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		<title>War. What is it good for?</title>
		<link>http://www.rubicondev.com/?p=305</link>
		<comments>http://www.rubicondev.com/?p=305#comments</comments>
		<pubDate>Thu, 05 Aug 2010 13:19:06 +0000</pubDate>
		<dc:creator>rubicon</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.rubicondev.com/?p=305</guid>
		<description><![CDATA[n our case, a big publishing deal and a shitload of happy fans. Well, hopefully one day&#8230; 
It&#8217;s been a while since I posted anything, so here&#8217;s a quick screenie of the turn-based strategy game we&#8217;re currently trying to develop with internal funding. If we can ever get that upgraded to &#8220;adequately funded&#8221;, then we [...]]]></description>
			<content:encoded><![CDATA[<p><div id="attachment_304" class="wp-caption alignleft" style="width: 160px"><a href="http://www.rubicondev.com/wp-content/uploads/DiceWar019.PNG"><img src="http://www.rubicondev.com/wp-content/uploads/DiceWar019-150x150.PNG" alt="Unnamed war game" title="Wargame" width="150" height="150" class="size-thumbnail wp-image-304" /></a><p class="wp-caption-text">Unnamed war game</p></div>In our case, a big publishing deal and a shitload of happy fans. Well, hopefully one day&#8230; </p>
<p>It&#8217;s been a while since I posted anything, so here&#8217;s a quick screenie of the turn-based strategy game we&#8217;re currently trying to develop with internal funding. If we can ever get that upgraded to &#8220;adequately funded&#8221;, then we have big hopes for our little war game. Target platforms are initially iPad and PC with others to follow.</p>
<p>When we decide on a name and grab the URL, I&#8217;ll start maintaining a blog/development diary and try to post regular progress reports.</p>
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		<title>How much are the green fees ?</title>
		<link>http://www.rubicondev.com/?p=297</link>
		<comments>http://www.rubicondev.com/?p=297#comments</comments>
		<pubDate>Sat, 01 May 2010 12:58:34 +0000</pubDate>
		<dc:creator>rubicon</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.rubicondev.com/?p=297</guid>
		<description><![CDATA[ore progress! Some sample weeds have arrived and everything has moved on another notch generally. I&#8217;ve almost finished with the grass now, barring stuff like adding real wind turbulence instead of some dodgy sine wave motion. Must get some trees in soon too &#8211; I need to do something to drop the frame rate below [...]]]></description>
			<content:encoded><![CDATA[<p><div id="attachment_300" class="wp-caption alignleft" style="width: 160px"><a href="http://www.rubicondev.com/wp-content/uploads/Nature013.PNG"><img src="http://www.rubicondev.com/wp-content/uploads/Nature013-150x150.PNG" alt="Grass n Weeds" title="Nature013" width="150" height="150" class="size-thumbnail wp-image-300" /></a><p class="wp-caption-text">Grass n Weeds</p></div>More progress! Some sample weeds have arrived and everything has moved on another notch generally. I&#8217;ve almost finished with the grass now, barring stuff like adding real wind turbulence instead of some dodgy sine wave motion. Must get some trees in soon too &#8211; I need to do something to drop the frame rate below 150 after all&#8230;</p>
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		<title>Mowtivation</title>
		<link>http://www.rubicondev.com/?p=293</link>
		<comments>http://www.rubicondev.com/?p=293#comments</comments>
		<pubDate>Sun, 25 Apr 2010 10:26:41 +0000</pubDate>
		<dc:creator>rubicon</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.rubicondev.com/?p=293</guid>
		<description><![CDATA[ade some progess. We now have variable density (for paths, areas under trees/weeds/etc.) and also the ability to paint on it. Also, the LOD management is finally working well &#8211; there is a LOD break right through the middle of the pic; bet you can&#8217;t spot it ?
