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	<title>Pixelgel Entertainment</title>
	<link>http://pixelgel.com</link>
	<description>Just another WordPress weblog</description>
	<lastBuildDate>Wed, 21 Jul 2010 00:25:52 +0000</lastBuildDate>
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		<title>GelFX v0.1.1a &#8211; Release</title>
		<description><![CDATA[Changelog: General: -Fixed problems with child node positioning. -The window &#8220;getAspect()&#8221; function now works correctly. -Meshes no longer support useless vertex colors. -Made many functions virtual, for extending. (Can&#8217;t believe I forgot this one) -Added the ability to change the title of the window. Pipeline: -Lights fixed. -Fixed edge smoothing so it works properly. -Fixed [...]]]></description>
		<link>http://pixelgel.com/?p=171</link>
			</item>
	<item>
		<title>Introducing GelNet v0.9</title>
		<description><![CDATA[GelNet is an ultra-light networking library. Right now it can only perform UDP networking, but in version 1.0 it will support TCP/IP connections as well. Its syntax is extremely simple and easy to interpret. Everything needed for the library is shown in the 21 line sample project and the library is only 24 kilobytes in [...]]]></description>
		<link>http://pixelgel.com/?p=167</link>
			</item>
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		<title>GelFX 0.1.0a – Release (0.1.0b added)</title>
		<description><![CDATA[I updated the minor version number as I have decided that the GelFX engine is somewhat usable in a project. ﻿Changelog from GelFX v0.0.2a to v0.1.0a General: -Removed minor memory leak. -Made the camera part of the Scenegraph at initialization. -Made it so that .obj&#8217;s are loaded and converted to the actual format, rather than [...]]]></description>
		<link>http://pixelgel.com/?p=161</link>
			</item>
	<item>
		<title>GelFX 0.0.2a &#8211; Release</title>
		<description><![CDATA[The larges additions in this release are VBO&#8217;s for meshes, framebuffers being much more likely to work on a graphics card, and lighting in the Standard pipe. Changelog: GelFX 0.0.1a to 0.0.2a General: -Index files now specify tags. (Old index files broken) -Meshes can change what they output in color for g-buffers. -Meshes use VBO&#8217;s, [...]]]></description>
		<link>http://pixelgel.com/?p=156</link>
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		<title>GelFX &#8211; Pipes</title>
		<description><![CDATA[This will be a short tutorial on making custom Pipes. The Pipe class has two functions that you might be altering. The render function, and the init function. Each function is called when the Pipeline is processed, the init function before rendering. The init function should be used for all setup that doesn&#8217;t require rendering, [...]]]></description>
		<link>http://pixelgel.com/?p=149</link>
			</item>
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		<title>GelFX &#8211; Nodes</title>
		<description><![CDATA[This will be a short tutorial on how to make a new node. Usually if you are making a Node, all that you want to change is the render function. Within a custom render function, you can make basically any OpenGL calls you would like, though there are some OpenGL states that are assumed to [...]]]></description>
		<link>http://pixelgel.com/?p=147</link>
			</item>
	<item>
		<title>Introducing GelFX v0.0.1a</title>
		<description><![CDATA[I have been making a new graphics engine for a little while, trying to keep the interface as simple as possible, as wells as keep the library somewhat low-level. This isn&#8217;t Ogre3D, Panda3D, or any of those graphics engines that do everything for you. GelFX simply provides a dynamic pipeline and scenegraph system that remain [...]]]></description>
		<link>http://pixelgel.com/?p=143</link>
			</item>
	<item>
		<title>Seamless Refracting Water</title>
		<description><![CDATA[I made another prototype, which demonstrates refractive water that integrates seamlessly with the terrain. You know how in some games, the water will form a little edge  where the water meets the terrain or whatever solid object is intersecting it? This program doesn&#8217;t have that problem, the water blends right into the terrain, making the [...]]]></description>
		<link>http://pixelgel.com/?p=137</link>
			</item>
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		<title>Nebula Prototype v2</title>
		<description><![CDATA[This is a new version of the Nebula prototype, and it has point textures. This means that although I&#8217;m giving OpenGl ~32,000 points, the texture makes it render ~200,000. Unfortunately, it is also slightly slower. This version does not have the ability to generate a new Nebula, but it retains both blue and red colorings [...]]]></description>
		<link>http://pixelgel.com/?p=135</link>
			</item>
	<item>
		<title>Nebula Prototype</title>
		<description><![CDATA[This prototype creates a procedurally generated nebula. It is quite laggy, and so if you don&#8217;t have a modern graphics card/processor, you probably shouldn&#8217;t even try it. Screenie: You can use WASD Controls for x/z movement, and move up and down with e and q respectively. Press F to regenerate a new nebula. Press R [...]]]></description>
		<link>http://pixelgel.com/?p=72</link>
			</item>
	<item>
		<title>New Website</title>
		<description><![CDATA[I have created a new website using the incredibly versatile WordPress. If any of you are planning on making a blog anytime soon, I would certainly recommend using it. -Eavan]]></description>
		<link>http://pixelgel.com/?p=7</link>
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