like dialog GUI task, or meshes orientation bug. Good. Very good! Many have fallen in the battle with GUI tasks, so developer who survived and is somewhat experienced with mygui is even more important as He can do not only tasks on his own but also support other developers.&lt;/p&gt;
&lt;p&gt;Developers! Developers! Developers!&lt;/p&gt;
&lt;p&gt;lgro continues his work on configuration handling. Task is not that small as It seems but It&amp;#8217;s only one left for release and It doesn&amp;#8217;t interact with other tasks like water or terrain rendering.&lt;/p&gt;
&lt;p&gt;Terrain task is going well and smoothly, and that&amp;#8217;s not surprising since Yacoby knows very well what to do. Once again experience proves to be useful.&lt;/p&gt;
&lt;p&gt;jHooks is doing fine with water rendering as well. In interior cells it works mostly well, while work on rendering water in exterior cells had only began.&lt;/p&gt;
&lt;p&gt;One last thing: lgro (our beloved admin) upgraded wiki and forum recently. Forum members recevied PM but I will quote It for those who are not forum members yet:&lt;/p&gt;
&lt;blockquote&gt;&lt;p&gt;Hi,&lt;br /&gt;
forum and wiki upgrade is done. If you encounter any strange bugs or something, please let me know (send me e-mail or pm, or just write a post in &amp;#8220;Discuss the site&amp;#8221; subforum), and I will try to fix it.&lt;/p&gt;&lt;/blockquote&gt;</content>
		<author>
			<name>OpenMW</name>
			<uri>http://openmw.org</uri>
		</author>
		<source>
			<title type="html">OpenMW</title>
			<subtitle type="html">Opensource Elderscrolls III: Morrowind engine reimplementation</subtitle>
			<link rel="self" href="http://openmw.org/feed/"/>
			<id>http://openmw.org/feed/</id>
			<updated>2012-02-05T14:45:29+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - MJEdit-0.4</title>
		<link href="http://opengamestudio.org/lang/en/news/606"/>
		<id>http://opengamestudio.org/?p=606</id>
		<updated>2012-01-22T07:21:17+00:00</updated>
		<content type="html">&lt;div lang=&quot;en&quot;&gt;New version of OGS Mahjong Layout Editor is available.&lt;/div&gt;

&lt;h3 lang=&quot;en&quot;&gt;Changes from last version&lt;/h3&gt;

&lt;ul lang=&quot;en&quot;&gt;
&lt;li&gt;Support for kmahjongg-1.1 format. Can load, create and save kmahjongg-1.1 files.&lt;/li&gt;
&lt;li&gt;Support for description files.&lt;/li&gt;
&lt;li&gt;Prompting to save changes when exit.&lt;/li&gt;
&lt;/ul&gt;

&lt;h3 lang=&quot;en&quot;&gt;Download links&lt;/h3&gt;

&lt;ul lang=&quot;en&quot;&gt;
&lt;li&gt;&lt;a href=&quot;http://ogstudio.googlecode.com/files/mjedit-0.4-src.7z&quot;&gt;Sources (written in Python with usage of PyQt4)&lt;em&gt;(5 Kb)&lt;/em&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://ogstudio.googlecode.com/files/mjedit-0.4.exe&quot;&gt;Installer for Windows &lt;em&gt;(8 Mb)&lt;/em&gt;&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OctaForge - Official Windows x64 support</title>
		<link href="http://octaforge.org/node/117"/>
		<id>http://octaforge.org/117 at http://octaforge.org</id>
		<updated>2012-01-21T23:52:17+00:00</updated>
		<content type="html">&lt;div class=&quot;field field-name-taxonomy-forums field-type-taxonomy-term-reference field-label-above clearfix&quot;&gt;&lt;ul class=&quot;links&quot;&gt;&lt;li class=&quot;taxonomy-term-reference-0&quot;&gt;&lt;a href=&quot;http://octaforge.org/forum/6&quot;&gt;Announcements&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-body field-type-text-with-summary field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;&lt;p&gt;Announcing official Windows x64 support. Binaries will ship next release. It's thanks to the new version of SDL and accompanying libs, that bring their dependencies up to date as well as other modifications.&lt;/p&gt;
&lt;p&gt;That also means support for new formats, FLAC in SDL_mixer and WebP in SDL_image, respectively.&lt;/p&gt;
&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</content>
		<author>
			<name>OctaForge</name>
			<uri>http://octaforge.org/frontpage</uri>
		</author>
		<source>
			<title type="html">OctaForge</title>
			<link rel="self" href="http://octaforge.org/rss.xml"/>
			<id>http://octaforge.org/rss.xml</id>
			<updated>2012-02-06T22:45:28+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">LibSIEGE - Moved across servers</title>
		<link href="http://libsiege.org/2012/01/20/moved-across-servers/"/>
		<id>http://libsiege.org/?p=380</id>
		<updated>2012-01-20T11:17:17+00:00</updated>
		<content type="html">&lt;p&gt;If you haven&amp;#8217;t been able to reach the website during the last few days, it was due to DNS propagation and because I&amp;#8217;ve been fiddling with the new server.&lt;/p&gt;
&lt;p&gt;And by fiddling, I mean that the website has been moved to a new server, and I still had (and have) to configure some things. You&amp;#8217;ll also notice that the theme is currently semi-broken (the title bar, for example, should have a dark background) &amp;#8211; I&amp;#8217;m working on that.&lt;/p&gt;
&lt;p&gt;The good news is that SIEGE is now on a much better server than before (it&amp;#8217;s a dedicated server), which means that I&amp;#8217;ll be able to put up, say, a bugtracker which doesn&amp;#8217;t use PHP (there&amp;#8217;s a lot to choose from though).&lt;/p&gt;</content>
		<author>
			<name>LibSIEGE</name>
			<uri>http://libsiege.org</uri>
		</author>
		<source>
			<title type="html">SIEGE Game Engine</title>
			<subtitle type="html">Simple Interplatform Entity Game Engine</subtitle>
			<link rel="self" href="http://libsiege.org/feed/"/>
			<id>http://libsiege.org/feed/</id>
			<updated>2012-01-20T11:45:28+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">Me::Programmer.class - Android Bitmap Idiosyncrasies</title>
		<link href="http://meprogrammer.blogspot.com/2012/01/android-bitmap-idiosyncrasies.html"/>
		<id>tag:blogger.com,1999:blog-18868839.post-6880958433215177725</id>
		<updated>2012-01-19T11:38:00+00:00</updated>
		<content type="html">Whilst improving my Android app &lt;a href=&quot;https://market.android.com/details?id=com.scs.chromakey.main.full&quot;&gt;Chromakey Photo Edit&lt;/a&gt;, I've come across a few idiosyncrasies with Android Bitmaps which I thought I'd share for reference:-&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Bitmap.createScaledBitmap() always returns a bitmap of type RGB_565, regardless of the source bitmap.&amp;nbsp; See http://code.google.com/p/android/issues/detail?id=13038&lt;/li&gt;&lt;li&gt;ARGB_4444 is now depreciated, so you'll always need to use ARGB_8888 if you want to store transparency information.&lt;/li&gt;&lt;li&gt; When using BitmapFactory.decodeFile(), always try to pass a BitmapFactory.Options().inPreferredConfig to ensure you get a bitmap in the format you need.&amp;nbsp; By default, bitmaps loaded this way are always immutable (editable), so you'll need to do a Bitmap.copy() if you need to make it mutable.&lt;/li&gt;&lt;li&gt;Bitmap.recycle() is not neccesarily required, but can help improve the garbage collection.&lt;/li&gt;&lt;/ul&gt;&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/18868839-6880958433215177725?l=meprogrammer.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>Steve</name>
			<email>noreply@blogger.com</email>
			<uri>http://meprogrammer.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">Me::Programmer.class</title>
			<subtitle type="html">The trials and tribulations of an amateur game programmer.  Please tell him where he is going wrong.</subtitle>
			<link rel="self" href="http://meprogrammer.blogspot.com/feeds/posts/default?alt=rss"/>
			<id>tag:blogger.com,1999:blog-18868839</id>
			<updated>2012-01-19T12:00:54+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - Testing windows installer for OGS Mahjong</title>
		<link href="http://opengamestudio.org/lang/en/news/593"/>
		<id>http://opengamestudio.org/?p=593</id>
		<updated>2012-01-18T19:02:50+00:00</updated>
		<content type="html">&lt;div lang=&quot;en&quot;&gt;The testing version of windows installer for OGS Mehjong 0.9 is ready. Please, try it and tell us if you&amp;#8217;ll find any problems with the game installation or removal.&lt;/div&gt;

