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	<title>Högni and Amy&#039;s game project</title>
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	<description>Thought in deed</description>
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		<title>Högni and Amy&#039;s game project</title>
		<link>http://klumhru.wordpress.com</link>
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		<item>
		<title>Star Ruler out Saturday</title>
		<link>http://klumhru.wordpress.com/2010/08/16/star-ruler-out-saturday/</link>
		<comments>http://klumhru.wordpress.com/2010/08/16/star-ruler-out-saturday/#comments</comments>
		<pubDate>Mon, 16 Aug 2010 12:50:27 +0000</pubDate>
		<dc:creator>Högni Gylfason</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[RPS Reminded me to post]]></category>
		<category><![CDATA[Space Strategy]]></category>

		<guid isPermaLink="false">http://klumhru.wordpress.com/?p=208</guid>
		<description><![CDATA[This is starting to excite my lower cockal regions. Looks great, sounds pretty interesting.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=klumhru.wordpress.com&amp;blog=8618423&amp;post=208&amp;subd=klumhru&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">Klumhru</media:title>
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	</item>
		<item>
		<title>Behave your trees</title>
		<link>http://klumhru.wordpress.com/2010/07/20/behave-your-trees/</link>
		<comments>http://klumhru.wordpress.com/2010/07/20/behave-your-trees/#comments</comments>
		<pubDate>Tue, 20 Jul 2010 19:16:47 +0000</pubDate>
		<dc:creator>Högni Gylfason</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[Artificial intelligence]]></category>
		<category><![CDATA[Behavior tree]]></category>
		<category><![CDATA[Game Design]]></category>

		<guid isPermaLink="false">http://klumhru.wordpress.com/?p=203</guid>
		<description><![CDATA[I had already started using the good ol&#8217; switch/case statement method to start implementing the AI for spacewars, when I bumped into Behave for Unity3D. This library implements Behavior tree logic in Unity with a nice visual editor. After a few minor niggles, finding workarounds for a couple of bugs and a lot of wrapping my [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=klumhru.wordpress.com&amp;blog=8618423&amp;post=203&amp;subd=klumhru&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://klumhru.wordpress.com/2010/07/20/behave-your-trees/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">Klumhru</media:title>
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		<item>
		<title>Unity3D vs. UDK</title>
		<link>http://klumhru.wordpress.com/2010/07/20/unity3d-vs-udk/</link>
		<comments>http://klumhru.wordpress.com/2010/07/20/unity3d-vs-udk/#comments</comments>
		<pubDate>Tue, 20 Jul 2010 11:19:07 +0000</pubDate>
		<dc:creator>Högni Gylfason</dc:creator>
				<category><![CDATA[Programming]]></category>
		<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[UDK]]></category>
		<category><![CDATA[Unreal Development Kit]]></category>

		<guid isPermaLink="false">http://klumhru.wordpress.com/?p=199</guid>
		<description><![CDATA[We tried to use UDK. The GUI editor is pretty good. Graphics are nice. The material editor is great. Asset browser, definate plus. Scripting engine. Bad. Really outdated bad. Script prefab instantiation non-existent. Bye bye. We are now using Unity3D Asset browser is primitive but usable. Low level integration with asset tools. Native 3dmax conversions. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=klumhru.wordpress.com&amp;blog=8618423&amp;post=199&amp;subd=klumhru&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://klumhru.wordpress.com/2010/07/20/unity3d-vs-udk/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	
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			<media:title type="html">Klumhru</media:title>
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		<item>
		<title>Sideways Movement</title>
		<link>http://klumhru.wordpress.com/2010/01/29/sideways-movement/</link>
		<comments>http://klumhru.wordpress.com/2010/01/29/sideways-movement/#comments</comments>
		<pubDate>Fri, 29 Jan 2010 11:36:35 +0000</pubDate>
		<dc:creator>Högni Gylfason</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://klumhru.wordpress.com/?p=196</guid>
		<description><![CDATA[We&#8217;re taking a break from VoidEngine development to explore the features and possibilities of the recently released Unreal Development Kit by Epic Games. The UDK offers a great number of features and advantages of our own engine. Even when we were first exploring into the territory of game development, on of the possibilities we entertained [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=klumhru.wordpress.com&amp;blog=8618423&amp;post=196&amp;subd=klumhru&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">Klumhru</media:title>
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		<item>
		<title>Standard material done</title>
		<link>http://klumhru.wordpress.com/2009/10/06/standard-material-done/</link>
		<comments>http://klumhru.wordpress.com/2009/10/06/standard-material-done/#comments</comments>
		<pubDate>Tue, 06 Oct 2009 12:43:02 +0000</pubDate>
		<dc:creator>Högni Gylfason</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Ogre3D]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[ShaderFX]]></category>
		<category><![CDATA[VoidEngine]]></category>
		<category><![CDATA[3d studio max]]></category>
		<category><![CDATA[Shader]]></category>