]]></description>
			<content:encoded><![CDATA[<p><div id="attachment_284" class="wp-caption alignleft" style="width: 160px"><a href="http://www.rubicondev.com/wp-content/uploads/Nature008.PNG"><img src="http://www.rubicondev.com/wp-content/uploads/Nature008-150x150.PNG" alt="Grass" title="Nature008" width="150" height="150" class="size-thumbnail wp-image-284" /></a><p class="wp-caption-text">Grass</p></div>Made some progess. We now have variable density (for paths, areas under trees/weeds/etc.) and also the ability to paint on it. Also, the LOD management is finally working well &#8211; there is a LOD break right through the middle of the pic; bet you can&#8217;t spot it ?</p>
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		<title>Grass me up?  Well, okay then&#8230;</title>
		<link>http://www.rubicondev.com/?p=277</link>
		<comments>http://www.rubicondev.com/?p=277#comments</comments>
		<pubDate>Thu, 15 Apr 2010 12:07:40 +0000</pubDate>
		<dc:creator>rubicon</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.rubicondev.com/?p=277</guid>
		<description><![CDATA[Early days, but here&#8217;s a quick screenie of a new grass rendering system we&#8217;re incorporating into our Raz0r engine. When complete, entire fields of high definition grass/corn/etc. can be rendered at useably fast frame rates even on DX9 era hardware. More to come later as this project progresses &#8211; I just wanted to put something [...]]]></description>
			<content:encoded><![CDATA[<div id="attachment_276" class="wp-caption alignleft" style="width: 160px"><a href="http://www.rubicondev.com/wp-content/uploads/Grass.PNG"><img class="size-thumbnail wp-image-276" title="Grass" src="http://www.rubicondev.com/wp-content/uploads/Grass-150x150.PNG" alt="Grass" width="150" height="150" /></a><p class="wp-caption-text">Grass</p></div>
<p>Early days, but here&#8217;s a quick screenie of a new grass rendering system we&#8217;re incorporating into our Raz0r engine. When complete, entire fields of high definition grass/corn/etc. can be rendered at useably fast frame rates even on DX9 era hardware. More to come later as this project progresses &#8211; I just wanted to put something out there at this stage&#8230;</p>
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		<title>Deeply Dippy</title>
		<link>http://www.rubicondev.com/?p=273</link>
		<comments>http://www.rubicondev.com/?p=273#comments</comments>
		<pubDate>Mon, 05 Apr 2010 11:10:43 +0000</pubDate>
		<dc:creator>rubicon</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.rubicondev.com/?p=273</guid>
		<description><![CDATA[s a bank holiday time filler, I&#8217;ve just added &#8220;Deep Parallax Occlusion Mapping&#8221; to our Raz0r engine. Given it&#8217;s multi-pass, cross-platform nature, this was quite an effort and I&#8217;m pretty pleased with myself!
This AAA technique throws mud in the eye of traditional, low rent bump/normal mapping and the picture speaks for itself &#8211; the walls [...]]]></description>
			<content:encoded><![CDATA[<p><div id="attachment_272" class="wp-caption alignleft" style="width: 160px"><a href="http://www.rubicondev.com/wp-content/uploads/Parallax.PNG"><img src="http://www.rubicondev.com/wp-content/uploads/Parallax-150x150.PNG" alt="Deep Parallax Occlusion" title="Deep Parallax Occlusion" width="150" height="150" class="size-thumbnail wp-image-272" /></a><p class="wp-caption-text">Deep Parallax Occlusion</p></div>As a bank holiday time filler, I&#8217;ve just added &#8220;Deep Parallax Occlusion Mapping&#8221; to our Raz0r engine. Given it&#8217;s multi-pass, cross-platform nature, this was quite an effort and I&#8217;m pretty pleased with myself!</p>
<p>This AAA technique throws mud in the eye of traditional, low rent bump/normal mapping and the picture speaks for itself &#8211; the walls and floor are flat polygons lit by a spotlight.</p>
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		<title>Push it real good&#8230;</title>
		<link>http://www.rubicondev.com/?p=263</link>
		<comments>http://www.rubicondev.com/?p=263#comments</comments>
		<pubDate>Fri, 26 Feb 2010 13:04:14 +0000</pubDate>
		<dc:creator>rubicon</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.rubicondev.com/?p=263</guid>
		<description><![CDATA[ur brand new self funded title &#8220;Push It!&#8221; is almost ready to go live on the Antix AGP player system for popular cellphones and other embedded devices. &#8220;Push It!&#8221; is our take on the classic Sokoban gameplay, with a few new twists of our own. A dedicated page will be forthcoming&#8230;
]]></description>
			<content:encoded><![CDATA[<p><div id="attachment_262" class="wp-caption alignleft" style="width: 160px"><a href="http://www.rubicondev.com/wp-content/uploads/Screen-1.png"><img src="http://www.rubicondev.com/wp-content/uploads/Screen-1-150x150.png" alt="Push It!" title="Push It!" width="150" height="150" class="size-thumbnail wp-image-262" /></a><p class="wp-caption-text">Push It!</p></div>Our brand new self funded title &#8220;Push It!&#8221; is almost ready to go live on the Antix AGP player system for popular cellphones and other embedded devices. &#8220;Push It!&#8221; is our take on the classic Sokoban gameplay, with a few new twists of our own. A dedicated page will be forthcoming&#8230;</p>
]]></content:encoded>
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		<title>Who&#8217;s for drinks?</title>
		<link>http://www.rubicondev.com/?p=226</link>
		<comments>http://www.rubicondev.com/?p=226#comments</comments>
		<pubDate>Mon, 30 Nov 2009 21:20:22 +0000</pubDate>
		<dc:creator>rubicon</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.rubicondev.com/?p=226</guid>
		<description><![CDATA[e&#8217;ve (well, I&#8217;ve) been working on a new self-funded development for a couple of days now, and the first pass of some graphics have arrived. Very early days yet, but I thought I&#8217;d post this for posterity and comparison with how the game finally ends up.