&lt;p&gt;&lt;del datetime=&quot;2012-01-28T19:21:24+00:00&quot;&gt;&lt;strong&gt;&lt;a href=&quot;http://ogstudio.googlecode.com/files/OGS%20Mahjong%200.9.exe&quot;&gt;OGS Mahjong 0.9.exe&lt;/a&gt;(46.8 MB)&lt;/strong&gt;&lt;/del&gt;&lt;br /&gt;
&lt;strong lang=&quot;en&quot;&gt;Fixed installer: &lt;a href=&quot;http://sourceforge.net/projects/osrpgcreation/files/Mahjong/dev/ogs-mahjong-0.9-windows32.exe/download&quot;&gt;ogs-mahjong-0.9-windows32.exe&lt;/a&gt;(49.1 MB)&lt;/strong&gt;&lt;br /&gt;
&lt;/p&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">Crystal Space - News CS 2.0 beta2</title>
		<link href="http://crystalspace3d.org/main/News_CS_2.0_beta2"/>
		<id>http://crystalspace3d.org/main/News_CS_2.0_beta2</id>
		<updated>2012-01-18T18:32:45+00:00</updated>
		<content type="html">&lt;p&gt;&lt;br /&gt;
Crystal Space and Crystal Entity Layer 2.0 beta 2 have been released.&lt;br /&gt;&lt;br /&gt;
Check out the &lt;a href=&quot;http://crystalspace3d.org/main/Download&quot; title=&quot;Download&quot;&gt;Download&lt;/a&gt; page for downloads and see what's new.&lt;br /&gt;
&lt;/p&gt;
&lt;hr /&gt;</content>
		<author>
			<name>Philwyett</name>
			<email>philswyett@gmx.co.uk</email>
			<uri></uri>
		</author>
		<source>
			<title type="html">Newest articles in the category FinishedItem</title>
			<link rel="self" href="http://crystalspace3d.org/main/Special:WikiFeeds/atom/newestcategoryarticles/category/FinishedItem/count/5"/>
			<id>http://crystalspace3d.orghttp://crystalspace3d.org/main/Special:WikiFeeds/atom/newestcategoryarticles/category/FinishedItem/count/5</id>
			<updated>2012-02-06T22:45:31+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">Crystal Space - News CS 2.0 beta3</title>
		<link href="http://crystalspace3d.org/main/News_CS_2.0_beta3"/>
		<id>http://crystalspace3d.org/main/News_CS_2.0_beta3</id>
		<updated>2012-01-18T18:32:19+00:00</updated>
		<content type="html">&lt;p&gt;&lt;br /&gt;
Crystal Space and Crystal Entity Layer 2.0 beta 3 have been released.&lt;br /&gt;&lt;br /&gt;
Check out the &lt;a href=&quot;http://crystalspace3d.org/main/Download&quot; title=&quot;Download&quot;&gt;Download&lt;/a&gt; page for downloads and see what's new.&lt;br /&gt;
&lt;/p&gt;
&lt;hr /&gt;</content>
		<author>
			<name>Philwyett</name>
			<email>philswyett@gmx.co.uk</email>
			<uri></uri>
		</author>
		<source>
			<title type="html">Newest articles in the category FinishedItem</title>
			<link rel="self" href="http://crystalspace3d.org/main/Special:WikiFeeds/atom/newestcategoryarticles/category/FinishedItem/count/5"/>
			<id>http://crystalspace3d.orghttp://crystalspace3d.org/main/Special:WikiFeeds/atom/newestcategoryarticles/category/FinishedItem/count/5</id>
			<updated>2012-02-06T22:45:31+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">Crystal Space - News CS CEL and Ares future Call for help and donations</title>
		<link href="http://crystalspace3d.org/main/News_CS_CEL_and_Ares_future_Call_for_help_and_donations"/>
		<id>http://crystalspace3d.org/main/News_CS_CEL_and_Ares_future_Call_for_help_and_donations</id>
		<updated>2012-01-18T18:31:14+00:00</updated>
		<content type="html">&lt;p&gt;&lt;br /&gt;
&lt;br /&gt;&lt;br /&gt;
Dear CS, CEL and Ares developers, users, supporters and all,&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;In the fast pace world of 3D, hardware and gaming. It is difficult to
keep up and progress without the assistance and generosity of others.&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;CS, CEL and Ares are three core projects that now and in the future,
bring you the ability to create games and other applications with a
degree of ease and flexibility. Doing this though creates it's
challenges. As Open Source projects, we survive on peoples generous
donation of time and their passion which is so great they purchase
much of the hardware to progress the projects from their own pockets.&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;We are reaching out to the community and wider to assist us if you can
and reduce the burden from individuals and progress as we wish to. In
the future we wish to:&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;
&lt;pre&gt; - Better support Apple Mac OS X&lt;br /&gt;
 - Add Android support&lt;br /&gt;
 - Add Apple iOS support&lt;br /&gt;
 - Add GLSL and GLES&lt;br /&gt;&lt;br /&gt;
&lt;/pre&gt;
&lt;p&gt;We would also like to be able to purchase up to date versions of
software for example Visual Studio for long standing developers. Other
uses of any financial donations would be decided by concensus amongst
the development team as they are at present.&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;As projects we are always looking for new people to help in all areas of
the projects.&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;If you are able to offer your time to any of the projects please contact
us via the discussion or development mailing lists.&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;To subscribe and mail to the list, please see:&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;&lt;a href=&quot;http://www.crystalspace3d.org/docs/online/manual/Mailing-Lists.html&quot; class=&quot;external free&quot; title=&quot;http://www.crystalspace3d.org/docs/online/manual/Mailing-Lists.html&quot; rel=&quot;nofollow&quot;&gt;http://www.crystalspace3d.org/docs/online/manual/Mailing-Lists.html&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;As projects we are in desperate need of hardware and software to bring
support and features up to date then progress, and as a team of individuals we can
only do this via donations in the future.&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;If you are able to make a donation of money or hardware. Please contact
the founder of the CS, CEL and Ares projects:&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;Jorrit Tyberghein - Email: jorrit.tyberghein@gmail.com&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;Regards&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;Phil Wyett&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;Crystal Space and Crystal Entity Layer release manager.&lt;br /&gt;&lt;br /&gt;
&lt;/p&gt;
&lt;hr /&gt;</content>
		<author>
			<name>Philwyett</name>
			<email>philswyett@gmx.co.uk</email>
			<uri></uri>
		</author>
		<source>
			<title type="html">Newest articles in the category FinishedItem</title>
			<link rel="self" href="http://crystalspace3d.org/main/Special:WikiFeeds/atom/newestcategoryarticles/category/FinishedItem/count/5"/>
			<id>http://crystalspace3d.orghttp://crystalspace3d.org/main/Special:WikiFeeds/atom/newestcategoryarticles/category/FinishedItem/count/5</id>
			<updated>2012-02-06T22:45:31+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OpenGameArt - Stop SOPA/PIPA</title>
		<link href="http://opengameart.org/content/stop-sopapipa"/>
		<id>http://opengameart.org/6415 at http://opengameart.org</id>
		<updated>2012-01-18T15:06:08+00:00</updated>
		<content type="html">&lt;div class=&quot;field field-name-title field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;&lt;h2&gt;Stop SOPA/PIPA&lt;/h2&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-author field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;bart&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-post-date field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;Wednesday, January 18, 2012 - 10:06&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-ds-user-picture field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;&lt;a href=&quot;http://opengameart.org/users/bart&quot;&gt;&lt;img src=&quot;http://opengameart.org/sites/default/files/styles/thumbnail/public/pictures/picture-1-1310196298.png&quot; alt=&quot;bart's picture&quot; title=&quot;bart's picture&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-body field-type-text-with-summary field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;&lt;p&gt;I'm not going to say a whole lot about this because for the most part I'm preaching to the choir here.  But, if you live in the United States, before you do anything else today, you need to contact your representatives in congress about SOPA and PIPA.&lt;/p&gt;
&lt;p&gt;If you're not familiar with these bills, &lt;a href=&quot;http://reddit.com&quot;&gt;reddit&lt;/a&gt; has a good overview.&lt;/p&gt;
&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</content>
		<author>
			<name>OpenGameArt</name>
			<uri>http://opengameart.org/blog</uri>
		</author>
		<source>
			<title type="html">Blog</title>
			<link rel="self" href="http://opengameart.org/blog-rss.xml"/>
			<id>http://opengameart.org/blog-rss.xml</id>
			<updated>2012-02-06T22:45:03+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - Wizznic! Touchscreens!</title>
		<link href="http://dustedgames.blogspot.com/2012/01/wizznic-touchscreens.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-7323427972626865601</id>
		<updated>2012-01-16T21:27:04+00:00</updated>
		<content type="html">&lt;div dir=&quot;ltr&quot;&gt;&lt;div dir=&quot;ltr&quot;&gt;So, I hacked around &lt;a href=&quot;http://dustedgames.blogspot.com/p/wizznic.html&quot;&gt;Wizznic&lt;/a&gt; a bit last night and got some pretty decent mouse/touchscreen support going, this is pretty usefull on wiz, and if there's a touchscreen on the PSP I could imagine it'd be nice there too..&lt;br /&gt;&lt;br /&gt;Anyway, it also works on PC.. I', not done with this yet though, if you wanna try it, you'll have to compile the source from &lt;a href=&quot;https://github.com/DusteDdk/Wizznic&quot;&gt;github&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-7323427972626865601?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - More Wizznic! hacking! :D</title>
		<link href="http://dustedgames.blogspot.com/2012/01/more-wizznic-hacking-d.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-262323742146946262</id>
		<updated>2012-01-16T21:26:33+00:00</updated>
		<content type="html">&lt;div dir=&quot;ltr&quot;&gt;&lt;div dir=&quot;ltr&quot;&gt;I've been giving &lt;a href=&quot;http://dustedgames.blogspot.com/p/wizznic.html&quot;&gt;Wizznic&lt;/a&gt; some attention lately, and gotten some nice things done, I feel sharp :)&lt;br /&gt;I added a little cursor inside the cursor to give the user a better feel of where the actual cursor is, it feels right :)&lt;br /&gt;I fixed a long standing bug that made the cursor sometimes &quot;jump&quot; around when moving a brick with a brick on top of it, this happened because I have this lock mechanism, but I forgot to &quot;unlock&quot; the bricks after un-grabbing them :P&lt;br /&gt;&lt;br /&gt;I also rearranged the way levels load graphics, walls are one part, &quot;brick die&quot; animations is one part, and the rest of the tiles are one part. This means that for example, die-animations are no longer dependant on the name of the tileset, walls are no longer dependant on the name of the tileset. This makes it possible to have several wall-sets in (or tile-sets, or die-animations or any combination hereof) in a theme.&lt;br /&gt;&lt;br /&gt;I also solved an issue that have annoyed me for quite a while, that the &quot;magnet/glue and one-way only&quot; tiles were not treated as walls, even though they are basically that.. Now they are, which makes the wall-tile-selection a lot prettier to look at visually, they are also overlaid on top of the walls, making reuse easier (but optional).&lt;br /&gt;&lt;br /&gt;I also noticed that some players had trouble detecting (yes, people are machines) the edges of the walls, making them believe that sometimes they were able to move bricks, even though there were a wall there, other times they would not move bricks to obvious places, because they believed that there was a wall (when, in fact, there was none). I have partly solved this by making the edges of the walls a little brighter. In addition, I am thinking about adding some more details to the inside of the wall tiles, tough at this moment I don't know what it would be, maybe my graphics guy have an idea and will do this? :D&lt;br /&gt;&lt;br /&gt;And here's a little video showing those new cool things, the code is not on github yet, I still need to convert all the levels..&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-262323742146946262?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - Wizznic, Content and the big 1.0.</title>
		<link href="http://dustedgames.blogspot.com/2012/01/wizznic-content-and-big-10.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-3585714572680846004</id>
		<updated>2012-01-16T21:26:01+00:00</updated>
		<content type="html">&lt;div dir=&quot;ltr&quot;&gt;&lt;div dir=&quot;ltr&quot;&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;qubodup of &lt;a href=&quot;http://freegamer.blogspot.com/&quot;&gt;freegamer&lt;/a&gt; asked me about my graphics guy, so I thought I'd share a bit of that history and use that as an excuse for not being productive ;)&lt;br /&gt;&lt;br /&gt;As the intro should show (the third credit), ViperMD  did a great deal of graphics work on 0.9.9 release of wizznic, I met VMD at a LAN around 2000 and I consider him to be one of my close friends. He has a talent for computer graphics, both in 2D and 3D, and is an avid gamer. I have spend fair amounts of time hacking on wizznic on his couch, for whatever reason, we never talked about working on the project together.. So for the 0.9.9 release I suggested that we collaborate, admitting my shortcomings as an artist :) VMD did the Thor theme, which is going to be the default Wizznic theme, however, if I can convince him, Thor is not the last eyecandy you will be seeing from VMD, he have also shown interest in Wizznic3D, so expect some sweet graphics there ;)&lt;br /&gt;&lt;br /&gt;VMD did 95%o of the work on Thor, with some (annoying, I'm certain) comments and input from me, Thor is his very first contribution to computer-games, and even without taking the technical limitations and my confusing and lacking leadership into account, it is a sweet piece of work if I have to say (which, obviously, I do, so I did).&lt;br /&gt;&lt;br /&gt;We also worked together on condensing the ~80 existing levels down to 40 levels, which were divided into two packs. I hope this process increased the overall quality of the puzzles, but only time can tell. Of course I plan to add more levels in the future (New packs, and only slight adjustments/reordering of the existing ones).&lt;br /&gt;&lt;br /&gt;The process of sorting the puzzles was interesting.. None of us had any real idea of how difficult individual puzzles were, so we did the following:&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;Rendered a screenshot of each level, and put those  on a network share.&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;We now had 80 screenshots, but I wanted to mature the quality of the puzzles, and decided to only include 40 puzzles, divided into 2 packs of 20. So our first task was easy, we made a &quot;Delete me&quot; directory, and were allowed to choose the 20 levels that we thought looked &quot;ugly&quot; and delete them.&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;Now, remaining was 40 unsorted puzzles (with screenshots).&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;We created two directories there, &quot;Easy&quot; and &quot;Hard&quot;, for &quot;Pack 0&quot; and &quot;Pack 1&quot;.&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;We then inspected the level files visually to try to identify their difficulty, and  then move their files into either one, this meant we could both work on the same task at the same time.&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;Once we had 2 dirs with 20 files in each, we made 4 subdirs in both of them,&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;we then worked on each our dir, and tried to&amp;nbsp;identify&amp;nbsp;the easist, medium-easy, medium-hard and hardest puzzles, and put them in their directories, this process was easier since it was now only 20 files to be sorted.&lt;/span&gt;&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;Finally, 20 directories were made inside both &quot;easy&quot; and &quot;hard&quot;, the idea here&amp;nbsp;&lt;/span&gt;&lt;/span&gt;was to go through the 4 subdirs, having the first &quot;map&quot; logically to &quot;1,2,3,4&quot; and the second to &quot;5,6,7,8&quot; and so on, this way, we would only have to worry about sorting a chunk of 4 levels at a time, which is a lot easier than to inspect 20 levels as a whole.&lt;/li&gt;&lt;/ol&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;If that sounded confusing, don't worry, I haven't found a nice way of explaining it yet, which lead to some misunderstandings, but in the end it was a pretty easy task, and a method for sorting puzzles that I will be using again in the future, hopefully combined with the statistics I gather (from people who chose tho help me by enabling stats-upload in wizznic).&lt;br /&gt;&lt;br /&gt;Deadline for Wizznic 1.0-rc is 29'th of&amp;nbsp;January&amp;nbsp;this year. That means I've got 4 weekends to work on it (I don't have much time during the week, and easily run out of steam..).&lt;br /&gt;Todo for 1.0:&lt;br /&gt;Updating all files to the new level format.&lt;br /&gt;Optional &quot;Unsolvable&quot;, &quot;Out of Time&quot; and &quot;Reset level?&quot; graphics (and make those for Thor).&lt;br /&gt;One more theme (if VMD feels up for it), sound theme for Thor.&lt;br /&gt;&lt;br /&gt;Once these features are completed, 1.0 is released, it's done.&lt;br /&gt;Newer versions only be bugfixes and new content.&lt;br /&gt;&lt;br /&gt;By the way, my 3D engine that I'll use for Wizznic3D. VMD modelled and textured the spaceship.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;&lt;br /&gt;&lt;br /&gt;Lot's of work needed on that one..&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class=&quot;post-author vcard&quot;&gt;&lt;span class=&quot;fn&quot;&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-3585714572680846004?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en-gb">
		<title type="html">Orx - Some new community tutorials to celebrate 2012!</title>
		<link href="http://orx-project.org/component/content/article/1-orx/77-some-new-community-tutorials-to-celebrate-2012"/>
		<id>http://orx-project.org/component/content/article/1-orx/77-some-new-community-tutorials-to-celebrate-2012</id>
		<updated>2012-01-16T10:20:25+00:00</updated>
