<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Adam Sawicki - Homepage (Blog)</title><link>http://regedit.gamedev.pl/</link><description>Blog - game programming, graphics programming, C++, games, Internet, Windows and more.</description><language>pl</language><image><url>http://regedit.gamedev.pl/avatar-UML.png</url><title>Adam Sawicki - Homepage (Blog)</title><link>http://regedit.gamedev.pl/</link><width>64</width><height>64</height></image><item><title>My First Flash Game</title><link>http://regedit.gamedev.pl/news_1349_my_first_flash_game.html</link><description> I'm currently coding a small game in Flash (ActionScript 3.0). I've decided not to make an "engine-like" game with moving objects and precise collisions, but to start with something based on a grid, with turn-based gameplay. Up to this point there is no menu or nice UI and I don't even have a name for this game yet, but I already have much of the gameplay mechanics with many interesting features and perspectives for enabling many levels, as well as some interesting spells that can be cast (...)</description><comments>http://regedit.gamedev.pl/news_1349_my_first_flash_game.html</comments><guid isPermaLink="false">http://regedit.gamedev.pl/news/news/1349</guid><pubDate>Tue, 9 Mar 2010 09:43:56 +0100</pubDate></item><item><title>ActionScript 3 Language Syntax Cheatsheet</title><link>http://regedit.gamedev.pl/news_1348_actionscript_3_language_syntax_cheatsheet.html</link><description> I started my Flash learning from reading about the ActionScript 3 language syntax from the  "Learning ACTIONSCRIPT 3.0" . Here is my quick-and-dirty sketch of a language syntax cheatsheet. I assume you are already familiar with programming in C++ and/or Java, so I emphasize differences. 

 Some background: ActionScript language comes from ECMAScript, which means it has syntax very similar to JavaScript, which in turn resembles C++ or Java. It's a case-sensitive language. It significantly(...)</description><comments>http://regedit.gamedev.pl/news_1348_actionscript_3_language_syntax_cheatsheet.html</comments><guid isPermaLink="false">http://regedit.gamedev.pl/news/news/1348</guid><pubDate>Wed, 24 Feb 2010 19:53:14 +0100</pubDate></item><item><title>Learning ActionScript - TestProject02</title><link>http://regedit.gamedev.pl/news_1347_learning_actionscript_-_testproject02.html</link><description> So I now learn ActionScript 3 in my free time at home. I think such technology is worth knowing as it has many adventages - the language is easy so I turn my ideas into code very fast, as well as present them online so you don't have to download and run any real application to see it working. Of course it's not a high-performance 3D technology and I always feel a bit limited when I code in a language with no fast, direct access to raw memory bytes through pointers, but it's sufficient for (...)</description><comments>http://regedit.gamedev.pl/news_1347_learning_actionscript_-_testproject02.html</comments><guid isPermaLink="false">http://regedit.gamedev.pl/news/news/1347</guid><pubDate>Sun, 21 Feb 2010 00:42:07 +0100</pubDate></item><item><title>SVN in My Windows Made Me Angry</title><link>http://regedit.gamedev.pl/news_1346_svn_in_my_windows_made_me_angry.html</link><description> Today I had an unpleasant adventure with SVN. Although I'm now going to use Mercurial (with  TortoiseHG  client) for my home projects, as this whole distributed revision control systems looks quite promising, I wanted to checkout some SVN repository and it turned out to be much bigger problem than I expected. 

 The obvious solution is to install and use  TortoiseSVN  - great shell extension for Windows. Unfortunately it doesn't work in my 64-bit Windows 7. Setup succeeds, but then no ne(...)</description><comments>http://regedit.gamedev.pl/news_1346_svn_in_my_windows_made_me_angry.html</comments><guid isPermaLink="false">http://regedit.gamedev.pl/news/news/1346</guid><pubDate>Thu, 11 Feb 2010 16:41:54 +0100</pubDate></item><item><title>RegEngine - Design</title><link>http://regedit.gamedev.pl/news_1345_regengine_-_design.html</link><description> I'm now starting coding new game engine. It's called RegEngine. Here is a general design. It's coded in C++ for Windows. This time it will be general game engine, not only renderer. Also, this time I'm going to create an editor (I've never done this before). 

