<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Innovative Games &#187; Game Engine Tutorial</title>
	<atom:link href="http://www.innovativegames.net/blog/category/game-engine-tutorial/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.innovativegames.net/blog</link>
	<description>Independent game development blog by Sean James</description>
	<lastBuildDate>Tue, 09 Feb 2010 20:00:06 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.9.1</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<title>Updated JigLibX Builds</title>
		<link>http://www.innovativegames.net/blog/2009/06/23/updated-jiglibx-builds/</link>
		<comments>http://www.innovativegames.net/blog/2009/06/23/updated-jiglibx-builds/#comments</comments>
		<pubDate>Tue, 23 Jun 2009 22:21:54 +0000</pubDate>
		<dc:creator>Sean</dc:creator>
				<category><![CDATA[Editor Tutorial]]></category>
		<category><![CDATA[Game Engine Tutorial]]></category>
		<category><![CDATA[Site News]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[JigLibX]]></category>
		<category><![CDATA[Site]]></category>

		<guid isPermaLink="false">http://www.innovativegames.net/blog/2009/06/23/updated-jiglibx-builds/</guid>
		<description><![CDATA[I have uploaded Xbox 360 and x86 (PC) builds (dlls) of the new version 0.3.1 JigLibX, the physics engine used by the Innovation Engine.
They can be downloaded then referenced by your projects, depending on the target platform (Xbox or PC).
http://www.innovativegames.net/upload/JigLibX
]]></description>
		<wfw:commentRss>http://www.innovativegames.net/blog/2009/06/23/updated-jiglibx-builds/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>XNA Game Engine Tutorial #12 &#8211; Introduction to HLSL and Improved Terrain</title>
		<link>http://www.innovativegames.net/blog/2009/05/29/xna-game-engine-tutorial-12-introduction-to-hlsl-and-improved-terrain/</link>
		<comments>http://www.innovativegames.net/blog/2009/05/29/xna-game-engine-tutorial-12-introduction-to-hlsl-and-improved-terrain/#comments</comments>
		<pubDate>Sat, 30 May 2009 04:44:26 +0000</pubDate>
		<dc:creator>Sean</dc:creator>
				<category><![CDATA[Game Engine Tutorial]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Engine]]></category>
		<category><![CDATA[HLSL]]></category>
		<category><![CDATA[Shaders]]></category>
		<category><![CDATA[Terrain]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://www.innovativegames.net/blog/?p=413</guid>
		<description><![CDATA[In this episode of the Game Engine Tutorial (we&#8217;ll return to the editor next week) we are going to build a better terrain, but the emphasis is more on implementing some simple HLSL effects.
We will cover:
- Better terrain construction
- Texture mapping
- Multiple texture mapping
- Directional lighting
- Fog
Better Terrain Construction
Our first shot at terrain was pretty [...]]]></description>
		<wfw:commentRss>http://www.innovativegames.net/blog/2009/05/29/xna-game-engine-tutorial-12-introduction-to-hlsl-and-improved-terrain/feed/</wfw:commentRss>
		<slash:comments>38</slash:comments>
		</item>
		<item>
		<title>Updated Components</title>
		<link>http://www.innovativegames.net/blog/2009/03/04/updated-components/</link>
		<comments>http://www.innovativegames.net/blog/2009/03/04/updated-components/#comments</comments>
		<pubDate>Thu, 05 Mar 2009 03:33:04 +0000</pubDate>
		<dc:creator>Sean</dc:creator>
				<category><![CDATA[Game Engine Tutorial]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://innovativegames.net/blog/?p=330</guid>
		<description><![CDATA[OK, I&#8217;ve finished updating the components to get them ready with the editor and the serializer. I haven&#8217;t organized them, so I&#8217;ll just link the whole engine project:
http://www.innovativegames.net/upload/GameEngineTutorial/UpdatedComponents/ie.zip
]]></description>
		<wfw:commentRss>http://www.innovativegames.net/blog/2009/03/04/updated-components/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>XNA Game Engine Tutorial Series #11: Serialization</title>
		<link>http://www.innovativegames.net/blog/2009/01/24/engine-tutorial-11/</link>
		<comments>http://www.innovativegames.net/blog/2009/01/24/engine-tutorial-11/#comments</comments>
		<pubDate>Sun, 25 Jan 2009 03:43:38 +0000</pubDate>
		<dc:creator>Sean</dc:creator>
				<category><![CDATA[Game Engine Tutorial]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Editor]]></category>
		<category><![CDATA[Engine]]></category>
		<category><![CDATA[Serialization]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://innovativegames.net/blog/?p=297</guid>
		<description><![CDATA[One of the big features any useful engine needs is the ability to save its state and the state of its components to file. This is necessary for things like saving a game, but is more useful for things like saving a scene in an editor. C# provides two types of serializer.
The first is a [...]]]></description>
		<wfw:commentRss>http://www.innovativegames.net/blog/2009/01/24/engine-tutorial-11/feed/</wfw:commentRss>
		<slash:comments>23</slash:comments>
		</item>
		<item>
		<title>XNA Game Engine Tutorial #10: Post Processing</title>
		<link>http://www.innovativegames.net/blog/2008/12/30/engine-tutorial-10/</link>
		<comments>http://www.innovativegames.net/blog/2008/12/30/engine-tutorial-10/#comments</comments>
		<pubDate>Tue, 30 Dec 2008 19:50:00 +0000</pubDate>
		<dc:creator>Sean</dc:creator>
				<category><![CDATA[Game Engine Tutorial]]></category>
		<category><![CDATA[Programming]]></category>
		<category><![CDATA[Tutorials]]></category>
		<category><![CDATA[Engine]]></category>
		<category><![CDATA[Post Processing]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[XNA]]></category>

		<guid isPermaLink="false">http://innovativegames.net/blog/?p=271</guid>
		<description><![CDATA[In this tutorial, we will be adding a postprocessing system to our engine. A postprocessor is an effect (.fx file) that only contains a pixel shader. It takes the current frame buffer value and applies the pixel shader to it, applying effects such as blurs, bloom, and special effects. The post processor class is called [...]]]></description>
		<wfw:commentRss>http://www.innovativegames.net/blog/2008/12/30/engine-tutorial-10/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
	</channel>
</rss>