		<content type="html">&lt;p&gt;Hi everybody!&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#FF0000&quot;&gt;Well, first of all we wish you all a happy new year 2012, a bit late, as usual.&lt;/font&gt; &lt;img src=&quot;http://orx-project.org/plugins/editors/tinymce/jscripts/tiny_mce/plugins/emotions/images/smiley-embarassed.gif&quot; border=&quot;0&quot; alt=&quot;Embarassed&quot; title=&quot;Embarassed&quot; /&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;Now some news: &lt;font color=&quot;#008000&quot;&gt;we have some new interesting community tutorials, &lt;/font&gt;&lt;font color=&quot;#000000&quot;&gt;here are some details about the most recent ones&lt;/font&gt;&lt;font color=&quot;#008000&quot;&gt;.&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;Grey has added a much useful tutorial for those who want to compile orx from source. As you'll see it's pretty straightforward and doesn't require any real work at all. &lt;a href=&quot;http://orx-project.org/wiki/en/orx/tutorials/community/grey/tutorial0&quot; target=&quot;_blank&quot;&gt;You can find this tutorial here.&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;I also added my first community tutorial about off-screen rendering/compositing with a simple two-pass 2D lighting example. &lt;a href=&quot;http://orx-project.org/wiki/en/orx/tutorials/community/iarwain/compositing&quot; target=&quot;_blank&quot;&gt;Here it is!&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;And don't forget to check other very useful community tutorials made by &lt;font color=&quot;#008000&quot;&gt;sausage&lt;/font&gt;&lt;font color=&quot;#000000&quot;&gt;,&lt;/font&gt;&lt;font color=&quot;#008000&quot;&gt; tdomhan&lt;/font&gt;&lt;font color=&quot;#000000&quot;&gt;,&lt;/font&gt;&lt;font color=&quot;#008000&quot;&gt; newton64 &lt;/font&gt;&lt;font color=&quot;#000000&quot;&gt;and&lt;/font&gt;&lt;font color=&quot;#008000&quot;&gt; laschweinski&lt;/font&gt;&lt;font color=&quot;#000000&quot;&gt;.&lt;/font&gt; &lt;a href=&quot;http://orx-project.org/wiki/en/orx/tutorials/main&quot; target=&quot;_blank&quot;&gt;You can find them all here&lt;/a&gt;.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#0000ff&quot;&gt;Finally, a big thank you to all of you who have contributed to the wiki and to the forum.&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#0000ff&quot;&gt;It's really nice to see the community shaping up and growing. We hope it's going to expand even more this year!&lt;/font&gt;&lt;/p&gt;&lt;p&gt;&lt;font color=&quot;#0000ff&quot;&gt; &lt;/font&gt;&lt;/p&gt;&lt;p&gt;If you have any questions/comments, as usual, please let us know!&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;Cheers,&lt;/p&gt;&lt;p&gt;- iarwain&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</content>
		<author>
			<name>Orx</name>
			<uri>http://orx-project.org/component/content/frontpage</uri>
		</author>
		<source>
			<title type="html">News</title>
			<subtitle type="html">Orx - a portable open source game engine</subtitle>
			<link rel="self" href="http://orx-project.org/index.php?format=feed&amp;type=atom"/>
			<id>http://orx-project.org/component/content/frontpage</id>
			<updated>2012-02-06T22:45:24+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - I'm not dead!</title>
		<link href="http://dustedgames.blogspot.com/2011/08/im-not-dead.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-1947722462880102985</id>
		<updated>2012-01-15T18:54:04+00:00</updated>
		<content type="html">&lt;div dir=&quot;ltr&quot;&gt;IRL have been taking it's toll on my development efforts..&lt;br /&gt;I'm now both a Data-technician and AP Graduate in IT Technology and Network Engineering..&lt;br /&gt;However, everyone wants a 25 year freshly educated with 30 years of experience.&lt;br /&gt;So I'll be getting a lot of time to work on my games now..&lt;br /&gt;I've been sifting through the &lt;a href=&quot;http://dustedgames.blogspot.com/p/wizznic.html&quot;&gt;Wizznic&lt;/a&gt;! code and made it way better at handling non-320x240 native window sizes, this should make porting to devices with screens larger than 320x240 a lot easier. I also changed the &quot;Please allow feedback&quot; screen to be more verbose and it can't be skipped without making a choice (yes or no to send feedback).&lt;br /&gt;Now I'm wondering where to take Wizznic! next, the preview was more a tech-demo, I'm not sure I like the idea of making such radical changes to the tilesets..&lt;br /&gt;I'm splitting the main levels into several packs, to make it easier to &quot;complete&quot; a stage of the game, a bit like the original Puzznic.&lt;br /&gt;Maybe tilesets should only change per stage, and not every X levels..&lt;br /&gt;Feedback is appreciated from the 1 or 2 people who'll ever read this :)&lt;/div&gt;&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-1947722462880102985?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">jMonkeyEngine - Beta 1 Game Contest Results</title>
		<link href="http://jmonkeyengine.org/2012/01/15/beta-1-game-contest-results/"/>
		<id>http://jmonkeyengine.org/?p=2510</id>
		<updated>2012-01-15T18:27:06+00:00</updated>
		<content type="html">&lt;p&gt;After a month and a half of intense game development, the &lt;a href=&quot;http://jmonkeyengine.org/2011/11/06/beta-1-game-contest/&quot;&gt;Beta 1 Game Contest&lt;/a&gt; came to a close with the end of 2011.  We were ecstatic to see an incredible &lt;a href=&quot;http://jmonkeyengine.org/groups/beta-1-game-contest/forum/&quot;&gt;30 projects&lt;/a&gt; come to life with more than 1100 posts in work in progress threads.  In the end, 10 projects found their way to the final submissions thread for judging.  Without further ado, the winners!&lt;/p&gt;
&lt;h3&gt;&lt;strong&gt;First Place&lt;/strong&gt;&lt;/h3&gt;
&lt;h4&gt;&lt;a href=&quot;http://jmonkeyengine.org/groups/beta-1-game-contest/forum/topic/wip-the-cove-contest-entry/&quot;&gt;The Cove&lt;/a&gt; &amp;#8211; &lt;a href=&quot;http://jmonkeyengine.org/members/thetoucher&quot;&gt;@thetoucher&lt;/a&gt;&lt;/h4&gt;
&lt;p&gt;Score: 86%&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://jmonkeyengine.org/2012/01/15/beta-1-game-contest-results/k7uak/&quot; rel=&quot;attachment wp-att-2521&quot;&gt;&lt;img class=&quot;alignnone size-large wp-image-2521&quot; title=&quot;The Cove Screenshot&quot; src=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/01/K7UaK-600x337.jpg&quot; alt=&quot;The Cove, by @thetoucher&quot; width=&quot;591&quot; height=&quot;331&quot; /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;&lt;strong&gt;Second Place&lt;/strong&gt;&lt;/h3&gt;
&lt;h4&gt;&lt;a href=&quot;http://jmonkeyengine.org/groups/beta-1-game-contest/forum/topic/wip-monkey-mania/&quot;&gt;Monkey Mania&lt;/a&gt; &amp;#8211; &lt;a href=&quot;http://jmonkeyengine.org/members/ndebruyn&quot;&gt;@ndebruyn&lt;/a&gt;&lt;/h4&gt;
&lt;p&gt;Score: 79%&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://jmonkeyengine.org/2012/01/15/beta-1-game-contest-results/shot16/&quot; rel=&quot;attachment wp-att-2522&quot;&gt;&lt;img class=&quot;alignnone size-large wp-image-2522&quot; title=&quot;Monkey Mania Screenshot&quot; src=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/01/shot16-600x469.jpg&quot; alt=&quot;Monkey Mania, by @ndebruyn&quot; width=&quot;591&quot; height=&quot;461&quot; /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;h3&gt;&lt;strong&gt;Third Place&lt;/strong&gt;&lt;/h3&gt;
&lt;h4&gt;&lt;a href=&quot;http://jmonkeyengine.org/groups/beta-1-game-contest/forum/topic/wippirate-hell/&quot;&gt;Pirate Hell&lt;/a&gt; &amp;#8211; &lt;a href=&quot;http://jmonkeyengine.org/members/ceiphren&quot;&gt;@ceiphren&lt;/a&gt;&lt;/h4&gt;
&lt;p&gt;Score: 73%&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://jmonkeyengine.org/2012/01/15/beta-1-game-contest-results/v0usz/&quot; rel=&quot;attachment wp-att-2523&quot;&gt;&lt;img class=&quot;alignnone size-large wp-image-2523&quot; title=&quot;Pirate Hell Screenshot&quot; src=&quot;http://jmonkeyengine.org/wp-content/uploads/2012/01/v0UsZ-600x373.jpg&quot; alt=&quot;Pirate Hell, by @ceiphren&quot; width=&quot;591&quot; height=&quot;367&quot; /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Complete reviews and scores for all of the entries can be found in the &lt;a href=&quot;http://jmonkeyengine.org/groups/beta-1-game-contest/forum/topic/beta-1-contest-results/&quot;&gt;forum thread&lt;/a&gt;.  Our winners will be receiving the prizes outlined in the &lt;a href=&quot;http://jmonkeyengine.org/2011/11/15/beta-contest-prizes-revealed-free-book-woothemes/&quot;&gt;prize announcement&lt;/a&gt;.  &lt;a href=&quot;http://jmonkeyengine.org/members/thetoucher&quot;&gt;@thetoucher&lt;/a&gt; can expect a free copy of the upcoming &lt;a href=&quot;http://jmonkeyengine.org/tag/book/&quot;&gt;jMonkeyEngine Book&lt;/a&gt; in the mail as well as a free WordPress theme courtesy of our friends at  &lt;a href=&quot;http://www.woothemes.com/&quot;&gt;WooThemes&lt;/a&gt;.  &lt;a href=&quot;http://jmonkeyengine.org/members/ndebruyn&quot;&gt;@ndebruyn&lt;/a&gt; and &lt;a href=&quot;http://jmonkeyengine.org/members/ceiphren&quot;&gt;@ceiphren&lt;/a&gt; will be offered substantial discounts on both the book and a WordPress theme.  Thank you to all for making this contest the huge success it was; Truly a community feat!&lt;/p&gt;</content>
		<author>
			<name>jMonkeyEngine</name>
			<uri>http://jmonkeyengine.org</uri>
		</author>
		<source>
			<title type="html">jMonkeyEngine.org</title>
			<subtitle type="html">jMonkeyEngine Community</subtitle>
			<link rel="self" href="http://jmonkeyengine.org/feed/"/>
			<id>http://jmonkeyengine.org/feed/</id>
			<updated>2012-02-05T21:00:02+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OpenMW - Power failure? pffffffffff! That won’t stop us.</title>
		<link href="http://openmw.org/2012/01/15/power-failure-pffffffffff-that-wont-stop-us/"/>
		<id>http://openmw.org/?p=183</id>
		<updated>2012-01-15T16:01:58+00:00</updated>
		<content type="html">&lt;p&gt;It seems that the only task left for new release openmw is configuration/directory handling. lgro is currently on it so It looks like we will see new version on the loose soon with basic journal, properer character rendering and animations finally working (to mention the most spectacular features).&lt;/p&gt;
&lt;p&gt;Actually work for 0.13.0 already started. Yaccoby is taken over terrain rendering task and jhooks1 is working on water rendering.&lt;/p&gt;
&lt;p&gt;Short reminder here: yaccoby is the guy behind old terrain rendering in old openmw. It was totally custom implementation, since the current ogre3d lib did not exist at the time and available solutions sucked a bit. Currently there is no reason to write custom terrain rendering since:&lt;/p&gt;
&lt;li&gt;new lib does the job good enough&lt;/li&gt;
&lt;li&gt;more code in separate libs = less code in openmw = less work on code maintaining&lt;/li&gt;
&lt;li&gt;this code should get improvements over a time from ogre3d community that we could use&lt;/li&gt;
&lt;p&gt;And yaccoby seems to excited to work on feature that can make pretty pictures&lt;/p&gt;
&lt;p&gt;While Yaccoby is doing element of earth jhooks1 started element of water (sadly We dropped codenames so We can&amp;#8217;t name 0.12.0 &amp;#8220;It moves&amp;#8221; and 0.13.0 &amp;#8220;ElementalWind&amp;#8221;). No hydratex here: It requires decent hardware to run smoothly and that&amp;#8217;s not really acceptable for openmw.&lt;/p&gt;
&lt;p&gt;Although openmw will require better hardware than morrowind It shouldn&amp;#8217;t need newest graphic cards to run at all. For example yaccoby wants to use shader model 2 for terrain, and although Morrowind did not require that kind of hardware today it&amp;#8217;s unusual to find less capable PC. Even my crappy, old Geforce 7300 GT is a shader model 3.&lt;/p&gt;
&lt;p&gt;Oh, my geforce is doing what I want and I&amp;#8217;m not complaining at all. It&amp;#8217;s just old. I don&amp;#8217;t think that anyone uses older graphic card than this.&lt;/p&gt;</content>
		<author>
			<name>OpenMW</name>
			<uri>http://openmw.org</uri>
		</author>
		<source>
			<title type="html">OpenMW</title>
			<subtitle type="html">Opensource Elderscrolls III: Morrowind engine reimplementation</subtitle>
			<link rel="self" href="http://openmw.org/feed/"/>
			<id>http://openmw.org/feed/</id>
			<updated>2012-02-05T14:45:29+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OpenMW - </title>
		<link href="http://openmw.org/2012/01/15/172/"/>
		<id>http://openmw.org/?p=172</id>
		<updated>2012-01-15T14:36:47+00:00</updated>
		<content type="html">&lt;p&gt;Hello,&lt;br /&gt;
Thursday and Friday openmw.org unavailability, as I mentioned in previous post, was caused by power loss in &lt;a href=&quot;http://ecatel.co.uk/?p=home&quot; title=&quot;Ecatel datacenter&quot; target=&quot;_blank&quot;&gt;Ecatel datacenter&lt;/a&gt; in Holland which is used by Rootnode.net (our hosting), but that unfortunately was not all (Friday 13th?). There was also APC power switch and some KVMs failure which caused some problems with data on shell and web servers, so RN admins restored it from backup. I don&amp;#8217;t have access to shell (yet) so I can&amp;#8217;t verify if all data was restored, but main page, forum, wiki and bug tracker works, so I hope everything is OK.&lt;/p&gt;
&lt;p&gt;Among this, RN admins planned some bigger maintenance works at Monday and Wednesday (16/17.01.2012). Maintenance status will be posted on &lt;a href=&quot;http://twitter.com/marcinhlybin&quot; title=&quot;Rootnode twitter&quot; target=&quot;_blank&quot;&gt;twitter&lt;/a&gt;. They will add and start testing new (faster, better) web cluster which will be used for web hosting for RN users in near future. Also there will be HDD upgrades (but only on shell servers so openmw.org pages will not be affected), and some network reconfiguration. So, please be prepared for some &amp;#8220;unexpected&amp;#8221; things, like few minutes of web page unavailability. And there is yet another thing, there will be a dedicated machine for Java in RN (it&amp;#8217;s currently tested) &amp;#8211; whats this mean for us? We could setup in future &lt;a href=&quot;http://jenkins-ci.org/&quot; title=&quot;Jenkins CI&quot; target=&quot;_blank&quot;&gt;Jenkins Continuous Integration server&lt;/a&gt; which could do for us some automatic binaries building and packaging &lt;img src=&quot;http://openmw.org/wp-includes/images/smilies/icon_biggrin.gif&quot; alt=&quot;:D&quot; class=&quot;wp-smiley&quot; /&gt; &lt;/p&gt;</content>
		<author>
			<name>OpenMW</name>
			<uri>http://openmw.org</uri>
		</author>
		<source>
			<title type="html">OpenMW</title>
			<subtitle type="html">Opensource Elderscrolls III: Morrowind engine reimplementation</subtitle>
			<link rel="self" href="http://openmw.org/feed/"/>
			<id>http://openmw.org/feed/</id>
			<updated>2012-02-05T14:45:29+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - What new tile themes you would like to see in the OGS Mahjong?</title>
		<link href="http://opengamestudio.org/lang/en/mahjong/576"/>
		<id>http://opengamestudio.org/?p=576</id>
		<updated>2012-01-15T11:38:00+00:00</updated>
		<content type="html">&lt;div lang=&quot;en&quot;&gt;In the next version of OGS Mahjong (the one that comes after 0.9), we want to add some new tile themes. If you want to see any particular tile theme in the game &amp;#8211; tell us in the comments to this post. We&amp;#8217;ll try to choose some of the themes you suggested.&lt;/div&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">Crystal Space - Crystal Space 1.4.1 Released</title>
		<link href="http://crystalspace3d.org/main/Crystal_Space_1.4.1_Released"/>
		<id>http://crystalspace3d.org/main/Crystal_Space_1.4.1_Released</id>
		<updated>2012-01-15T07:31:41+00:00</updated>
		<content type="html">&lt;p&gt;&lt;br /&gt;
They say you wait ages for a bus, and then two turn up almost at the same time.&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;Hot on the heels of last weeks 2.0 beta 1 releases. The Crystal Space and CEL Development Teams are pleased to announce the release of Crystal Space and CEL 1.4.1.&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;This is a support release of the stable 1.4 series. It includes updates, fixes and other changes.&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;This is a supported release. However, we must note that this release will be last in the 1.4 series and efforts will now move to the upcoming 2.0 release and other future developments. More on these in the coming weeks and months.&lt;br /&gt;
&lt;/p&gt;&lt;p&gt;Check out the &lt;a href=&quot;http://crystalspace3d.org/main/Download&quot; title=&quot;Download&quot;&gt;Download&lt;/a&gt; page for the files and further information.&lt;br /&gt;
&lt;/p&gt;
&lt;hr /&gt;</content>
		<author>
			<name>Philwyett</name>
			<email>philswyett@gmx.co.uk</email>
			<uri></uri>
		</author>
		<source>
			<title type="html">Newest articles in the category FinishedItem</title>
			<link rel="self" href="http://crystalspace3d.org/main/Special:WikiFeeds/atom/newestcategoryarticles/category/FinishedItem/count/5"/>
			<id>http://crystalspace3d.orghttp://crystalspace3d.org/main/Special:WikiFeeds/atom/newestcategoryarticles/category/FinishedItem/count/5</id>
			<updated>2012-02-06T22:45:31+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OpenMW - Power failure in datacenter</title>
		<link href="http://openmw.org/2012/01/13/power-failure-in-datacenter/"/>
		<id>http://openmw.org/?p=166</id>
		<updated>2012-01-13T12:17:43+00:00</updated>
		<content type="html">&lt;p&gt;Hi,&lt;br /&gt;
as you probably noticed openmw.org was off-line yesterday and today that was caused by some strange power failure in datacenter used by Rootnode.net.&lt;br /&gt;
More detailed info is in http://rootnodestatus.net but unfortunately it is still in Polish language only. All data was restored from backups, so there should be no loss except uptime.&lt;/p&gt;
&lt;p&gt;I will monitor situation and write another status post on weekend.&lt;/p&gt;</content>
		<author>
			<name>OpenMW</name>
			<uri>http://openmw.org</uri>
		</author>
		<source>
			<title type="html">OpenMW</title>
			<subtitle type="html">Opensource Elderscrolls III: Morrowind engine reimplementation</subtitle>
			<link rel="self" href="http://openmw.org/feed/"/>
			<id>http://openmw.org/feed/</id>
			<updated>2012-02-05T14:45:29+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en-us">
		<title type="html">Castle Game Engine - Development: virtual trackball, URLs, BitCoin, T3DTransform, Win64, and more</title>
		<link href="http://castle-engine.sourceforge.net/news.php?id=2012-01-13-lots-of-improvements"/>
		<id>http://castle-engine.sourceforge.net/2012-01-13-lots-of-improvements</id>
		<updated>2012-01-13T12:00:00+00:00</updated>
		<content type="html">&lt;table align=&quot;right&quot;&gt;&lt;tr&gt;&lt;td&gt;
          &lt;a href=&quot;http://castle-engine.sourceforge.net/images/original_size/new_scene_manager_demos.png&quot; class=&quot;screenshot&quot;&gt;
            &lt;img align=&quot;right&quot; src=&quot;http://castle-engine.sourceforge.net/images/thumb_size/new_scene_manager_demos.png&quot; alt=&quot;Screen from new scene_manager_demos example program&quot; title=&quot;Screen from new scene_manager_demos example program&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td&gt;
          &lt;a href=&quot;http://castle-engine.sourceforge.net/images/original_size/anchor_www.png&quot; class=&quot;screenshot&quot;&gt;
            &lt;img align=&quot;right&quot; src=&quot;http://castle-engine.sourceforge.net/images/thumb_size/anchor_www.png&quot; alt=&quot;You can use VRML/X3D Anchor node to refer to URL of a webpage&quot; title=&quot;You can use VRML/X3D Anchor node to refer to URL of a webpage&quot; /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;&lt;p&gt;We have a really great start this year :) A lot of work has been done in the past 2 weeks since last release. Many improvements implemented in
&lt;a href=&quot;http://castle-engine.sourceforge.net/view3dscene.php&quot;&gt;view3dscene&lt;/a&gt; and
&lt;a href=&quot;http://castle-engine.sourceforge.net/engine.php&quot;&gt;the engine&lt;/a&gt;.
In somewhat random order:&lt;/p&gt;