 I will use wxWidgets 2.9 as GUI library for the editor. It's not an obvious choice though. For example, C++/CLI (which I use at work) is also nice technology as it allows to freely mix native and managed code so one can create GUI(...)</description><comments>http://regedit.gamedev.pl/news_1345_regengine_-_design.html</comments><guid isPermaLink="false">http://regedit.gamedev.pl/news/news/1345</guid><pubDate>Wed, 10 Feb 2010 19:45:20 +0100</pubDate></item><item><title>I Recommend Mass Effect 2</title><link>http://regedit.gamedev.pl/news_1344_i_recommend_mass_effect_2.html</link><description> In the past week I bought, played and finished Mass Effect 2 (on PC) and I want to strongly recommend this game. It's really great. I generally like RPG games. I also played and finished first version of Mass Effect and liked it. 

 Version 2 is much better though. Graphics is better, more detailed. They've removed all the annoying things like long elevator travels or driving "Mako" on the planet surfaces. They've introduced some nice minigames instead - gathering resources from the plan(...)</description><comments>http://regedit.gamedev.pl/news_1344_i_recommend_mass_effect_2.html</comments><guid isPermaLink="false">http://regedit.gamedev.pl/news/news/1344</guid><pubDate>Tue, 9 Feb 2010 17:08:00 +0100</pubDate></item><item><title>Doing Something Every X Time</title><link>http://regedit.gamedev.pl/news_1343_doing_something_every_x_time.html</link><description> Games are one of these applications where we have a loop spinning infinitely as fast as it can (or at least 30 times per second) and calling some DoFrame function that make all the computations and rendering of a game frame. Dealing with time is an important task in game programming. One of the things game frameworks usually do are retrieving precise current time from the system and measuring FPS. Xion wrote an interesting article about all this stuff some time ago, entitled  Pętla czasu r(...)</description><comments>http://regedit.gamedev.pl/news_1343_doing_something_every_x_time.html</comments><guid isPermaLink="false">http://regedit.gamedev.pl/news/news/1343</guid><pubDate>Sun, 24 Jan 2010 19:11:43 +0100</pubDate></item><item><title>Overtime Concern in Game Industry</title><link>http://regedit.gamedev.pl/news_1342_overtime_concern_in_game_industry.html</link><description> For those who are not up-to-date with news from the industry: There is lots of stuff posted and commented recently about the the concern of overtime work at Rockstar San Diego. I won't comment it as I don't like controversies, I'll just show interesting links: 

 
   	 Wives of Rockstar San Diego employees have collected themselves  (2010-01-07) - an open letter by "Determined Devoted Wives of Rockstar San Diego employees" complaining about work conditions (especially overtime work aka (...)</description><comments>http://regedit.gamedev.pl/news_1342_overtime_concern_in_game_industry.html</comments><guid isPermaLink="false">http://regedit.gamedev.pl/news/news/1342</guid><pubDate>Sat, 16 Jan 2010 22:30:09 +0100</pubDate></item><item><title>Processing File Paths in C++</title><link>http://regedit.gamedev.pl/news_1341_processing_file_paths_in_c.html</link><description> Paths to files and directories are special kind of strings. Sometimes they have to be processed, e.g. merged or splitted into some parts like drive letter, directory, file name and extension. Standard C library provides two function for this: makepath and splitpath. They use char* strings and operate always on all possible parts (drive, dir, fname, ext). In my opinion they are not very convenient. On the other hand, modern programming languages have more functionality in this field. For ex(...)</description><comments>http://regedit.gamedev.pl/news_1341_processing_file_paths_in_c.html</comments><guid isPermaLink="false">http://regedit.gamedev.pl/news/news/1341</guid><pubDate>Tue, 12 Jan 2010 22:00:52 +0100</pubDate></item><item><title>A Reminder About My Links</title><link>http://regedit.gamedev.pl/news_1340_a_reminder_about_my_links.html</link><description> For those who don't know yet, on my website there is more than my blog, photos and screenshots gallery and portfolio. I also maintain quite long list of   links   to other people's blogs, especially programmers dealing with game programming and graphics programming. So if you are interested in this subject, I encourage you to take a look. I try to keep it up to date by removing not working or inactive sites while adding new ones I find interesting. I also have my parsonal links collection (...)</description><comments>http://regedit.gamedev.pl/news_1340_a_reminder_about_my_links.html</comments><guid isPermaLink="false">http://regedit.gamedev.pl/news/news/1340</guid><pubDate>Sun, 10 Jan 2010 18:18:42 +0100</pubDate></item></channel></rss>