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	<title>Skull</title>
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	<link>http://skull.co.nz</link>
	<description>Codin' away</description>
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		<title>Another screenshot</title>
		<link>http://skull.co.nz/?p=104</link>
		<comments>http://skull.co.nz/?p=104#comments</comments>
		<pubDate>Wed, 12 May 2010 09:36:01 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Skull]]></category>

		<guid isPermaLink="false">http://skull.co.nz/?p=104</guid>
		<description><![CDATA[
Some interface content from the test framework. Windows are based on a single image and can resize, scroll content and attach buttons as needed. Support for tabbed content and buttongroups is included. Every icon can be dragged and dropped into any socket. Also pictured: dial/bar gauges, tooltips and a cel shader/lighting test.
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/nih7777/4600454035/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3336/4600454035_163af04130.jpg" alt="" width="500" height="312" /></a></p>
<p>Some interface content from the test framework. Windows are based on a single image and can resize, scroll content and attach buttons as needed. Support for tabbed content and buttongroups is included. Every icon can be dragged and dropped into any socket. Also pictured: dial/bar gauges, tooltips and a cel shader/lighting test.</p>
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		<title>Texture cube lighting</title>
		<link>http://skull.co.nz/?p=98</link>
		<comments>http://skull.co.nz/?p=98#comments</comments>
		<pubDate>Sun, 30 Aug 2009 10:48:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Skull]]></category>

		<guid isPermaLink="false">http://skull.co.nz/?p=98</guid>
		<description><![CDATA[One technique I discovered early on is ambient lighting using a texture cube. A texture cube is a texture made up of 6 images, one for each side of a cube, that should smoothly fit together to make a complete panorama.
Rather than use this texture cube just as a skybox, I use it to sample [...]]]></description>
			<content:encoded><![CDATA[<p>One technique I discovered early on is ambient lighting using a texture cube. A texture cube is a texture made up of 6 images, one for each side of a cube, that should smoothly fit together to make a complete panorama.</p>
<p>Rather than use this texture cube just as a skybox, I use it to sample ambient lighting.</p>
<div class="wp-caption alignnone" style="width: 450px"><a href="http://www.flickr.com/photos/nih7777/3880667660/sizes/o/"><img title="Texturecube ambient lighting" src="http://farm3.static.flickr.com/2429/3880667660_c50d5cafec.jpg" alt="Texturecube ambient lighting" width="440" height="500" /></a><p class="wp-caption-text">Texturecube ambient lighting</p></div>
<p>The other nice thing about using a texture cube is you can quickly blend them together to subtly alter the lighting or smoothly transition from sunset to night.</p>
<p>This technique works well in conjunction with an Ambient Occlusion layer in your shader, as you don&#8217;t have to have overwhelming fixed lighting when baking your model&#8217;s textures out.</p>
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		<title>Water shader update</title>
		<link>http://skull.co.nz/?p=86</link>
		<comments>http://skull.co.nz/?p=86#comments</comments>
		<pubDate>Fri, 10 Apr 2009 12:26:35 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Skull]]></category>

		<guid isPermaLink="false">http://skull.co.nz/?p=86</guid>
		<description><![CDATA[Getting closer to being done. Still plenty of bugs to fix and small features to implement. Decent normal convolutions are a big priority.
I&#8217;m quite pleased with how different the water looks at different depths, angles and proximities.



]]></description>
			<content:encoded><![CDATA[<p>Getting closer to being done. Still plenty of bugs to fix and small features to implement. Decent normal convolutions are a big priority.</p>
<p>I&#8217;m quite pleased with how different the water looks at different depths, angles and proximities.</p>
<p><a href="http://www.flickr.com/photos/nih7777/3428990830/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3605/3428990830_a2082f87cc.jpg" alt="" width="500" height="281" /></a></p>
<p><a href="http://www.flickr.com/photos/nih7777/3428180253/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3631/3428180253_8ccf7f4262.jpg" alt="" width="500" height="281" /></a></p>
<p><a href="http://www.flickr.com/photos/nih7777/3428179893/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3602/3428179893_dd173cd436.jpg" alt="" width="500" height="281" /></a></p>
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		<title>The (semi) finished water shader</title>
		<link>http://skull.co.nz/?p=83</link>
		<comments>http://skull.co.nz/?p=83#comments</comments>
		<pubDate>Mon, 06 Apr 2009 16:37:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Skull]]></category>

		<guid isPermaLink="false">http://skull.co.nz/?p=83</guid>
		<description><![CDATA[
]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.flickr.com/photos/nih7777/3417893793/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3394/3417893793_52a5e7ab50.jpg" alt="" width="500" height="281" /></a></p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>A pretty accident</title>
		<link>http://skull.co.nz/?p=80</link>
		<comments>http://skull.co.nz/?p=80#comments</comments>
		<pubDate>Mon, 06 Apr 2009 12:20:12 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Skull]]></category>

		<guid isPermaLink="false">http://skull.co.nz/?p=80</guid>
		<description><![CDATA[The new water shader is a work in progress, but already looks the part.
I accidentally clipped the terrain while I was working on masking out the cel shading under the water. You can see how the cel shading applies itself to the terrain quite clearly in this shot.