&lt;ol&gt;
  &lt;li&gt;&lt;p&gt;The &lt;i&gt;Examine&lt;/i&gt; rotation with mouse was much improved:
    dragging the mouse
    near the border of the window will now cause rotation around the Z axis.
    (More precisely, we interpolate between rotation around Z axis and traditional XY rotation,
    by looking at how close the mouse position is to the middle of the window.)
    This makes rotations with mouse much more flexible (previously, you had to use keys
    for Z rotation), and also intuitive. This is called
    &lt;i&gt;&quot;virtual trackball&quot;&lt;/i&gt;, mentioned on
    &lt;a href=&quot;http://audilab.bme.mcgill.ca/~funnell/graphics/graphics3dview.html&quot;&gt;Robert J. Funnell's &quot;3-D viewers&quot; page&lt;/a&gt;.
    &lt;/p&gt;&lt;/li&gt;

  &lt;li&gt;&lt;p&gt;New view3dscene menu item &lt;i&gt;&quot;Help -&amp;gt; Visit view3dscene website&quot;&lt;/i&gt;,
    new castle menu item &lt;i&gt;&quot;Visit our website&quot;&lt;/i&gt;,
    and &lt;a href=&quot;http://castle-engine.sourceforge.net/x3d_implementation_networking.php&quot;&gt;Anchor
    node can now open URLs in a browser (for documents that are not recognized as 3D models)&lt;/a&gt;.