		<guid isPermaLink="false">http://klumhru.wordpress.com/?p=183</guid>
		<description><![CDATA[For all practical purposes I consider the work I&#8217;ve done on exporting the standard material type from ShaderFX to Ogre3D readable format, complete. It now exports correctly all the subnodes and lights and the calculations all appear correct now, including advanced functions like projection mapping based on vertex positions, alphas based on vertex colors, ambient [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=klumhru.wordpress.com&amp;blog=8618423&amp;post=183&amp;subd=klumhru&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://klumhru.wordpress.com/2009/10/06/standard-material-done/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">Klumhru</media:title>
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		<item>
		<title>BrainHex!</title>
		<link>http://klumhru.wordpress.com/2009/10/02/brainhex/</link>
		<comments>http://klumhru.wordpress.com/2009/10/02/brainhex/#comments</comments>
		<pubDate>Fri, 02 Oct 2009 15:05:31 +0000</pubDate>
		<dc:creator>Högni Gylfason</dc:creator>
				<category><![CDATA[Ramblings]]></category>
		<category><![CDATA[Links]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Pastimes]]></category>

		<guid isPermaLink="false">http://klumhru.wordpress.com/?p=171</guid>
		<description><![CDATA[Stumbled on a neat survey by way of RPS. My results: BrainHex Class is Conqueror. BrainHex Sub-Class is Conqueror-Socialiser. &#8220;You like defeating impossibly difficult foes, struggling until you eventually achieve victory, and beating other players as well as hanging around with people you trust and helping people.&#8221; This hits the mark for me pretty well. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=klumhru.wordpress.com&amp;blog=8618423&amp;post=171&amp;subd=klumhru&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://klumhru.wordpress.com/2009/10/02/brainhex/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
	
		<media:content url="http://1.gravatar.com/avatar/da2be1fb3842d8fdcccdb58f06ede150?s=96&#38;d=identicon&#38;r=R" medium="image">
			<media:title type="html">Klumhru</media:title>
		</media:content>

		<media:content url="http://klumhru.files.wordpress.com/2009/10/conquerorsocialiser.png" medium="image">
			<media:title type="html">Conqueror- Socialiser</media:title>
		</media:content>
	</item>
		<item>
		<title>Ogre3D and ShaderFX&#8230; Living in (almost) perfect harmony</title>
		<link>http://klumhru.wordpress.com/2009/09/26/ogre3d-and-shaderfx-living-in-almost-perfect-harmony/</link>
		<comments>http://klumhru.wordpress.com/2009/09/26/ogre3d-and-shaderfx-living-in-almost-perfect-harmony/#comments</comments>
		<pubDate>Sat, 26 Sep 2009 13:21:41 +0000</pubDate>
		<dc:creator>Högni Gylfason</dc:creator>
				<category><![CDATA[Ogre3D]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[ShaderFX]]></category>
		<category><![CDATA[VoidEngine]]></category>
		<category><![CDATA[3d studio max]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Shader]]></category>

		<guid isPermaLink="false">http://klumhru.wordpress.com/?p=151</guid>
		<description><![CDATA[There is some progress on the exporter for Ogre in ShaderFX. I&#8217;ve almost finished the StandardMat support. There are still some niggles, like light projection not rotating with the object, but I think I can figure that out. This is the material as displayed in Max in mode CGFX. The normal is scaled and UV [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=klumhru.wordpress.com&amp;blog=8618423&amp;post=151&amp;subd=klumhru&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://klumhru.wordpress.com/2009/09/26/ogre3d-and-shaderfx-living-in-almost-perfect-harmony/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">Klumhru</media:title>
		</media:content>