]]></description>
			<content:encoded><![CDATA[<p>The new water shader is a work in progress, but already looks the part.</p>
<p>I accidentally clipped the terrain while I was working on masking out the cel shading under the water. You can see how the cel shading applies itself to the terrain quite clearly in this shot.</p>
<p><a href="http://www.flickr.com/photos/nih7777/3417265473/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3645/3417265473_501bc51d82.jpg" alt="" width="500" height="281" /></a></p>
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		<title>Time for an update!</title>
		<link>http://skull.co.nz/?p=78</link>
		<comments>http://skull.co.nz/?p=78#comments</comments>
		<pubDate>Wed, 01 Apr 2009 08:50:19 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Rugged]]></category>

		<guid isPermaLink="false">http://skull.co.nz/?p=78</guid>
		<description><![CDATA[I&#8217;ve been hard at work on behind-the-scenes things such as mesh collisions and level construction tools. That didn&#8217;t stop me from adding major updates to the primary shader however.


Directional lights are out, ambient cubemap lighting is in! There&#8217;s also environmental fresnel reflections, ambient occlusion and specular.
]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been hard at work on behind-the-scenes things such as mesh collisions and level construction tools. That didn&#8217;t stop me from adding major updates to the primary shader however.</p>
<p><a href="http://www.flickr.com/photos/nih7777/3404126160/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3424/3404126160_d763fbe442.jpg" alt="" width="500" height="281" /></a></p>
<p><a href="http://www.flickr.com/photos/nih7777/3404126586/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3587/3404126586_253e2f73c6.jpg" alt="" width="500" height="281" /></a></p>
<p>Directional lights are out, ambient cubemap lighting is in! There&#8217;s also environmental fresnel reflections, ambient occlusion and specular.</p>
]]></content:encoded>
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		<item>
		<title>The ATV</title>
		<link>http://skull.co.nz/?p=49</link>
		<comments>http://skull.co.nz/?p=49#comments</comments>
		<pubDate>Fri, 13 Mar 2009 01:43:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Skull]]></category>

		<guid isPermaLink="false">http://skull.co.nz/?p=49</guid>
		<description><![CDATA[The primary mode of transport in the Rugged world is a sexy, growling ATV. You can also see the new haze shader in the background.



]]></description>
			<content:encoded><![CDATA[<p>The primary mode of transport in the Rugged world is a sexy, growling ATV. You can also see the new haze shader in the background.</p>
<p><a href="http://www.flickr.com/photos/nih7777/3349807425/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3452/3349807425_cf9da6a5a7.jpg" alt="" width="500" height="281" /></a></p>
<p><a href="http://www.flickr.com/photos/nih7777/3350635054/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3436/3350635054_07efccae99.jpg" alt="" width="500" height="281" /></a></p>
<p><a href="http://www.flickr.com/photos/nih7777/3349807871/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3469/3349807871_ef78ea24c3.jpg" alt="" width="500" height="281" /></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>The first thing you see when you load Rugged</title>
		<link>http://skull.co.nz/?p=46</link>
		<comments>http://skull.co.nz/?p=46#comments</comments>
		<pubDate>Sat, 07 Mar 2009 10:53:10 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Skull]]></category>

		<guid isPermaLink="false">http://skull.co.nz/?p=46</guid>
		<description><![CDATA[The new lighting model is so good that the vehicles glow under the hot desert sun and all have to be re-rendered. Until then, here&#8217;s a look at Rugged&#8217;s title screen.

]]></description>
			<content:encoded><![CDATA[<p>The new lighting model is <em>so </em>good that the vehicles glow under the hot desert sun and all have to be re-rendered. Until then, here&#8217;s a look at Rugged&#8217;s title screen.</p>
<p><a href="http://www.flickr.com/photos/nih7777/3334387573/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3641/3334387573_556e6c67cc.jpg" alt="" width="500" height="281" /></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Rugged Update</title>
		<link>http://skull.co.nz/?p=43</link>
		<comments>http://skull.co.nz/?p=43#comments</comments>
		<pubDate>Fri, 06 Mar 2009 07:53:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Skull]]></category>

		<guid isPermaLink="false">http://skull.co.nz/?p=43</guid>
		<description><![CDATA[Here&#8217;s a couple more shots of the shader progress. The slope texture is now quite visible, as is the full-size normal map.


]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a couple more shots of the shader progress. The slope texture is now quite visible, as is the full-size normal map.</p>
<p><a href="http://www.flickr.com/photos/nih7777/3332002451/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3606/3332002451_71e848a998.jpg" alt="" width="500" height="281" /></a></p>
<p><a href="http://www.flickr.com/photos/nih7777/3332839722/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3192/3332839722_798bcd11d8.jpg" alt="" width="500" height="281" /></a></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Rugged Update</title>
		<link>http://skull.co.nz/?p=40</link>
		<comments>http://skull.co.nz/?p=40#comments</comments>
		<pubDate>Wed, 04 Mar 2009 12:02:37 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Skull]]></category>

		<guid isPermaLink="false">http://skull.co.nz/?p=40</guid>
		<description><![CDATA[Big terrain updates. The game engine can now have vast swathes of land and will even subdivide nearer terrain to remove sharp polygon edges and raise the detail.
This update also includes my first shader, as seen below. Don&#8217;t forget to click through to the high res version.

]]></description>
			<content:encoded><![CDATA[<p>Big terrain updates. The game engine can now have vast swathes of land and will even subdivide nearer terrain to remove sharp polygon edges and raise the detail.</p>
<p>This update also includes my first shader, as seen below. Don&#8217;t forget to click through to the high res version.</p>
<p><a href="http://www.flickr.com/photos/nih7777/3328349286/sizes/o/"><img class="alignnone" src="http://farm4.static.flickr.com/3660/3328349286_55b627e3f2.jpg" alt="" width="500" height="281" /></a></p>
]]></content:encoded>
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