    &lt;p&gt;Engine contains a unit &lt;tt&gt;CastleOpenDocument&lt;/tt&gt;, using code
    adapted from Lazarus LCL, to open URLs and documents on all platforms.

  &lt;li&gt;&lt;p&gt;To our
    &lt;a href=&quot;http://castle-engine.sourceforge.net/forum.php&quot;&gt;&lt;i&gt;&quot;Helping
    in the engine development&quot;&lt;/i&gt; section below the forum link&lt;/a&gt;
    I added notes &lt;i&gt;&quot;For Linux distros package maintainers&quot;&lt;/i&gt;.
    Please help creating a view3dscene package for popular Linux distributions!

  &lt;li&gt;&lt;p&gt;We accept BitCoin for &lt;a href=&quot;http://castle-engine.sourceforge.net/donate.php&quot;&gt;donations&lt;/a&gt;.
    If you wish to donate this way,
    simply send some bitcoins to this address: &lt;tt&gt;1FuJkCsKpHLL3E5nCQ4Y99bFprYPytd9HN&lt;/tt&gt;&lt;/p&gt;

    &lt;p&gt;If you like view3dscene, please consider &lt;a href=&quot;http://castle-engine.sourceforge.net/donate.php&quot;&gt;donating
    using any of the listed options&lt;/a&gt; :) Thanks!

  &lt;li&gt;&lt;p&gt;For developers using our &lt;a href=&quot;http://castle-engine.sourceforge.net/engine.php&quot;&gt;engine&lt;/a&gt;:
    &lt;tt&gt;T3DTransform&lt;/tt&gt; class is available, to comfortably transform 3D scenes
    (translate, rotate around specified center, scale around specified center
    with specified scaleOrientation). The demo how to use it is inside
    &lt;tt&gt;castle_game_engine/examples/3d_rendering_processing/scene_manager_demos.lpr&lt;/tt&gt; in SVN,
    and also in new &quot;The Castle&quot; sources.

  &lt;li&gt;&lt;p&gt;Various work on simplifying &lt;a href=&quot;http://castle-engine.sourceforge.net/castle.php&quot;&gt;&quot;The Castle&quot;&lt;/a&gt; sources, and merging
    the useful features into the engine core. For users, this mostly
    results in shadow volumes improvements on &quot;The Castle&quot;:

    &lt;ul&gt;
      &lt;li&gt;Shadow volumes are now enabled by default&lt;/li&gt;
      &lt;li&gt;Comfortable T3D.ReceiveShadowVolumes property&lt;/li&gt;
      &lt;li&gt;Teleport (on gate level), and spiders sliding down (on cages level) are now done by &lt;tt&gt;T3DTransform&lt;/tt&gt; descendants. This means that spiders sliding down cast shadows too.&lt;/li&gt;
    &lt;/ul&gt;

  &lt;li&gt;&lt;p&gt;Notes about recently released FPC 2.6.0: Yes, it works perfectly
    fine with our engine 3.0.0.

    &lt;p&gt;The only small problem is
    &lt;a href=&quot;http://bugs.freepascal.org/view.php?id=21000&quot;&gt;FPC issue #21000&lt;/a&gt;,
    which is actually a bug in my compilation scripts.
    This concerns you only if you compile final programs (not just the engine),
    and only if you use scripts (as opposed to Lazarus) to compile.
    In such case, make sure you use &lt;tt&gt;${CASTLE_FPC_OPTIONS:-}&lt;/tt&gt;
    instead of &lt;tt&gt;&quot;${CASTLE_FPC_OPTIONS:-}&quot;&lt;/tt&gt; (strip double quotes).

  &lt;li&gt;&lt;p&gt;Cooperation between &lt;tt&gt;Anchor&lt;/tt&gt; and other pointing-device
    sensors improved in constructions like

&lt;pre&gt;
Anchor {
  children [
    TouchSensor { ... }
    Shape { ... }
  ]
}
&lt;/pre&gt;

    &lt;p&gt;Previously such &lt;tt&gt;Anchor&lt;/tt&gt; was ignored (hidden by
    &lt;tt&gt;TouchSensor&lt;/tt&gt;), now it's treated like sibling to &lt;tt&gt;TouchSensor&lt;/tt&gt;.
    So it can be activated, it's description is shown etc.
    Compatible with at least InstantReality.

  &lt;li&gt;&lt;p&gt;Engine works fully under 64-bit Windows (Win64, Windows on x86_64).
    &lt;a href=&quot;http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/&quot;&gt;Snapshots
    are build for win-x86_64&lt;/a&gt; too. If there's interest (please report on
    &lt;a href=&quot;http://castle-engine.sourceforge.net/forum.php&quot;&gt;forum&lt;/a&gt;)
    we may release binaries for this system on next view3dscene release.
    (I don't think it's terribly important, because our 32-bit Windows
    binaries actually work on Win64 flawlessly already.)

  &lt;li&gt;&lt;p&gt;Tear-off menus are removed from the engine and view3dscene.
    This means a little functionality lost if you used view3dscene on Unix
    (Linux, Mac OS X). Sadly, tear-off menus are deprecated in GTK 3.1,
    and they are in fact already buggy in existing GTK 2 versions.
    See &lt;a href=&quot;https://sourceforge.net/p/castle-engine/tickets/3/&quot;&gt;ticket #3&lt;/a&gt;
    for links and references about this.

  &lt;li&gt;&lt;p&gt;Obsolete CastleWindow &lt;i&gt;GTK 1 backend removed&lt;/i&gt;.
    Even it's compilation was broken since a long time.
    We use GTK 2 since many years.
&lt;/p&gt;&lt;/li&gt;&lt;/p&gt;&lt;/li&gt;&lt;/p&gt;&lt;/li&gt;&lt;/p&gt;&lt;/p&gt;&lt;/li&gt;&lt;/p&gt;&lt;/p&gt;&lt;/li&gt;&lt;/p&gt;&lt;/li&gt;&lt;/p&gt;&lt;/li&gt;&lt;/p&gt;&lt;/li&gt;&lt;/p&gt;&lt;/li&gt;&lt;/p&gt;&lt;/p&gt;&lt;/li&gt;&lt;/ol&gt;

