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	<title>Comments for Stressed Gamer</title>
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	<link>http://www.stressedgamer.com/blog</link>
	<description>Low on time but high on game.</description>
	<pubDate>Thu, 09 Sep 2010 23:15:57 +0000</pubDate>
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		<title>Comment on I did a bad, bad thing. by Howard</title>
		<link>http://www.stressedgamer.com/blog/?p=8&#038;cpage=1#comment-452</link>
		<dc:creator>Howard</dc:creator>
		<pubDate>Wed, 09 Jul 2008 21:45:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.stressedgamer.com/blog/?p=8#comment-452</guid>
		<description>if you don't start posting, I will.</description>
		<content:encoded><![CDATA[<p>if you don&#8217;t start posting, I will.</p>
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		<title>Comment on Does Samus Live on Norion? by tmauer</title>
		<link>http://www.stressedgamer.com/blog/?p=7&#038;cpage=1#comment-451</link>
		<dc:creator>tmauer</dc:creator>
		<pubDate>Sun, 01 Jun 2008 00:13:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.stressedgamer.com/blog/?p=7#comment-451</guid>
		<description>Man I have not updated this site in a while have I....  I should try to put somthing together soon.</description>
		<content:encoded><![CDATA[<p>Man I have not updated this site in a while have I&#8230;.  I should try to put somthing together soon.</p>
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		<title>Comment on Does Samus Live on Norion? by Howard</title>
		<link>http://www.stressedgamer.com/blog/?p=7&#038;cpage=1#comment-450</link>
		<dc:creator>Howard</dc:creator>
		<pubDate>Sat, 31 May 2008 18:48:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.stressedgamer.com/blog/?p=7#comment-450</guid>
		<description>When are you updating this, Thomas?</description>
		<content:encoded><![CDATA[<p>When are you updating this, Thomas?</p>
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		<title>Comment on Warriors of the Shining Star Demo 1. by Thomas Mauer</title>
		<link>http://www.stressedgamer.com/blog/?p=6&#038;cpage=1#comment-443</link>
		<dc:creator>Thomas Mauer</dc:creator>
		<pubDate>Thu, 27 Sep 2007 13:49:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.stressedgamer.com/blog/?p=6#comment-443</guid>
		<description>I too work on games professionally.  Probably why I'm so embarrassed about the editor as I've made real editors before.

Warriors is a project I work on when I want to be the one calling the shots on design, at work you are usually making someone else's vision with some of your ideas in the mix.  So I only get to work on it a bit here and there.  To give you an idea I started on it last December.  There were about 7 months in there where I did not touch it at all.</description>
		<content:encoded><![CDATA[<p>I too work on games professionally.  Probably why I&#8217;m so embarrassed about the editor as I&#8217;ve made real editors before.</p>
<p>Warriors is a project I work on when I want to be the one calling the shots on design, at work you are usually making someone else&#8217;s vision with some of your ideas in the mix.  So I only get to work on it a bit here and there.  To give you an idea I started on it last December.  There were about 7 months in there where I did not touch it at all.</p>
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		<title>Comment on Warriors of the Shining Star Demo 1. by Alexandre</title>
		<link>http://www.stressedgamer.com/blog/?p=6&#038;cpage=1#comment-441</link>
		<dc:creator>Alexandre</dc:creator>
		<pubDate>Thu, 27 Sep 2007 02:06:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.stressedgamer.com/blog/?p=6#comment-441</guid>
		<description>That sounds sweet actually, I like the fact that the format is tile-based and serialized in xml, it makes it much easier to understand and work with I bet. And it suits isometric games perfectly. The one I want to start is a diablo-like game.

I would love to help you out with the map editor if you want.  Hell my brother is the tool architect for the game Assassin's Creed he could give you pointers I'm sure :) (I have never seen a tool as complex as that)

Are you still working actively on this project or just a bit here and there? 
Sorry if I'm posting too much hehe</description>
		<content:encoded><![CDATA[<p>That sounds sweet actually, I like the fact that the format is tile-based and serialized in xml, it makes it much easier to understand and work with I bet. And it suits isometric games perfectly. The one I want to start is a diablo-like game.</p>
<p>I would love to help you out with the map editor if you want.  Hell my brother is the tool architect for the game Assassin&#8217;s Creed he could give you pointers I&#8217;m sure <img src='http://www.stressedgamer.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> (I have never seen a tool as complex as that)</p>
<p>Are you still working actively on this project or just a bit here and there?<br />
Sorry if I&#8217;m posting too much hehe</p>
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		<title>Comment on Warriors of the Shining Star Demo 1. by Thomas Mauer</title>
		<link>http://www.stressedgamer.com/blog/?p=6&#038;cpage=1#comment-440</link>
		<dc:creator>Thomas Mauer</dc:creator>
		<pubDate>Wed, 26 Sep 2007 21:12:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.stressedgamer.com/blog/?p=6#comment-440</guid>
		<description>The map format is custom for my game.  In fact I have a custom editor for my game (the editor is the real reason I would not want someone seeing this code, it is a piece of crap.).  The map file format is just objects serialized to XML.  It is a very grid based affair.  I have some .x files that define a tile and each grid can have a tile assigned to it.  Since I'm not much of an artist it lets me make a few pieces of terrain and reuse the hell out of them.