		<media:content url="http://klumhru.files.wordpress.com/2009/09/planet_with_sfxpanel.png?w=300" medium="image">
			<media:title type="html">Planet in Max with SFX Panel</media:title>
		</media:content>

		<media:content url="http://klumhru.files.wordpress.com/2009/09/planet_ogremax_vp.png" medium="image">
			<media:title type="html">Planet in OgreMax Viewport</media:title>
		</media:content>

		<media:content url="http://klumhru.files.wordpress.com/2009/09/diffuse_shader_settings.png" medium="image">
			<media:title type="html">Diffuse shader settings</media:title>
		</media:content>

		<media:content url="http://klumhru.files.wordpress.com/2009/09/ambient_shader_settings.png" medium="image">
			<media:title type="html">Ambient shader settings</media:title>
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	</item>
		<item>
		<title>When will I get old?</title>
		<link>http://klumhru.wordpress.com/2009/09/24/when-do-i-get-old/</link>
		<comments>http://klumhru.wordpress.com/2009/09/24/when-do-i-get-old/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 13:05:25 +0000</pubDate>
		<dc:creator>Högni Gylfason</dc:creator>
				<category><![CDATA[Ramblings]]></category>

		<guid isPermaLink="false">http://klumhru.wordpress.com/?p=142</guid>
		<description><![CDATA[I&#8217;m 34 today (yay), but as usual it doesn&#8217;t seem to confer any kind of new respectability or greater wisdom, despite my graying hair and deteriorating memory. Lets see if it comes along later on in the day.<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=klumhru.wordpress.com&amp;blog=8618423&amp;post=142&amp;subd=klumhru&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
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		<slash:comments>0</slash:comments>
	
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			<media:title type="html">Klumhru</media:title>
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		<item>
		<title>Ogre3D and ShaderFX</title>
		<link>http://klumhru.wordpress.com/2009/09/24/ogre3d-and-shaderfx/</link>
		<comments>http://klumhru.wordpress.com/2009/09/24/ogre3d-and-shaderfx/#comments</comments>
		<pubDate>Thu, 24 Sep 2009 13:04:05 +0000</pubDate>
		<dc:creator>Högni Gylfason</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Ogre3D]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[ShaderFX]]></category>
		<category><![CDATA[VoidEngine]]></category>
		<category><![CDATA[3d studio max]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Shader]]></category>

		<guid isPermaLink="false">http://klumhru.wordpress.com/?p=139</guid>
		<description><![CDATA[I&#8217;ve been using Lumonix&#8217; excellent ShaderFX plugin for 3ds max to generate shaders, and then altering the generated shaders to comply with the Ogre3D  material framework. To say the least this has not been without problems. The main problem is that Ogre3D is designed to be very open as far as the content pipeline is [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=klumhru.wordpress.com&amp;blog=8618423&amp;post=139&amp;subd=klumhru&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://klumhru.wordpress.com/2009/09/24/ogre3d-and-shaderfx/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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			<media:title type="html">Klumhru</media:title>
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	</item>
		<item>
		<title>Need for Speed is back&#8230; well, sideways at least</title>
		<link>http://klumhru.wordpress.com/2009/09/22/need-for-speed-is-back-well-sideways-at-least/</link>
		<comments>http://klumhru.wordpress.com/2009/09/22/need-for-speed-is-back-well-sideways-at-least/#comments</comments>
		<pubDate>Tue, 22 Sep 2009 16:21:30 +0000</pubDate>
		<dc:creator>Högni Gylfason</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Reviews]]></category>

		<guid isPermaLink="false">http://klumhru.wordpress.com/?p=133</guid>
		<description><![CDATA[I&#8217;ve spent a bit of time lately playing NFS:SHIFT (Shift from now on) and I&#8217;ve gone from a stand of &#8220;neat&#8221; to &#8220;yikes&#8221;. This game is in fact awfully good. Before playing it the first time I had seen a few gameplay videos and trailers and was somewhat put off by all the goings on [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=klumhru.wordpress.com&amp;blog=8618423&amp;post=133&amp;subd=klumhru&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
		<wfw:commentRss>http://klumhru.wordpress.com/2009/09/22/need-for-speed-is-back-well-sideways-at-least/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	
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