&lt;p&gt;Remember that you can grab &lt;a href=&quot;http://michalis.ii.uni.wroc.pl/castle-engine-snapshots/&quot;&gt;view3dscene binary from snapshots&lt;/a&gt; to try the new features immediately. For developers, you can download source code of engine and other programs from SVN.&lt;/p&gt;</content>
		<author>
			<name>Castle Game Engine</name>
			<uri>http://castle-engine.sourceforge.net/</uri>
		</author>
		<source>
			<title type="html">News about the Castle Game Engine</title>
			<subtitle type="html">All the news about the Castle Game Engine - changes, releases and more.</subtitle>
			<link rel="self" href="http://vrmlengine.sourceforge.net/changes_log_feed.php"/>
			<id>http://vrmlengine.sourceforge.net/changes_log_feed.php</id>
			<updated>2012-02-06T22:45:22+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - Test builds of OGS Mahjong 0.9</title>
		<link href="http://opengamestudio.org/lang/en/news/569"/>
		<id>http://opengamestudio.org/?p=569</id>
		<updated>2012-01-12T18:04:16+00:00</updated>
		<content type="html">&lt;div lang=&quot;en&quot;&gt;The testing builds of OGS Mahjong 0.9 are now available.&lt;/div&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href=&quot;http://sourceforge.net/projects/osrpgcreation/files/Mahjong/dev/ogs-mahjong-0.9-windows32.7z/download&quot;&gt;Windows&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://sourceforge.net/projects/osrpgcreation/files/Mahjong/dev/ogs-mahjong-0.9-linux64.7z/download&quot;&gt;Linux (64 bit)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href=&quot;http://sourceforge.net/projects/osrpgcreation/files/Mahjong/dev/ogs-mahjong-0.9-linux32.7z/download&quot;&gt;Linux (32 bit)&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;div lang=&quot;en&quot;&gt;Feel free to download, play and comment.&lt;/div&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">Gear2D - 2012-01-09 - Bye bye Boost</title>
		<link href="http://gear2d.sourceforge.net/"/>
		<id>http://feed43.com/1b130aa6ce2abc4f2b71dcfc428f5da2</id>
		<updated>2012-01-12T06:30:32+00:00</updated>
		<content type="html">&lt;p&gt;I am happy to announce that Gear2D just got rid of boost, and now we virtually depend only on SDL (and its addons) as an external library! Hopefully that will make installing on Windows easier and will lower compile times for each component.&lt;/p&gt; &lt;p&gt;Speaking of components, they got their own git repository. This will come in handy when making a better release system, which is planned for the short-term.&lt;/p&gt; &lt;p&gt;You can access all of them here: &lt;a href=&quot;http://github.com/Gear2D&quot;&gt;http://github.com/Gear2D&lt;/a&gt; &lt;/p&gt; &lt;p&gt;See you :)&lt;/p&gt;&lt;p&gt;&lt;sub&gt;&lt;i&gt;-- Delivered by &lt;a href=&quot;http://feed43.com/&quot;&gt;Feed43&lt;/a&gt; service&lt;/i&gt;&lt;/sub&gt;&lt;/p&gt;</content>
		<author>
			<name>Gear2D</name>
			<uri>http://gear2d.sourceforge.net/</uri>
		</author>
		<source>
			<title type="html">Gear2D Game Engine</title>
			<subtitle type="html">Gear2D Game Engine</subtitle>
			<link rel="self" href="http://feed43.com/gear2d.xml"/>
			<id>http://feed43.com/gear2d.xml</id>
			<updated>2012-02-06T22:45:27+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - OGS Mahjong 0.9 (rc1) Trailer</title>
		<link href="http://opengamestudio.org/lang/en/news/563"/>
		<id>http://opengamestudio.org/?p=563</id>
		<updated>2012-01-11T22:38:24+00:00</updated>
		<content type="html">&lt;p&gt;&lt;/p&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">LibSIEGE - Threading API added</title>
		<link href="http://libsiege.org/2012/01/11/threading-api-added/"/>
		<id>http://libsiege.org/?p=377</id>
		<updated>2012-01-11T19:58:21+00:00</updated>
		<content type="html">&lt;p&gt;SIEGE has just (well, actually a few days ago) received new functionality, all related to threading. The following are now available:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;threads (suprise, suprise!)&lt;/li&gt;
&lt;li&gt;thread-local storage&lt;/li&gt;
&lt;li&gt;mutexes&lt;/li&gt;
&lt;li&gt;semaphores&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The API is cross-platform &amp;#8211; it works both in Windows and on POSIX systems. I won&amp;#8217;t be quoting all the functions added here because there is quite a lot of those &amp;#8211; if you want to see all of them, check out these files: &lt;a href=&quot;https://github.com/SIEGE/siege/blob/master/include/siege/util/thread.h&quot;&gt;/include/siege/util/thread.h&lt;/a&gt;, &lt;a href=&quot;https://github.com/SIEGE/siege/blob/master/include/siege/util/threadkey.h&quot;&gt;/include/siege/util/threadkey.h&lt;/a&gt;, &lt;a href=&quot;https://github.com/SIEGE/siege/blob/master/include/siege/util/mutex.h&quot;&gt;/include/siege/util/mutex.h&lt;/a&gt; and &lt;a href=&quot;https://github.com/SIEGE/siege/blob/master/include/siege/util/semaphore.h&quot;&gt;/include/siege/util/semaphore.h&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;As you may know, SIEGE does not actually use threads &amp;#8211; yet, so what do I need this API for? Well, I&amp;#8217;m working on getting a separate rendering thread running in SIEGE (optional, controlled by a flag, so you don&amp;#8217;t have to worry about locks, race conditions, etc&amp;#8230; and just disable multithreading). Furthermore, I want to eventually make SIEGE completely event-based (again, controlled by flags) so that event handlers can run from a thread pool and use messages for communication.&lt;/p&gt;</content>
		<author>
			<name>LibSIEGE</name>
			<uri>http://libsiege.org</uri>
		</author>
		<source>
			<title type="html">SIEGE Game Engine</title>
			<subtitle type="html">Simple Interplatform Entity Game Engine</subtitle>
			<link rel="self" href="http://libsiege.org/feed/"/>
			<id>http://libsiege.org/feed/</id>
			<updated>2012-01-20T11:45:28+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - Hello World</title>
		<link href="http://dustedgames.blogspot.com/2010/06/hello-world.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-7796245368260524547</id>
		<updated>2012-01-09T16:21:20+00:00</updated>
		<content type="html">&lt;div dir=&quot;ltr&quot;&gt;Hi all, I'm Jimmy aka DusteD, a friend of mine, &lt;a href=&quot;http://qubodup.net/&quot;&gt;Qubodup&lt;/a&gt; was so kind as to create this blog for my games.&lt;br /&gt;So I'll try and do my best to update it and maybe even provide some interesting reading (though I doubt that).&lt;br /&gt;&lt;br /&gt;So, well, in case you are interested in knowing my life story (as a &quot;game developer&quot;) here it is..&lt;br /&gt;Male, born in Denmark in 1986.&lt;br /&gt;I've always been a computer &lt;a href=&quot;http://en.wikipedia.org/wiki/Geek&quot;&gt;geek&lt;/a&gt; and I've always been facinated by games, being able to escape reality and enter a world of wonder and magic..&lt;br /&gt;I was fortunate that my parents were not especially rich, so instead of plunging headless into a world of 3D and Windows, I had the priviledge of experiencing the whole home-computing revolution in slow motion..&lt;br /&gt;My first computer was an Olivetti 8086, which I my dad got me in around '92.. On that I played Pac-Man, &lt;a href=&quot;http://en.wikipedia.org/wiki/Sopwith_%28computer_game%29&quot;&gt;Sopwith&lt;/a&gt; and &lt;a href=&quot;http://www.retrocpu.com/pc/games/a/alley_cat&quot;&gt;AlleyCat&lt;/a&gt;. The next machine I got was the &lt;a href=&quot;http://en.wikipedia.org/wiki/Atari_2600&quot;&gt;Atari 2600&lt;/a&gt;, though, not the cool one with the wood-panel, it was bought used (I must have been around 8 years old, so this was in '94), and on this box-o-magic, I played &lt;a href=&quot;http://www.mobygames.com/game/atari-2600/phoenix_&quot;&gt;Phoenix&lt;/a&gt; (still one of my favorite games), &lt;a href=&quot;http://www.mobygames.com/game/atari-2600/jungle-hunt&quot;&gt;Jungle Hunt&lt;/a&gt; and &lt;a href=&quot;http://en.wikipedia.org/wiki/Midnight_Magic_%28Atari_2600%29&quot;&gt;Midnight Magic&lt;/a&gt;..&lt;br /&gt;After this I used all my pocket money to buy a used C64 (&lt;a href=&quot;http://dusted.dk/?view=commodore64-ide64-eth64&quot;&gt;still have it&lt;/a&gt;), and on this I played a lot around with all the many disks and tapes with games. It was also my first introduction to programming, however, being 11 years or so, I didn't have the english skills needed to understand the manual..&lt;br /&gt;Finally, around 96 I got a PC, a Pentium 100 MHz with 16 MiB of RAM and 812 MiB of harddisk (when formatted with FAT32).. It ran Windows 95 and I played a lot of &lt;a href=&quot;http://www.mobygames.com/game/windows/command-conquer-red-alert&quot;&gt;Red Alert&lt;/a&gt;, &lt;a href=&quot;http://www.mobygames.com/game/dos/doom&quot;&gt;Doom&lt;/a&gt;, &lt;a href=&quot;http://www.mobygames.com/game/dos/duke-nukem-3d&quot;&gt;Duke3D&lt;/a&gt;, &lt;a href=&quot;http://www.mobygames.com/game/dos/quake&quot;&gt;Quake&lt;/a&gt; and (after getting a &lt;a href=&quot;http://en.wikipedia.org/wiki/3dfx_Interactive&quot;&gt;3dfx&lt;/a&gt; card) &lt;a href=&quot;http://www.mobygames.com/game/windows/quake-ii&quot;&gt;Quake2&lt;/a&gt;, and finally &lt;a href=&quot;http://en.wikipedia.org/wiki/Action_Quake_2&quot;&gt;Aq2&lt;/a&gt;. On the 100 Mhz box I learnt myself to make maps for Duke3D using the map editor that came with the game, and I convinced myself that I wanted to be a &quot;&lt;a href=&quot;http://en.wikipedia.org/wiki/Level_design&quot;&gt;Mapper&lt;/a&gt;&quot;, all was fine untill I met &lt;a href=&quot;http://en.wikipedia.org/wiki/Valve_Hammer_Editor&quot;&gt;WorldCraft&lt;/a&gt; and cut my teeth on 3D mapping, I made a few maps for AQ2 and decided that mapping was not for me.&lt;br /&gt;&lt;br /&gt;Okay, long story short, I've played a lot of crappy old games, and I've learnt to love them :)&lt;br /&gt;That's what got me interested in making games.. Old crappy games that were simple enough to understand, and simple enough that a few people in a basement could do them.. Only one problem, i haden't the slightest idea how to &quot;&lt;a href=&quot;http://en.wikipedia.org/wiki/Computer_programming&quot;&gt;make the computer machine do stuff&lt;/a&gt;&quot;, and with no internet it'd be a few years before I'd be able to learn it.&lt;br /&gt;&lt;br /&gt;My life as a programmer started when I was around 15, with PHP (I had done a crude version of Tic Tac Toe in Qbasic two years earlier but that was more a bunch of &lt;a href=&quot;http://en.wikipedia.org/wiki/Conditional_%28programming%29&quot;&gt;If&lt;/a&gt;s than a game).&lt;br /&gt;Nothing much happened, except for a few attempts at C that didn't go too well. That was, until 2007 after having learnt a bit of C for AVR 8bits in school, I decided to try and see if I could maybe make a simple game.. So I played around with C, SDL and OpenGL, and made Simplevaders, my first C program on the PC and also the first SDL and the first OpenGL program I wrote.. or copy-pasted together, more or less ;)&lt;br /&gt;At this point, I'd been a GNU/Linux user for a few years, and had converted my dad to the OS aswell.. Only trouble with him running GNU/Linux was that his favorite game, &lt;a href=&quot;http://magicwandsoft.com/games/dxball/&quot;&gt;DX-Ball&lt;/a&gt; didn't run well in Wine, and he didn't like &lt;a href=&quot;http://lgames.sourceforge.net/index.php?project=LBreakout2&quot;&gt;lbreakout2&lt;/a&gt;, so I set out to make a replacement of DX-Ball for him.&lt;br /&gt;After a few months of writing and learning, i had the first version of SDL-Ball, the code is crude and there are lots of design-flaws, memory leaks and bugs in it, but that's how I got started.&lt;br /&gt;&lt;br /&gt;Sorry about the long wall of boring text, I'll try and make my next posts shorter and more organized.&lt;br /&gt;&lt;br /&gt;In the future, expect my blog posts to be about ideas, thoughts and progreess on current projects (right now, that's wizznic).&lt;/div&gt;&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-7796245368260524547?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - Halp plz!</title>
		<link href="http://dustedgames.blogspot.com/2010/07/halp-plz.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-5659726885282689605</id>
		<updated>2012-01-09T16:19:08+00:00</updated>
		<content type="html">&lt;div dir=&quot;ltr&quot;&gt;&lt;a href=&quot;http://2.bp.blogspot.com/_elMGNZy-YJk/TEAhcGqHuCI/AAAAAAAAAA4/qqDgwAG7wnQ/s1600/cat-halp-1-1.jpg&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5494428312099338274&quot; src=&quot;http://2.bp.blogspot.com/_elMGNZy-YJk/TEAhcGqHuCI/AAAAAAAAAA4/qqDgwAG7wnQ/s320/cat-halp-1-1.jpg&quot; /&gt;&lt;/a&gt;&lt;br /&gt;If you're the self-loathing type (like me) who play games to find out what's wrong with them, read on! If you prefer the shiney, finished, polished product: nothing to see here, move along people! ;)&lt;br /&gt;&lt;br /&gt;Anyway, since I've done most of the levels for &lt;a href=&quot;http://dustedgames.blogspot.com/p/wizznic.html&quot;&gt;Wizznic&lt;/a&gt;, I have a hard time figuring out which (if any) of my puzzles are &quot;hard&quot;, so I'd love for you to help me out here!&lt;br /&gt;&lt;br /&gt;Here's what I'd love for you to do!&lt;br /&gt;&lt;a href=&quot;https://sourceforge.net/projects/wizznic/files/More%20Content%20Packs/00_wizznic-feedback.zip/download&quot;&gt;Download the feedback pack&lt;/a&gt;, extract it and put in your wizznic/packs directory (you'll need to &lt;a href=&quot;https://sourceforge.net/projects/wizznic/&quot;&gt;download wizznic&lt;/a&gt; if you don't allready have it), then play through the levels..&lt;br /&gt;They're all set to 16 minutes, so if you get stuck, just use the restart level function as many times as you want.&lt;br /&gt;Upon completing each level, and this is the important part:&lt;br /&gt;write down the following stats from the stats screen, so it looks like this in a text-file:&lt;br /&gt;levelnum moves time&lt;br /&gt;If you can't complete a level, write down which one.&lt;br /&gt;&lt;br /&gt;You're very welcome to add critique (positive aswell as negative) too :)&lt;br /&gt;&lt;br /&gt;When you're as far as you can get, please send the text to me, so I can get an impression of how wrong I've got the level-order.&lt;br /&gt;You can send it to my E-Mail at dusted at dusted dot dk, or, if you prefer, as a comment on this post, or as a ticket on sourceforce.&lt;br /&gt;Please fill the subject as: Level Feedback&lt;br /&gt;&lt;br /&gt;You're awesome! :)&lt;/div&gt;&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-5659726885282689605?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - Wizznic! 0.9.9 Released</title>
		<link href="http://dustedgames.blogspot.com/2011/12/wizznic-099-released.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-5361149801099626917</id>
		<updated>2012-01-09T16:18:22+00:00</updated>
		<content type="html">&lt;div dir=&quot;ltr&quot;&gt;Finally, after so much time, and so little work.. I am very proud to present yet another version of my little hobby project, &lt;a href=&quot;http://dustedgames.blogspot.com/p/wizznic.html&quot;&gt;Wizznic&lt;/a&gt;!&lt;br /&gt;Thanks goes out to ViperMD who have helped me a lot during the preparation of this release, especially his awesome graphics skills and providing a windows box for building, also for putting up with my ranting ;)&lt;br /&gt;&lt;br /&gt;The actual Wiz version will be out in a couple of days, also the PSP version will come out later.&lt;br /&gt;&lt;br /&gt;Get it here: &lt;a href=&quot;http://sf.net/projects/wizznic&quot;&gt;http://sf.net/projects/wizznic&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Changes since last release:&lt;br /&gt;0.9.9&lt;br /&gt;Reordered levels&lt;br /&gt;Corrected some misaligned text&lt;br /&gt;Changed level file naming from levelX.wzp to levelXXX.wzp (level0.wzp is now level000.wzp and level10.wzp is level010.wzp).&lt;br /&gt;Time that it takes for a brick to &quot;die&quot; affects the framerate of the expl-animation, this value can now be set from each level.&lt;br /&gt;Particle systems have a layer associated, either PSYS_LAYER_TOP, PSYS_LAYER_UNDERDEATHANIM or PSYS_LAYER_UNDERBRICK.&lt;br /&gt;&quot;Thor&quot; theme by ViperMD.&lt;br /&gt;Tiles 0-17 can be animated from files TILEBASE-tile#.png, animation runs at 12 fps, one row of images, number of frames abritary.&lt;br /&gt;Clocked wiz up to 600 mhz since the pixel plotting function became a bit heavier.&lt;br /&gt;OpenGL support is enabled by default, compile with WITH_OPENGL=false to disable. See readme[1.0.4] for more information.&lt;br /&gt;&lt;br /&gt;0.9.2-preview2&lt;br /&gt;Made more changes to code to better allow for non-320x240 screensizes, fixed some related&lt;br /&gt;bugs. The highscore onscreen keyboard for one.&lt;br /&gt;Changed the &quot;Please enable feedback&quot; screen to be more obvious.&lt;br /&gt;Applied PSP patch from Riviera71, this patch makes some code prettier and also more&lt;br /&gt;portable for devices with non 320x240, by defining display size for device in defs.h&lt;br /&gt;0.9.2-preview&lt;br /&gt;Several new graphical themes added to main package.&lt;br /&gt;Cut down number of background music to 9.&lt;br /&gt;Prefixed wizznic pack-names with 000_ to to make sorting more sane.&lt;br /&gt;Highscores are now properly saved when entering them after selecting &quot;Exit Game&quot;.&lt;br /&gt;Fixed bug that made wiz-version &quot;hang&quot; on first run if no settings.ini present.&lt;br /&gt;This bug was hackily fixed in 0.9.1 by having settings.ini be present in the zip.&lt;br /&gt;Added option to compile with MAME keyboard layout for use in an arcade cabinet.&lt;br /&gt;Reworked the &quot;Enter Highscore&quot; screen with an onscreen keyboard instead of the&lt;br /&gt;&quot;up/down/menu&quot; thing, which didn't seem nearly as intuitive.&lt;br /&gt;Solved random-letterss/segfault in highscore entry.&lt;br /&gt;Playlist functionality (overrides music= setting in levelfiles with a playlist entry)&lt;br /&gt;this is done to make it easier to put music on packs. The entries are placed in&lt;br /&gt;packname/info.ini and have the format mus=ff-tt,music file.ogg where ff is from&lt;br /&gt;level and tt is to level. mus=00-03,music/song2.ogg will play packname/music/song2.ogg&lt;br /&gt;in levels 0,1,2,3. And mus=23-23,music/song3.ogg will play packname/music/song3.ogg&lt;br /&gt;in level 23.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;0.9.1&lt;br /&gt;Changed Wiz default clock to 500 mhz instead of 400 to improve performance.&lt;br /&gt;When completing a pack, PACKNAME/finished.png is loaded and shown instead of wall-o-text.&lt;br /&gt;However, another wall-o-text is shown if there is no finished.png in the pack.&lt;br /&gt;Moved some levels around, removed some levels. 80  levels total.&lt;br /&gt;Added optional WxH argument to tools/updatelevelpreviews.sh to generate images of given size,&lt;br /&gt;while not useful in the game, they are useful for sorting levels (using an image-viewing app to browse them)&lt;br /&gt;&quot;Commercial&quot; for the pack function. in the start of some levels.&lt;br /&gt;Level editor now reads and writes all level properties, including optional ones.&lt;br /&gt;Updated readme.&lt;br /&gt;Updated data/empty.wzp so it contains all level properties, and comments explaining their function and usage.&lt;br /&gt;Added another intro level to teleports, added intro-images to those levels.&lt;br /&gt;Updated the cursor in the NES pack.&lt;br /&gt;Removed &quot;template&quot; pack, it does nothing that the main pack does not show allready.&lt;br /&gt;Fixed music changing in intermediate screens (&quot;Level Stats&quot; and &quot;Entering Level&quot;).&lt;br /&gt;Fixed crash that could happen when entering highscores.&lt;br /&gt;Updated ports list (gee, someone ported it to a phone, neat..)&lt;br /&gt;Updated changelog and decided to use X.Y.Z versioning.&lt;br /&gt;Program now calls SDL_Quit() on exit (resets screen-resolution if in fullscreen)&lt;br /&gt;tools/releaser.sh now generates the src package witout src-graphics, instead it generates a srcgfx tarball seperately.&lt;br /&gt;moved the unused theme graphics into src graphics..&lt;/div&gt;&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-5361149801099626917?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">DusteD Games - Wizznic 0.8 Final released.</title>
		<link href="http://dustedgames.blogspot.com/2010/07/wizznic-08-final-released.html"/>
		<id>tag:blogger.com,1999:blog-4694564858988567793.post-5510659509813594020</id>
		<updated>2012-01-09T16:16:19+00:00</updated>
		<content type="html">&lt;div dir=&quot;ltr&quot;&gt;&lt;a href=&quot;http://4.bp.blogspot.com/_elMGNZy-YJk/TD_V4ToheUI/AAAAAAAAAAw/vlo_ndzgaMA/s1600/icon.png&quot;&gt;&lt;img alt=&quot;&quot; border=&quot;0&quot; id=&quot;BLOGGER_PHOTO_ID_5494345233734924610&quot; src=&quot;http://4.bp.blogspot.com/_elMGNZy-YJk/TD_V4ToheUI/AAAAAAAAAAw/vlo_ndzgaMA/s320/icon.png&quot; /&gt;&lt;/a&gt;&lt;br /&gt;I've been hardly working, on &lt;a href=&quot;http://dustedgames.blogspot.com/p/wizznic.html&quot;&gt;Wizznic&lt;/a&gt;, been doing a lot of levels (that you're not getting yet *evil grin*)&lt;br /&gt;There have been a lot of polish, some of which will only benifit me, but well..&lt;br /&gt;Corrected a couple of bugs along the way, and I think I have a version that's pretty solid..&lt;br /&gt;&lt;br /&gt;So anyway, this version is mostly to wrap up the coding part, so I can concentrate more on content-creation, 0.9 will include several techno/trance/house tracks, over 60 new levels, and more graphics, so there's something to look forward to there :)&lt;br /&gt;&lt;br /&gt;Because most of the changes are to do with the linux port, I've decided that a windows release can wait for 0.9.&lt;br /&gt;&lt;br /&gt;Anyway, here's more or less what's changed:&lt;br /&gt;0.8:&lt;br /&gt;Final 0.8. Next will be 0.9.&lt;br /&gt;Fixed a bug in the level-preview-dump function that made a black image if no start/stop image found.&lt;br /&gt;Thumbnailer works again (on levels that refer to themes that are installed)&lt;br /&gt;Added instructions for using the thumbnailer in the install.txt&lt;br /&gt;No longer blink [MORE] in the level-editor list.&lt;br /&gt;Removed an error message that were printed even though there was no error.&lt;br /&gt;Pack-List is now sorted.&lt;br /&gt;Added Puzznic! Stage 09 pack by KML&lt;br /&gt;Script to make releasing for Linux (Source package) and Wiz automated. This will be extented to windows when I learn to cross compile.&lt;br /&gt;Pre3&lt;br /&gt;More linux-friendly (thanks to PVince81 for patch which was used as inspiration)&lt;br /&gt;Linux specific Makefile based on contribution from PVince81.&lt;br /&gt;Renamed Makefile to Makefile.wiz (to avoid confuzion with the linux Makefile which is called Makefile.linux)&lt;br /&gt;Linux version can be compiled so it saves user files (player &amp;amp; editorlevels) to $XDG_CONFIG_HOME or $HOME (like most *nix apps)&lt;br /&gt;Read more about this in doc/install.txt&lt;br /&gt;Level-Editor menu screen is made a bit less cluttered.&lt;br /&gt;Clone level function (create a new level, with the contents from another level, so it is easier to make variations of existing levels)&lt;br /&gt;Pre2&lt;br /&gt;Player was not asked to enter highscore after &quot;completed game&quot; screen was shown.&lt;br /&gt;Added Silver pack.&lt;br /&gt;Teleports added&lt;br /&gt;Greeter/Credits added to welcome screen&lt;br /&gt;Added a &quot;template&quot; pack (essentially just a copy of the wizznic pack, without the levels/music),&lt;br /&gt;can be used by content creators as a starting point for creating a pack.&lt;br /&gt;Tweaked the ingame interface a bit.&lt;br /&gt;Lots of minor changes.&lt;br /&gt;Changed readme a bit, it's still not accurate though.&lt;br /&gt;Fixed a crashbug due to improper memory access.&lt;br /&gt;Fixed all compiler warnings.&lt;br /&gt;&lt;br /&gt;So, 0.9 is going to be interesting, since this was not ;)&lt;/div&gt;&lt;div class=&quot;blogger-post-footer&quot;&gt;&lt;img width=&quot;1&quot; height=&quot;1&quot; src=&quot;https://blogger.googleusercontent.com/tracker/4694564858988567793-5510659509813594020?l=dustedgames.blogspot.com&quot; alt=&quot;&quot; /&gt;&lt;/div&gt;</content>
		<author>
			<name>DST</name>
			<email>noreply@blogger.com</email>
			<uri>http://dustedgames.blogspot.com/</uri>
		</author>
		<source>
			<title type="html">DusteD Games</title>
			<subtitle type="html">Free/open source game development and other stuff by DusteD!</subtitle>
			<link rel="self" href="http://dustedgames.blogspot.com/feeds/posts/default"/>
			<id>tag:blogger.com,1999:blog-4694564858988567793</id>
			<updated>2012-01-31T00:00:39+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">FLARE - 20120109</title>
		<link href="http://clintbellanger.net/rpg/blog/20120109"/>
		<id>http://clintbellanger.net/rpg/blog/20120109</id>
		<updated>2012-01-09T15:30:33+00:00</updated>
		<content type="html">Code Diagram