The engine supports only dynamic lighting, but it can handle up to 16 currently.  I need to work on it a little bit, you can see the fog has lots of issues right at the beginning, it is the best lights function popping for some reason.  The big sacrifice for the high number of lights was dropping support for things like bump mapping that have a high per pixel cost.

Also in the engine although it is difficult to see unless you look for it is distortion effects (look at the fire or the miners weapons to see it best) and volumetric effects (makes it so that billboarded particles never intersect a wall, they seem to fade into it).</description>
		<content:encoded><![CDATA[<p>The map format is custom for my game.  In fact I have a custom editor for my game (the editor is the real reason I would not want someone seeing this code, it is a piece of crap.).  The map file format is just objects serialized to XML.  It is a very grid based affair.  I have some .x files that define a tile and each grid can have a tile assigned to it.  Since I&#8217;m not much of an artist it lets me make a few pieces of terrain and reuse the hell out of them.</p>
<p>The engine supports only dynamic lighting, but it can handle up to 16 currently.  I need to work on it a little bit, you can see the fog has lots of issues right at the beginning, it is the best lights function popping for some reason.  The big sacrifice for the high number of lights was dropping support for things like bump mapping that have a high per pixel cost.</p>
<p>Also in the engine although it is difficult to see unless you look for it is distortion effects (look at the fire or the miners weapons to see it best) and volumetric effects (makes it so that billboarded particles never intersect a wall, they seem to fade into it).</p>
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		<title>Comment on Warriors of the Shining Star Demo 1. by Alexandre</title>
		<link>http://www.stressedgamer.com/blog/?p=6&#038;cpage=1#comment-439</link>
		<dc:creator>Alexandre</dc:creator>
		<pubDate>Tue, 25 Sep 2007 04:21:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.stressedgamer.com/blog/?p=6#comment-439</guid>
		<description>hehe alright :) Well i will keep your blog in my bookmark and check every now and then see if you released something! 

I have tons of questions but I don't want to waste too much of your time... I'm kinda curious about the map format for your game. Is it some custom format you created or are you using some of the more common map format like bsp? Or just one big mesh .x or .3ds or something like that?

Also, does your engine support unlimited lighting source? I think it was really cool to see the hallway light up dynamically when a light source travels through it.

Good work!</description>
		<content:encoded><![CDATA[<p>hehe alright <img src='http://www.stressedgamer.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> Well i will keep your blog in my bookmark and check every now and then see if you released something! </p>
<p>I have tons of questions but I don&#8217;t want to waste too much of your time&#8230; I&#8217;m kinda curious about the map format for your game. Is it some custom format you created or are you using some of the more common map format like bsp? Or just one big mesh .x or .3ds or something like that?</p>
<p>Also, does your engine support unlimited lighting source? I think it was really cool to see the hallway light up dynamically when a light source travels through it.</p>
<p>Good work!</p>
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		<title>Comment on Warriors of the Shining Star Demo 1. by tmauer</title>
		<link>http://www.stressedgamer.com/blog/?p=6&#038;cpage=1#comment-438</link>
		<dc:creator>tmauer</dc:creator>
		<pubDate>Mon, 24 Sep 2007 02:41:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.stressedgamer.com/blog/?p=6#comment-438</guid>
		<description>I probably will release the source at some point.  Right now it is just too unfinished to let someone use, it might drive them mad.  Or at least make them mad at me for wasting their time.  If there is anything specific you have a question about feel free to post it.</description>
		<content:encoded><![CDATA[<p>I probably will release the source at some point.  Right now it is just too unfinished to let someone use, it might drive them mad.  Or at least make them mad at me for wasting their time.  If there is anything specific you have a question about feel free to post it.</p>
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		<title>Comment on Warriors of the Shining Star Demo 1. by Alexandre</title>
		<link>http://www.stressedgamer.com/blog/?p=6&#038;cpage=1#comment-437</link>
		<dc:creator>Alexandre</dc:creator>
		<pubDate>Sun, 23 Sep 2007 17:37:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.stressedgamer.com/blog/?p=6#comment-437</guid>
		<description>That is really nice. Any chance you will release the source code for that demo? I would really love to use the 3d isometric - kind of engine for a project of mine.</description>
		<content:encoded><![CDATA[<p>That is really nice. Any chance you will release the source code for that demo? I would really love to use the 3d isometric - kind of engine for a project of mine.</p>
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		<title>Comment on Warriors of the Shining Star Demo 1. by Viridian Games &#187; Kind Exposure, and Stuff My Friends Are Doing</title>
		<link>http://www.stressedgamer.com/blog/?p=6&#038;cpage=1#comment-435</link>
		<dc:creator>Viridian Games &#187; Kind Exposure, and Stuff My Friends Are Doing</dc:creator>
		<pubDate>Fri, 14 Sep 2007 02:43:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.stressedgamer.com/blog/?p=6#comment-435</guid>
		<description>[...] Tom Mauer has a brief but fun demo of the game he&#8217;s working on, Warriors of the Shining Star. It&#8217;s an action-adventure [...]</description>
		<content:encoded><![CDATA[<p>[...] Tom Mauer has a brief but fun demo of the game he&#8217;s working on, Warriors of the Shining Star. It&#8217;s an action-adventure [...]</p>
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