It&#8217;s a time management game where you play the part [...]]]></description>
			<content:encoded><![CDATA[<p><div id="attachment_225" class="wp-caption alignleft" style="width: 160px"><a href="http://www.rubicondev.com/wp-content/uploads/Cocktail.PNG"><img src="http://www.rubicondev.com/wp-content/uploads/Cocktail-150x150.PNG" alt="Cocktail" title="Cocktail" width="150" height="150" class="size-thumbnail wp-image-225" /></a><p class="wp-caption-text">Cocktail</p></div>We&#8217;ve (well, I&#8217;ve) been working on a new self-funded development for a couple of days now, and the first pass of some graphics have arrived. Very early days yet, but I thought I&#8217;d post this for posterity and comparison with how the game finally ends up.</p>
<p>It&#8217;s a time management game where you play the part of a harried bar tender trying to please a never ending parade of ever more demanding customers.</p>
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		<title>Raz0r update: PSSM</title>
		<link>http://www.rubicondev.com/?p=206</link>
		<comments>http://www.rubicondev.com/?p=206#comments</comments>
		<pubDate>Thu, 12 Nov 2009 17:04:26 +0000</pubDate>
		<dc:creator>rubicon</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.rubicondev.com/?p=206</guid>
		<description><![CDATA[az0r, our internal games engine, has had directional light shadows for a long time, but the shadowmapping implementation was far from cutting edge. This has now been addressed with the addition of a Parallel-Split Shadow Mapping technology that makes directional light shadows appear pin sharp, even when used in massive worlds.
The attached pic is obviously [...]]]></description>
			<content:encoded><![CDATA[<p><div id="attachment_205" class="wp-caption alignleft" style="width: 160px"><a href="http://www.rubicondev.com/wp-content/uploads/PSSM.PNG"><img src="http://www.rubicondev.com/wp-content/uploads/PSSM-150x150.PNG" alt="Single Pass PSSM" title="PSSM" width="150" height="150" class="size-thumbnail wp-image-205" /></a><p class="wp-caption-text">Single Pass PSSM</p></div>Raz0r, our internal games engine, has had directional light shadows for a long time, but the shadowmapping implementation was far from cutting edge. This has now been addressed with the addition of a Parallel-Split Shadow Mapping technology that makes directional light shadows appear pin sharp, even when used in massive worlds.</p>
<p>The attached pic is obviously a test scene that&#8217;s not trying to push the envelope in terms of visuals, but it does display a large outdoor environment with plenty of instancing and a nice crisp shadow on the ground wherever you look.</p>
<p>The method runs in a single pass (both when generating and later when reading back), storing 4 levels of splitting into the R,G,B and A channels of a standard texture at full resolution. The whole effect runs well on the DirectX 9 pipe, supporting down to shader model 2 which is our minimum spec.</p>
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		<title>SSAO Tutorial Added</title>
		<link>http://www.rubicondev.com/?p=185</link>
		<comments>http://www.rubicondev.com/?p=185#comments</comments>
		<pubDate>Wed, 21 Oct 2009 15:21:50 +0000</pubDate>
		<dc:creator>rubicon</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.rubicondev.com/?p=185</guid>
		<description><![CDATA[It&#8217;s quick and dirty, but I&#8217;ve finally posted a first draft of my tutorial for performing screen space ambient occlusion using directx 9
]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s quick and dirty, but I&#8217;ve finally posted a <a href="http://www.rubicondev.com/?page_id=116">first draft</a> of my tutorial for performing screen space ambient occlusion using directx 9</p>
]]></content:encoded>
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		<title>Baddabing</title>
		<link>http://www.rubicondev.com/?p=112</link>
		<comments>http://www.rubicondev.com/?p=112#comments</comments>
		<pubDate>Wed, 21 Oct 2009 09:21:25 +0000</pubDate>
		<dc:creator>rubicon</dc:creator>
				<category><![CDATA[Updates]]></category>

		<guid isPermaLink="false">http://www.rubicondev.com/?p=112</guid>
		<description><![CDATA[Our new look site just went live. Please bear with us as the entire site is still under construction and a lot of the content is either placeholder or missing completely. I&#8217;ll be addressing that over the next couple of days.
]]></description>
			<content:encoded><![CDATA[<p>Our new look site just went live. Please bear with us as the entire site is still under construction and a lot of the content is either placeholder or missing completely. I&#8217;ll be addressing that over the next couple of days.</p>
]]></content:encoded>
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