I drew up a quick diagram of how Flare's code is structured. This mainly shows parent/child/sibling relationsh</content>
		<author>
			<name>FLARE</name>
			<uri>http://clintbellanger.net/rpg/</uri>
		</author>
		<source>
			<title type="html">FLARE News</title>
			<subtitle type="html">FLARE News (Free Libre Action Roleplaying Engine)</subtitle>
			<link rel="self" href="http://clintbellanger.net/rpg/flare.rss"/>
			<id>http://clintbellanger.net/rpg/flare.rss</id>
			<updated>2012-01-30T15:00:40+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">jMonkeyEngine - Mercator chart projection</title>
		<link href="http://jmonkeyengine.org/2012/01/09/mercator-chart-projection/"/>
		<id>http://jmonkeyengine.org/?p=2501</id>
		<updated>2012-01-09T12:45:07+00:00</updated>
		<content type="html">&lt;p&gt;Hello, my name is Benjamin Jakobus and I have been working on a navigation and mercator chart projection module for jME (based on my FYP under the supervision of Cormac Gebruers and Dr. Sabin Tabirca). The module works within the context of the Clarke spheroid of 1880 which has an equatorial radius of 6,378,249.145 meters, a polar radius of 6,356,514.870 meters and an inverse flattening of 293.465 meters. The projection module itself has an accuracy of up to 6 meters.&lt;/p&gt;
&lt;p&gt;Now that the &lt;a href=&quot;http://jmonkeyengine.org/wiki/doku.php/jme3:tools:charts&quot;&gt;documentation is finally complete&lt;/a&gt; (thanks to Ian Mayo from PlanetMayo Ltd for funding this article), we’d love to have some more monkeys try it out.&lt;/p&gt;
&lt;p&gt;&lt;img class=&quot;alignnone&quot; src=&quot;http://jmonkeyengine.org/wiki/lib/exe/fetch.php/jme3:tools:screen_shot_2011-12-18_at_13.12.01.png&quot; alt=&quot;&quot; width=&quot;639&quot; height=&quot;499&quot; /&gt;&lt;/p&gt;</content>
		<author>
			<name>jMonkeyEngine</name>
			<uri>http://jmonkeyengine.org</uri>
		</author>
		<source>
			<title type="html">jMonkeyEngine.org</title>
			<subtitle type="html">jMonkeyEngine Community</subtitle>
			<link rel="self" href="http://jmonkeyengine.org/feed/"/>
			<id>http://jmonkeyengine.org/feed/</id>
			<updated>2012-02-05T21:00:02+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">qbismSuper8 - Build 46</title>
		<link href="http://qbism.com/nexus/2012/01/build-46/"/>
		<id>http://qbism.com/nexus/?p=655</id>
		<updated>2012-01-09T03:05:33+00:00</updated>
		<content type="html">A bugfix for an error that might occur with 1000+ models and minor tweaks.  The big news is a DOS port!  So far it&amp;#8217;s only been tested on DOSBOX.  Will discuss more at some point, and get up some new screenshots, but wanted to get this update out. DOWNLOAD qbismS8_0046</content>
		<author>
			<name>ent_qbism</name>
			<uri>http://qbism.com/nexus</uri>
		</author>
		<source>
			<title type="html">qbism.com</title>
			<subtitle type="html">qbism Super8 is an open source 3D game engine with retro 8-bit graphics and modern features.</subtitle>
			<link rel="self" href="http://qbism.com/nexus/feed/atom/"/>
			<id>http://qbism.com/nexus/feed/atom/</id>
			<updated>2012-02-03T05:30:41+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">qbismSuper8 - Super8 DOS port screenshots</title>
		<link href="http://qbism.com/nexus/2012/01/super8-dos-port-screenshots/"/>
		<id>http://qbism.com/nexus/?p=659</id>
		<updated>2012-01-09T02:29:19+00:00</updated>
		<content type="html">Screenshots of the DOS port of Super8, from the DOSBOX emulator. The maps are Venividifuzi (SPARTUS10.BSP), Quoth E1M1 and E1M2 remakes, and &amp;#8220;Plumbers Don&amp;#8217;t Wear Ties&amp;#8221; (APSP2.BSP). Veni is about the largest map I&amp;#8217;ve been able to load off-hand based on a 64Mb memory limitation. APSP2 is also big, and additionally runs with the Quoth [...]</content>
		<author>
			<name>ent_qbism</name>
			<uri>http://qbism.com/nexus</uri>
		</author>
		<source>
			<title type="html">qbism.com</title>
			<subtitle type="html">qbism Super8 is an open source 3D game engine with retro 8-bit graphics and modern features.</subtitle>
			<link rel="self" href="http://qbism.com/nexus/feed/atom/"/>
			<id>http://qbism.com/nexus/feed/atom/</id>
			<updated>2012-02-03T05:30:41+00:00</updated>
		</source>
	</entry>

	<entry>
		<title type="html">Gear2D - 2011-12-24 - Ongoing things</title>
		<link href="http://gear2d.sourceforge.net/"/>
		<id>http://feed43.com/0734d43a9a5d8925bfc3bad60f145ab4</id>
		<updated>2012-01-09T00:15:36+00:00</updated>
		<content type="html">&lt;p&gt;Big time without any update, but there's big things going on. The API have the same looks but a lot of code has changed and there are new interfaces. For instance, a wrapper class that can ease access and sharing of parameters was created and can be used at setup time of every component. Hopefully that will ease component creation. Instead of writing &lt;span class=&quot;code&quot;&gt;write(&quot;x&quot;, 10.0f);&lt;/span&gt; or &lt;span class=&quot;code&quot;&gt;float x = read(&quot;x&quot;);&lt;/span&gt; one would do &lt;/p&gt; &lt;pre&gt; link x(&quot;x&quot;); x = 10.0f; cout  &quot;x=&quot;  x; /* would print &quot;10.0&quot; */ &lt;/pre&gt; &lt;p&gt; There's also two very important new components done, almost in release state: A path finder component that can find a path between two points and a lua proxy component, that can load components made in lua. Yes, thats right, now you can use lua to create components for Gear2D! &lt;/p&gt;&lt;p&gt; Along with those components, next release will also contain more detailed documentation, examples and a skeleton project to help starters. Also, a new game is almost ready too, and will be released soon. &lt;/p&gt;&lt;p&gt; You can follow development in our Git repository, at &lt;a href=&quot;https://github.com/Gear2D/gear2d&quot;&gt;github&lt;/a&gt;. &lt;/p&gt;&lt;p&gt; One last thing, SBGames 2011 was a success to Gear2D, our article won the best short paper prize and we're writing again for another academic conference to happen in the next year. &lt;/p&gt;&lt;p&gt; Speaking of next year, Merry Christmas and a Happy New Year to everyone :D &lt;br /&gt; See you! &lt;br /&gt; Leonardo. &lt;/p&gt;&lt;p&gt;&lt;sub&gt;&lt;i&gt;-- Delivered by &lt;a href=&quot;http://feed43.com/&quot;&gt;Feed43&lt;/a&gt; service&lt;/i&gt;&lt;/sub&gt;&lt;/p&gt;</content>
		<author>
			<name>Gear2D</name>
			<uri>http://gear2d.sourceforge.net/</uri>
		</author>
		<source>
			<title type="html">Gear2D Game Engine</title>
			<subtitle type="html">Gear2D Game Engine</subtitle>
			<link rel="self" href="http://feed43.com/gear2d.xml"/>
			<id>http://feed43.com/gear2d.xml</id>
			<updated>2012-02-06T22:45:27+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OpenMW - this week…</title>
		<link href="http://openmw.org/2012/01/08/this-week/"/>
		<id>http://openmw.org/?p=162</id>
		<updated>2012-01-08T16:44:42+00:00</updated>
		<content type="html">&lt;p&gt;Hardware skinning was forced to work with openmw, but since we had few problems with it jhooks1 decided that He will leave it now and try to implement later. It would be great to have it working since It gives huge performance boost on a capable hardware.&lt;/p&gt;
&lt;p&gt;Besides of that, animations are the long stride, but the finish is not that far.&lt;/p&gt;
&lt;p&gt;I hate when guys do not report progress and do not upload code to git. And this is what happens right now. *sigh*&lt;/p&gt;</content>
		<author>
			<name>OpenMW</name>
			<uri>http://openmw.org</uri>
		</author>
		<source>
			<title type="html">OpenMW</title>
			<subtitle type="html">Opensource Elderscrolls III: Morrowind engine reimplementation</subtitle>
			<link rel="self" href="http://openmw.org/feed/"/>
			<id>http://openmw.org/feed/</id>
			<updated>2012-02-05T14:45:29+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - New forum</title>
		<link href="http://opengamestudio.org/lang/en/news/site/544"/>
		<id>http://opengamestudio.org/?p=544</id>
		<updated>2012-01-03T21:24:52+00:00</updated>
		<content type="html">&lt;div lang=&quot;en&quot;&gt;It&amp;#8217;s no secret that our forum has never suffered from an excess of activity. This is partly due to the highly non-trivial interface and very strange ergonomics.&lt;br /&gt;
As an experiment, we decided to try using a different forum, it is much more simple and intuitive. Here you will find almost nothing superfluous, but there is everything you need.&lt;br /&gt;
For some time the old forum will remain available for reading, but it has no valuable information that we may want to keep forever.&lt;br /&gt;
So welcome to our new &lt;a href=&quot;http://opengamestudio.org/forum/main&quot;&gt;forum&lt;/a&gt;!&lt;/div&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OGStudio - Site upgrade, OpenID and spam-fighting</title>
		<link href="http://opengamestudio.org/lang/en/news/490"/>
		<id>http://opengamestudio.org/?p=490</id>
		<updated>2012-01-03T12:48:21+00:00</updated>
		<content type="html">&lt;div lang=&quot;en&quot;&gt;The site software was updated to the latest version.&lt;br /&gt;
In addition, we&amp;#8217;re returning the OpenID login and closing the site registration.&lt;br /&gt;
While the registration was open, the site was inhabited with several hundreds of spambots.&lt;br /&gt;
We have deleted a lot of these accounts, but unfortunately, some good accounts may have been deleted as well.&lt;br /&gt;
We&amp;#8217;re very sorry for that.&lt;/div&gt;</content>
		<author>
			<name>OGStudio</name>
			<uri>http://opengamestudio.org</uri>
		</author>
		<source>
			<title type="html">Opensource Game Studio</title>
			<link rel="self" href="http://opengamestudio.org/lang/en/feed"/>
			<id>http://opengamestudio.org/lang/en/feed</id>
			<updated>2012-02-06T22:30:33+00:00</updated>
		</source>
	</entry>

	<entry xml:lang="en">
		<title type="html">OpenGameArt - Orange Engine progress</title>
		<link href="http://opengameart.org/content/orange-engine-progress"/>
		<id>http://opengameart.org/6326 at http://opengameart.org</id>
		<updated>2012-01-03T00:42:57+00:00</updated>
		<content type="html">&lt;div class=&quot;field field-name-title field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;&lt;h2&gt;Orange Engine progress&lt;/h2&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-author field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;bart&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-post-date field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;Monday, January 2, 2012 - 19:42&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-ds-user-picture field-type-ds field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;&lt;a href=&quot;http://opengameart.org/users/bart&quot;&gt;&lt;img src=&quot;http://opengameart.org/sites/default/files/styles/thumbnail/public/pictures/picture-1-1310196298.png&quot; alt=&quot;bart's picture&quot; title=&quot;bart's picture&quot; /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-body field-type-text-with-summary field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot;&gt;&lt;p&gt;I've made some progress on the Orange Engine, my 2D RPG engine+editor.  You can read about how to download and compile it here (as well as see a couple Youtube videos of it in action):&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;https://gitorious.org/orange-engine/pages/Home&quot;&gt;https://gitorious.org/orange-engine/pages/Home&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;If you're running Windows, you can download a pre-built copy here:&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://opengameart.org/content/orange-engine-pre-alpha-for-windows&quot;&gt;http://opengameart.org/content/orange-engine-pre-alpha-for-windows&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I'm currently looking for people who would be willing to contribute code and/or content, so if that appeals to you, please let me know in a reply or catch my on IRC.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;</content>
		<author>
			<name>OpenGameArt</name>
			<uri>http://opengameart.org/blog</uri>
		</author>
		<source>
			<title type="html">Blog</title>
			<link rel="self" href="http://opengameart.org/blog-rss.xml"/>
			<id>http://opengameart.org/blog-rss.xml</id>
			<updated>2012-02-06T22:45:03+00:00</updated>
		</source>
	</entry>

</feed>

